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Could someone help me with this. A member of my team has an idea and so could someone basically write me up an event for this using trier as an example so I can work off from there.

i d like to make an triggered raid event for provinces bordering the tribes ,so i can delete the raid CB because it s not used by the Ai.

CAn you ask on the modding forums of CK 2 how to do it?

bassicaly i want an yearley event for provinces who are bordering certain tribes to get an -60% manpower and -90% economy so we can simulate the barbaric raids
 
I'm attempting to add a modifier to the culture change events that will decrease the MTTH based on the stewardship of the king or emperor in charge. In addition to that, I wanted the modifiers to be staged based on centralization of the kingdom or whatever, and to exclude the modifier if the stewardship of the local ruler is too high, so that culture change doesn't happen too fast.

The local ruler part is easy and works fine.

The crown law and the top liege part, when I tried to test it resulted in a message spawning with no text or buttons while playing as a HRE or Sweden two states with different cultured provinces

The modifier I used for the top liege part was:
modifier = {
factor 0.01
top_leige = { stewardship = 1 }
}

and for crown law:
modifier = {
factor = 0.01
OR = {
has_law = centralization_0
has_law = centralization_1
}
}

Each of which was tested on its own by putting it in the modifier section of each of the culture change events in the province_events text file
Any guesses what the problem is, and how to go about getting the results I want?
 
Last edited:
Alright, I seem to remember explaining this at some point. Deja vu and all that. But here goes, Anenu:

step one. Define your trait in /common/traits/MyTraits (or whatever you want to name the new file). Look at the vanilla traits to see what to do. Here is a trait that I made for my mod:

Code:
stigmata = {
    church_opinion = 10
    same_opinion = 5
    monthly_character_piety = 0.25
    sex_appeal_opinion = -5
}

step two. Make an icon for your new trait. Find an image or something you like by searching on google or wikipedia. if this is for a public mod (that you plan to release), do NOT include images that are not either your own creation or in the public domain. Anything on wikipedia is fine unless you want to draw your own. You need to resize your image to 24 pixels by 24 pixels. Save it to /gfx/traits as a *.dds file. No other format will do. Use photoshop if your computer has it or download freeware, either GIMP or my preference Paint.NET.

120px-LeftHand_2.png



For 'stigmata', I used this image and drew in a red spot of blood to give St. Francis the wounds of Christ.


scaled.php


I know that the original image has a ring, but keep in mind that on screen it is a very small image, so should be clear but without too much detail.


step three. You need to modify /interface/traits.gfx for the game to recognize your trait. If you want for it to display. Otherwise the effects will be there but the trait icon will not display. Example:
Code:
spriteType = {
        name = "GFX_trait_stigmata"
        texturefile = "gfx/traits/stigmata.tga"
        noOfFrames = 1
        norefcount = yes
        effectFile = "gfx/FX/buttonstate.lua"
    }

Please note that traits.gfx has a closing bracket at the end of the file. This closer must be there or bad things will happen. So keep that bracket under your last entry.

If all goes well, you will have a new trait to play with. To test it, insert <add_trait = MyTrait> into an existing character that is playable in 1066.

Ah, yes, step four. Localisation. You need to create a new localisation file or add to one of the pre-existing ones your trait's name and desc. For example:
Code:
stigmata;Stigmata;FRENCH;GERMAN;;SPANISH;;;;;;;;;x
stigmata_desc;This character bears wounds resembling the five wounds that Christ received on the day of His crucifixion. These marks commonly denote an individual with a close personal relationship with Our Lord and Savior, which may win him or her the awe of other pious persons.;FRENCH;GERMAN;;SPANISH;;;;;;;;;x

Voila! It is done. A new trait is created, and you can now assign it to historical characters or grant it by event. I would look at ash001's Friends and Foes mod for the most advanced modding on traits and their effects. You can also add more effects like those in the vanilla trait file, like congenital, personality, lifestyle, etc. Good luck! :)

nice tutorial. It should be stickied or referenced somewhere to find it back easily.
 
I'm working for the SWMH mod on redrawing the map of Norway and getting accurate Norse names for as many counties as possible. Things are going along nicely, but I am struggling to get the letters œ and ǫ in the game. Do you think this is impossible?

This is my project page, if anyone is interested.

This is definitely possible -- my recent Iceland mod makes pretty heavy use of the ð/Ð character, among others. (I would've added þ/Þ, too, but I thought that might be a bit much for all the non-Scandinavian players. :laugh:)

In any case, the Wikipedia articles for each of the special characters you want to use should list the key-bindings for -- and, if applicable, options needed to enable -- their use, depending on your operating system and localization. (I had to enable the "Extended" U.S. keyboard option on my Mac to get access to the eth.) Once you've followed those steps, though, you should be able to use those key bindings just fine -- not only in your mod files, but even in-game!
 
