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I can't find this file. I expected it would be a text file, since what I want is to set the size of the frame, nor the appearance of the model or the texture. Just the size.

-mapitems.gfx is in your ck2 directory/interface/ or do a search
-it is a text file. you can open it with notepad and such.
-it contains the size values for every "shield type" -arranged by religion and by tier.

in my Coa mod linked in my sig you can this file with increased size for county-level and duchy-level ; decreased size for muslim empires.
 
So... is there any way to insure an event fires more frequently? Trying to test an event I wrote, and everything looks like it should work, but after several test runs I can't get the bloody thing to fire, so I don't know if I've done something wrong or if I'm just having awful luck with it right now.

How is it triggered?

If you are using a mean_time_to_happen section then you can just comment out the months = 100 (or whatever line) and replace it with days = 1 (or something similarly small).

If your event is triggered_only=yes then you would need to modify the triggering event or action.
 
I have make a titular title with landless and primary. And I give it to a Archbishop. It should represent a Archbishopric without land. I have make it like this:


Code:
	d_hamburg_bremen = {
		color={ 0 0 200 }
		color2={ 255 255 255 }		
		capital = 261 #Hamburg
		landless = yes
		primary = yes
		allow = {
			religion = catholic
			is_theocracy = yes
		}
	}

But this title is always with the succession "free election". With land and without land. How can I make it to a theocratic election? Investiture etc.?
 
But this title is always with the succession "free election". With land and without land. How can I make it to a theocratic election? Investiture etc.?

You can specify how it starts the game with a line in the history files.

For example the vanilla e_hre.txt in \history\titles has this line to make it elective after 1024
law = succ_feudal_elective

There must be a default of gavelkind for noble tiles without a law listed in them, but it appears a different default for cities/religious orders (k_papal_state & k_venice don't have any special laws declared). However I assume it can still be changed in the normal way... Of course a landless title may not know if it is a theocracy, a city state or a noble.
 
Put your custom dynasties into dynasties.txt then instead of dynasty = random, put dynasty = #ID. If you want to select from a pool of custom dynasties at "random", you could try
Code:
OR = {
    dynasty = 1
    dynasty = 2
    dynasty = 3
    dynasty = 4
    dynasty = 5
}
Might work *shrug*.

I had actually thought about doing something like this..., for instance, adding dyansties with ID# creep.1, creep.2, etc...but I wasn't sure how to get an array or whatever to work. This seems like a good manual way to do it though.


I've not seen OR's used to create effects. Instead to create one of a list of effects you would use a random_list.

How would I want to fire that? Does this look about right in theory?:

Code:
option = {
name = "Lowborn-B-Gone"
add_character_modifier = {
random_list = {
dynasty = creep.1
dynasty = creep.2
}
}
...etc?

In retrospect I'm glad I didn't test out my event last night....looking at the code, I totally left some brackets wide the hell open :p
 
I'm trying to create a decision/event that passes trait 'X' from parent to child, but it doesn't seem to work. Could anyone shed some insight on this code?

Code:
decisions = {

dynasty_trait = {
is_high_prio = yes

potential = {
       OR = { 
              dynasty = 2109004
              father_even_if_dead = { trait = x }
              mother_even_if_dead = { trait = x }
       }
}

allow = {
       NOT = { trait = bastard }
}

effect = {
        character_event = {
               id = trait.0
               days = 1
        }
        if = {
              limit = {
                   is_ruler = no
              }
              liege = {
                     character_event = {
                              id = trait.1
                              days = 1
                     }
              }
        }
}
}
}

Code:
namespace = trait

character_event = {
        id = trait.0
        picture = GFX_evt_family
        desc = "The ties that bind."
        
        is_triggered_only = yes
        
        option = {
              name = "Ok"
              add_trait = x
        }
}

character_event = {
        id = trait.1
        picture = GFX_evt_family
        desc = "He is one of them."
        
        is_triggered_only = yes
        
        option = {
               name = "Ok"
               prestige = 5
        }
}
 
re: my last post, before I jump headfirst into this can someone proofread my logic and confirm or deny whether dynasty ids can also follow the "text.000" format that can be used for event ids?

