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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.
A time frame would be useful, as I still want Basques to have the option to change their succession law, but at game start I want them absolute cognatic.
 
A time frame would be useful, as I still want Basques to have the option to change their succession law, but at game start I want them absolute cognatic.
ear

Okay then, add this to the trigger:

Code:
year = 1065
NOT = { year = 1067 }

So it'll fire in September 1066 when you start the grand campaign, but not after New Years' Eve that year. Or adjust it to fit your favorite starting year.
 
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! :)

I followed these steps but i cannot seem to figure out how to add the trait to a character.
 
I followed these steps but i cannot seem to figure out how to add the trait to a character.

Okay, do you want to add it to a historical character who will exist at game start or by event?

You need to find the character's entry in the history files if it is the first case.

Code:
1000068006 = { #Francis of Assisi
	name="Giovanni Francesco"
	martial = 2
	diplomacy = 12
	intrigue = 6
	stewardship = 10
	religion="catholic"
	culture="italian"
	add_trait="poverty"
	[COLOR=#ff0000]add_trait="stigmata"[/COLOR]
	add_trait="charismatic_negotiator"
	1182.1.1={
		birth=1182.1.1
	}
	1226.1.1={
		death=1226.1.1
	}
}

By event, well it depends on the event, but you would put this in the option section:

Code:
add_trait = stigmata

Without more details, I can't offer much more help.
 
Okay, do you want to add it to a historical character who will exist at game start or by event?

You need to find the character's entry in the history files if it is the first case.

Code:
1000068006 = { #Francis of Assisi
	name="Giovanni Francesco"
	martial = 2
	diplomacy = 12
	intrigue = 6
	stewardship = 10
	religion="catholic"
	culture="italian"
	add_trait="poverty"
	[COLOR=#ff0000]add_trait="stigmata"[/COLOR]
	add_trait="charismatic_negotiator"
	1182.1.1={
		birth=1182.1.1
	}
	1226.1.1={
		death=1226.1.1
	}
}

By event, well it depends on the event, but you would put this in the option section:

Code:
add_trait = stigmata

Without more details, I can't offer much more help.

I figured out what i was doing wrong, I had tried making an event based on one of the events that gives you a choice between two traits (such as lustful/chaste) but had not changed the event properly so while it said i was getting my trait i was still getting the default trait. I changed the event and now it works but for some reason the image doesn't appear but all the other effects take place.

Anyway thank you for the help it was much appreciated.
 
I figured out what i was doing wrong, I had tried making an event based on one of the events that gives you a choice between two traits (such as lustful/chaste) but had not changed the event properly so while it said i was getting my trait i was still getting the default trait. I changed the event and now it works but for some reason the image doesn't appear but all the other effects take place.

Anyway thank you for the help it was much appreciated.

Double check the interface file. That seems your likely problem.
 
I did some tests with "k_england_english" (for example) and couldn't get it to work... But I might be doing something wrong.

That wouldn't work at all. There are no localized titles for title names so having "k_england_saxon" as 'Engaland' wouldn't work. It has to be king_english or king_saxon or king_(whatever culture)
 
Couldn't find an answer to this by searching the mod threads, so I'll ask here:

How do I script a character to begin a game with claims to titles they do not own?
Add an "add_claim" line to a character's history, like so:
Code:
1735 = {
    name="Konstantinos"
    dynasty=632
    religion="orthodox"
    culture="greek"
    father=1734
    mother=725
    1046.1.1={
        birth="1046.1.1"
    }
    1070.1.1={
        add_spouse=4558
    }
    1072.8.1={
        [COLOR=#FF0000][B]add_claim = e_byzantium
[/B][/COLOR]        add_trait="ambitious"
    }    
    1074.1.1={
        death="1074.1.1"
    }
}
 
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.
He should remove is_ruler = yes from triggers and put it as only_rulers = yes outside.
 
What files require modification for the addition of a create able titular Kingdom to the game? So far I've added it in landed_titles.txt, created a coat of arms and added a history file. Though I can find the title in game when searching for it. I guess there is something else also required to modify to add it?
 
What files require modification for the addition of a create able titular Kingdom to the game? So far I've added it in landed_titles.txt, created a coat of arms and added a history file. Though I can find the title in game when searching for it. I guess there is something else also required to modify to add it?

So long as the titular title has a capital = # line it should be creatable. If you're loading a save game it won't give the title to the character in the history file (if you gave it to a character), you have to start a new game for that.
 
What does "grammar_transform" in cultures.txt do?

The two options are grammar_transform = spanish and grammar_transform = french, so I assume that it refers to two hardcoded algorithms for changing names for patronyms and possibly dynastic names. It might even be as simple as "de Aragon" and "d'Aragon"; there are also some kind of hardcoded rules for patronyms allowing the son of Diego to be called Diaz.
 
He should remove is_ruler = yes from triggers and put it as only_rulers = yes outside.

So this is correct?

Code:
namespace = law

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

	trigger = {
		year = 1065
		NOT = { year = 1067 }
		culture = basque
		only_rulers = yes
		NOT = { has_law = true_cognatic_succession }
		}

	option = {
		name = "Ok"
		succession_w_cooldown = true_cognatic
		}
	}
 
So long as the titular title has a capital = # line it should be creatable. If you're loading a save game it won't give the title to the character in the history file (if you gave it to a character), you have to start a new game for that.

Thats odd I'm testing by creating a new game, this is what I'm currently using. Won't show up as a potential create able title. I'm guessing something else need to be added/changed somewhere?
Code:
k_prussia = {
	color = { 159 196 75 }
	capital	= 370 # Marienburg
	culture = german
	allow = {
		OR = {
			religion = catholic
			is_heresy_of = catholic
		}
	}
}
 
Thats odd I'm testing by creating a new game, this is what I'm currently using. Won't show up as a potential create able title. I'm guessing something else need to be added/changed somewhere?
Code:
k_prussia = {
	color = { 159 196 75 }
	capital	= 370 # Marienburg
	culture = german
	allow = {
		OR = {
			religion = catholic
			is_heresy_of = catholic
		}
	}
}

Do you have 2 duchies?

Press F in game and search for Prussia and see what it says you are missing.


Now for my own stuff :)

How would I go about checking if a title exists in an event trigger? (like say, trigger this event only if k_potato doesn't exist)
 
Sadly that doesn't work. I probably explained my self poorly. It is not that I can not create it, rather it simply does not exist when searched for even with the relevant data added to the game files, I'm some what confused to as how it is so.