Is there a command I can use in a CB to simply remove a title from a target, but not have it usurped? Like, is there a way I could cook up a CB which allowed a player to go to war with the Kingdom of France and do nothing but remove the title k_france from the current king without awarding it to anyone else?
 
I'd really like to have an answer to this question so I can at least stop thinking about it. Can someone please confirm that there is currently no effect available to rename a county/province by event?

Is there a way to script an event so that it will rename a specific province/county and/or its capital? I have been fiddling with the event files for a few hours now, trying to come up with a solution. This feature was available in both eu3 and vic2, so why would it not be in ck2? :sad:
 
In a sandbox game where all counties are given randomly generated counts, how can I define the succession laws of certain counties? I'd really like to define it by culture.
 
In a sandbox game where all counties are given randomly generated counts, how can I define the succession laws of certain counties? I'd really like to define it by culture.

Cognatic Gavelkind is the default for Christians, 'Turkish Succession" for Muslims. You can't create a default succession law like you can crown laws. You could make a decision or event whose result is determined by culture, though.
 
Cognatic Gavelkind is the default for Christians, 'Turkish Succession" for Muslims. You can't create a default succession law like you can crown laws. You could make a decision or event whose result is determined by culture, though.
Decisions/Events are one aspect of modding I have yet to even look into yet. Any ideas on how to code an event so at game start any lords of a specific culture would have a set succession law? Say I want all Basque rulers to start as Absolute Cognatic.
 
Decisions/Events are one aspect of modding I have yet to even look into yet. Any ideas on how to code an event so at game start any lords of a specific culture wouldic have a set succession law? Say I want all Basque rulers to start as Absolute Cognatic.

I may not be the one to ask, but here is a try:

Code:
namespace = law

character_event = {
       id = law.0
       desc = "Conform with our traditions"
       picture = GFX_evt_council

       trigger = {
               culture = basque
               is_ruler = yes
               NOT = { has_law = true_cognatic_succession }
       }

       option = {
               name = "Ok"
               succession_w_cooldown = true_cognatic #based on cb for succession with effect succession_w_cooldown = primogeniture
       }
}

That is my best first guess. It is an event that will give true cognatic succession to any Basque ruler who does not have it.
 
Is there a command I can use in a CB to simply remove a title from a target, but not have it usurped? Like, is there a way I could cook up a CB which allowed a player to go to war with the Kingdom of France and do nothing but remove the title k_france from the current king without awarding it to anyone else?
Yup, just use "destroy_landed_title = yes" in on_success_title.
 
Just re-quoting for attention :D




Could someone help me with this. A member of my team has an idea and so could someone basically write me up an event for this using trier as an example so I can work off from there.
d like to make an triggered raid event for provinces bordering the tribes ,so i can delete the raid CB because it s not used by the Ai.

CAn you ask on the modding forums of CK 2 how to do it?

bassicaly i want an yearley event for provinces who are bordering certain tribes to get an -60% manpower and -90% economy so we can simulate the barbaric raids
 
I may not be the one to ask, but here is a try:

Code:
namespace = law

character_event = {
       id = law.0
       desc = "Conform with our traditions"
       picture = GFX_evt_council

       trigger = {
               culture = basque
               is_ruler = yes
               NOT = { has_law = true_cognatic_succession }
       }

       option = {
               name = "Ok"
               succession_w_cooldown = true_cognatic #based on cb for succession with effect succession_w_cooldown = primogeniture
       }
}

That is my best first guess. It is an event that will give true cognatic succession to any Basque ruler who does not have it.


I think you also need a mean_time_to_happen section (or else to trigger it via a different event).
 
I've just made my own minimal mod to give the Irish a cultural building. However whenever I launch the game (GG version if it matters) I have to recheck the box for this mod. I worried that I'll forget one day. So-

1) is there any way to set it up so that my chosen mod is selected by default?
2) if I forget do the Irish culture buildings get destroyed (i.e. deleted from the savegame) or merely disabled meaning that if I reload the save with the mod implemented that they will magically reappear?

Apologies for not reading the entire thread if this question has been asked repeatedly.
 
I've just made my own minimal mod to give the Irish a cultural building. However whenever I launch the game (GG version if it matters) I have to recheck the box for this mod. I worried that I'll forget one day. So-

1) is there any way to set it up so that my chosen mod is selected by default?
2) if I forget do the Irish culture buildings get destroyed (i.e. deleted from the savegame) or merely disabled meaning that if I reload the save with the mod implemented that they will magically reappear?

Apologies for not reading the entire thread if this question has been asked repeatedly.

1) Not right now.
2) I honestly don't know, never had a reason to check before.
 
I think you also need a mean_time_to_happen section (or else to trigger it via a different event).

Not necessarily. I thought that duinnin wanted a maintenance event to ensure that Basque rulers had true cognatic succession. So it would fire immediately for any ruler who does not have that law and would not fire for any ruler who already is Basque and has the law. I will concede that it is a fast and dirty kind of event, but it should keep the Basque AI on track if that is his intent.