It wouldn't be a game changer, I just want to know if it'll break anything by throwing them into my dynasties.txt file with that naming convention.

so...modified code
Code:
character_event = {
	id = creep.1
	desc = "New Dynasty!"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes 
		trigger = {
			ai = no}

		option = {
			name = "Lowborn-B-Gone"
			add_character_modifier = {
				random_list = {
					dynasty = creep.1
					dynasty = creep.2 }}}}

seems right to me, but this is my first venture into custom events
 
-mapitems.gfx is in your ck2 directory/interface/ or do a search
-it is a text file. you can open it with notepad and such.
-it contains the size values for every "shield type" -arranged by religion and by tier.

in my Coa mod linked in my sig you can this file with increased size for county-level and duchy-level ; decreased size for muslim empires.

Thanks, let's play a bit with it.
 
How can I edit the name of a kingdom or Empire without screwing anything up?
Look in the .csv files in your localization folder. For example if you create a new (empty) .csv file called newstuff.csv and add this line:

Code:
portuguese;Galician;galicien;Galicisch;;Gallego;;;;;;;;;x

...then Portuguese culture will be called Galician in your game. You can try it with country and title names too, just look thru the file for the line you want. If you wanted to rename the Byzantine Empire to the Eastern Roman Empire (as you wanted such an example) then you could add these two lines to your new file:

Code:
e_byzantium;Eastern Roman Empire;Empire romain d'Orient;Oströmische Reich;;Imperio Romano de Oriente;;;;;;;;;x
e_byzantium_adj;Roman;romain;Römische;;Romano;;;;;;;;;x

The second line changes the adjectival form for wars and suchlike (ie French-Roman War and so on...)

I'm going to assume that events are fired based on a certain criteria (trigger), what fires a decision?
Decisions are enacted manually by you -- check the Intrigue tab and you'll see what I mean. You can invite people to your court, organize grand hunts and feasts, etc.
 
I realize this has probably been asked already, but...

How do I program the localisation files so that they actually work?
I typed up what I think was correct into a file, but it didn't work in game. Still gave me the "x_desc" stuff.

Also, how do I insert little symbols for educations and traits? They technically work, but won't show up in game, so I need pictures.
 
How do I program the localisation files so that they actually work?
I typed up what I think was correct into a file, but it didn't work in game. Still gave me the "x_desc" stuff.
Can you explain exactly what you did and what it was you wanted to achieve? Are you sure you had the correct file type as well?
 
Can you explain exactly what you did and what it was you wanted to achieve? Are you sure you had the correct file type as well?

Copied "localisation" folder into mod folder.
Edited .mod to allow access to that folder.
Made new Excel file of the same type as the files already there.

Underneath, I typed this:

#CODE;ENGLISH
magical;Magical
magical_desc;This character was born with innate magical ability.
wizard;Wizard


etc.,etc.

In game, the traits I modified did not change correctly.

They still gave me:

magical
magical_desc
 
Copied "localisation" folder into mod folder.
Edited .mod to allow access to that folder.
Made new Excel file of the same type as the files already there.

Underneath, I typed this:

#CODE;ENGLISH
magical;Magical
magical_desc;This character was born with innate magical ability.
wizard;Wizard


etc.,etc.

In game, the traits I modified did not change correctly.

They still gave me:

magical
magical_desc
You need to do it like this:
#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x
magical_desc;This character was born with innate magical ability.;;;;;;;;;;;;;x
wizard;Wizard;;;;;;;;;;;;;x
You have to include all the semicolons (14 total per line)
 
Right on, Meneth. I usually just copy the first line of a localisation file then paste it over and over and over. If you are only modding for English, then it is rather easy to just change the English part of the line. So wizards, huh? Sounds interesting.
 
Hm...

Still didn't work. Is there another section I need to mod to enable the descriptions maybe?
 
I am thinking about how to balance the AI and its warmongering. Would something like Helius's Ad Infinitum mod for EU3 be possible for CK2--that is, setting which rulers an AI ruler should be aggressive or friendly towards? The targets for holy wars in particular seem rather random to me, for example. I suppose that the base value should be relations between neighbors, with +40 being 'friendly' and -40 being 'rivalry' or something like that.
 
One of the main problems with holy wars is that borders never seem to play a part -- for example whilst it makes sense for the king of Denmark or Poland to want to wipe out the heathens in the Baltic, it makes little to no sense for the king of Galicia to be waging such a war. This happened in a recent game I was playing as England.

I think holy wars should only be able to be declared against neighboring states (ie Poland against Pomerania or Castille against Toledo); crusades are a different matter and don't quite work the same way anyway. That should solve a lot of issues I think, as well as make the map look a bit more sensible.
 
I created a new Empire, but I noticed that I can't change its crown authority laws. (used console to allow law changes) They are all greyed out. What file do I need to edit to make those changeable?