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Hmmm, what I meant was that the new Empire when created starts with no crown law - they are all greyed out. I guess I can add a crown law in history files but I just don't understand why it has no law when created rather than existing from the beginning.
 
Wait, is it a titular empire? Titular realms do not have crown laws, they need de jure kingdoms first.

Aye, thank you, I think that might be it. Going to test it now.
 
Korbah;13925807 Nope said:
NOT = { vassal_of = e_byzantium }
[/code]


It works!! and it also seems to cut of emperor himself from creating! So you actually solved both issues with that single piece of code;)
 
I've discovered a huuuuuuuuge part of the problem. For some ridiculous reason photoshop refuses to acknowledge the existence of certain colors. I have provinces that are causing 3,000 errors by themselves because when I set the color to, say, 168,135,42 photoshop refuses to acknowledge that and continually changes it to 168,135,43 every single time. I have to open it in a crappy program like ms paint to get it to color correctly.

EDIT - Having discovered this, I've got the total error count down to 163 simply by altering the color of four provs using ms paint. >.<
 
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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:
mother_even_if_dead = { trait = x }

I don't think mother_even_if_dead is a valid trigger. Have you used it successfully before?
 
Mwuahaha! Flawless victory.

I'm still having issues though. Despite having 0 errors in the provinces map. The game won't load my map when I open my mod, it opens using the vanilla map. :-(
 
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.




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 think some of that syntax looks like late night work. A random list works more like this (4 options each with 25% chance of happening).

option = {
random_list = {
25 = {dynasty = 100}
25 = {dynasty = 200}
25 = {dynasty = 300}
25 = {dynasty = 400}
}
}

but start small, test to see if it works, and then work up.
 
Mwuahaha! Flawless victory.

I'm still having issues though. Despite having 0 errors in the provinces map. The game won't load my map when I open my mod, it opens using the vanilla map. :-(

If you have sea provinces, all "lakes" need to have their own provinces assigned as well, I have no idea why but that's what was causing all of my crashes.
 
They have colors in the provinces map, but I haven't assigned them anything in the history file. Is this the problem?

EDIT - So I have what "should be" functional province, terrain, topology, rivers, definition and default file, but no matter what I do the mod always opens up the vanilla map. I don't understand what I did wrong. >.< Nor can I figure out what i'm supposed to be doing with a colormap.dds file that I don't see.
 
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How do you change the Holy War CB to be for a single county instead of for a duchy? I tried fiddling around with it in the cb_types.txt, like changing check_de_jure_tier = DUKE to COUNT and also tried disabling the is_permanent = yes line, but nothing seemed to make any difference.
 
They have colors in the provinces map, but I haven't assigned them anything in the history file. Is this the problem?

EDIT - So I have what "should be" functional province, terrain, topology, rivers, definition and default file, but no matter what I do the mod always opens up the vanilla map. I don't understand what I did wrong. >.< Nor can I figure out what i'm supposed to be doing with a colormap.dds file that I don't see.

Have you setup the mod directory properly?
If so, try placing
replace_path = "map"
in the .mod file.
 
This is my .mod file. I don't see where I could have messed up.

name = "Outremer"
path = "mod/Outremer"
archive = "mod/Outremer.zip"
replace_path = "mod/Outremer/map"
user_dir = "Outremer"
dependencies =

EDIT - I tried making the replace path "map" without the rest of the line and it still didn't work.
 
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This is my .mod file. I don't see where I could have messed up.

name = "Outremer"
path = "mod/Outremer"
archive = "mod/Outremer.zip"
replace_path = "mod/Outremer/map"
user_dir = "Outremer"
dependencies =

EDIT - I tried making the replace path "map" without the rest of the line and it still didn't work.
The problem is probably that dependencies line, and the archive line. Only use archive if you're actually using one; it and path is to my knowledge mutually exclusive.
Only include a dependencies line if you're actually depending on something. That replace_path doesn't make any sense either.