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On what scope are modifers from buildings applied?

Things like troop numbers or tax are obviously applied to the specific holding, while others like tech speed are usually province scope.

But what about modifiers like "land_morale", "archers_offensive" or "siege_speed"?
 
On what scope are modifers from buildings applied?

Things like troop numbers or tax are obviously applied to the specific holding, while others like tech speed are usually province scope.

But what about modifiers like "land_morale", "archers_offensive" or "siege_speed"?
Pretty sure everything related to units are from holding-scope, as armies are split by holdings.
 
I was not really successful in using the "search" function.

Is it easy to mod an own titular Kingdom and an additional Holy Order?
I think only changing the landtitles_text is not enough. I tried to add a Titularkingdom "Greece" with capital, number of provice etc. (analog to the Vanilla Titularkingdom CYPRUS) but it was a disaster.

Thanks
Drusus
 
Does the game keep track of a character's personal achievements on the battlefield? Like, is there a counter somewhere that marks how many victories and defeats Count Anonymus has participated in? Alternatively, is there any way for a character event to trigger only after he has won x victories or some such?
 
The game doesn't keep track naturally, so you'd have to do it yourself.
There's an "on_battle_won" trigger you can use to give everyone involved a custom "military victories: X" trait and increment that until whatever you want to happen.
 
I was not really successful in using the "search" function.

Is it easy to mod an own titular Kingdom and an additional Holy Order?
I think only changing the landtitles_text is not enough. I tried to add a Titularkingdom "Greece" with capital, number of provice etc. (analog to the Vanilla Titularkingdom CYPRUS) but it was a disaster.

Thanks
Drusus

Kingdom yes, and you do in fact technically only need an entry in landed_titles.txt (but you will be missing a CoA and text obviously, but it will work).

Code:
k_cornwall = {
	color = { 195 65 15 } #RGB Values for your kingdoms territory colour. *click here* for a helpful tool to generate this code [B][U]MANDATORY[/U][/B]
	capital = 31 #The Province Number, as indicated in your CK2 folder (Crusader Kings II/history/provinces) [B][U]MANDATORY[/U][/B]
	culture = breton#Culture of the Kingdom. Mostly flavour as far as I can tell. Optional
	allow = { #What allows someone to be able to create the kingdom, Optional, if left out everyone can make it
		culture = breton
#Some parameters include culture_group, culture, religion, religion_group. Several parameters can be made inclusive or exclusive to each other as well. Ask me for more specific examples.
	}
}

To give it localisation you must swing on over to the localisation folder, make a copy of any of the files already there and rename it (i.e. copy text1.csv and rename it tests.csv).

Open it with Wordpad and delete the entire contents. For the above example, you could have a file containing this (note the first 3 lines are example code that you can leave in there for your own reference. Will cause no harm):

Code:
#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x
#k_P;P;P;P;;P;;;;;;;;;x
#k_P_adj;P;P;P;;P;;;;;;;;;x
k_cornwall;Cornwall;Cornouailles;Cornwall;;Cornualles;;;;;;;;;x
k_cornwall_adj;Cornish;Cornouaillais;Kornischer;;Cornuallesa;;;;;;;;;x

Finally, you need a coat of arms for your need kingdom. It must be 128x128 and in TGA format. Name it appropriately (in this example k_cornwall.tga and place it in \gfx\flags

That's it!

For your use the code would be like this:

Code:
k_greece = {
	color={ 25 65 243 }
	capital = 482 # Athenai
	culture = greek
}

If you wanted to limit it to say only greek orthodox, you could do this:

Code:
k_greece = {
	color={ 25 65 243 }
	capital = 482 # Athenai
	culture = greek
        allow = {
             culture = greek
             religion = orthodox
        }
}

Holy Orders work in the same manner essentially (in landed_titles.txt):

Code:
[B][U]d_knights_hospitaler[/U][/B] = {

	color={ 180 180 180 } #RGB colour value should they hold land
	color2={ 255 255 255 } #Secondary RGB colour value should they hold land, not important and can be left out
	
	capital = 333 # Rome #Same as in titular kingdoms, not important but mandatory I believe

	title = "GRANDMASTER" #What the title is called for the one leading the order
	foa = "GRANDMASTER_FOA" #The Form of Address to the leader

	# Always exists, don't change this 
	landless = yes
	
	holy_order = yes
	
	# Parent Religion 
	religion = catholic
	
	# Cannot be held as a secondary title, don't change this
	primary = yes
	


	modifier = [B][U]d_knights_hospitaler_modifier[/U][/B]
}

Just modify the bits as appropriate making sure to change the name to (i.e. d_spaghetti_knights

the last line I bolded and underlined MUST be the same same as what you called it, i.e. d_spaghetti_knights and is what is new for holy orders.

A new entry must be placed into common/static_modifiers along these lines (continuing the d_spaghetti_knights example):

Code:
d_spaghetti_knights_modifier = {
	levy_size = 6
	heavy_infantry = 600
	knights = 300
	archers = 200
}

Where 6 is a multiplier. For example this will produce a total of 6(600*300*200) = 6600 troops. You can tweak these numbers as you will and you should take a look around the base static_modifiers file for all the solder types.

Lastly, even for a holy order, you must define a Coat of Arms! In the same manner as a titular kingdom.
 
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So is there a list of all of the game's modding scopes/triggers/etc. anywhere yet?

I think my list is the most complete one - http://forum.paradoxplaza.com/forum/showthread.php?604588-Events.

The game doesn't keep track naturally, so you'd have to do it yourself.
There's an "on_battle_won" trigger you can use to give everyone involved a custom "military victories: X" trait and increment that until whatever you want to happen.

Rather than use a trait to keep count you can use the change variable option (something like "change_variable = {which = test_variable value = +1.0 }"). There is then a check_variable which you can use to trigger something on X victories.
 
I was not really successful in using the "search" function.

Is it easy to mod an own titular Kingdom and an additional Holy Order?
I think only changing the landtitles_text is not enough. I tried to add a Titularkingdom "Greece" with capital, number of provice etc. (analog to the Vanilla Titularkingdom CYPRUS) but it was a disaster.

Thanks
Drusus


See, this is why my title tutorial I wrote 2 months ago should've been put into the tutorials/useful tools sticky. Guess the missing screenshots invalidate it somehow -.-
 
I've implemented CK2 heraldry in my mod Lux Invicta and I've been trying to give custom coas to dinasties using the new heraldry but I can't figure it out...

So given a coat of arms looks like this in code:
coat_of_arms = {
template = 0
layer = {
texture = 12
texture_internal = 23
emblem = 0
color = 0
color = 0
color = 0
}
}

So while some things look logical like the 3 colors, emblem and template...I don't get the textures part. I want to give a golden eagle (pattern no. 200 in CK2 heraldry) on purple to the Roman Imperial house...but I can't figure it out.
 
I'm trying to understand the triggers for succession law changes in the succession_laws.txt, specifically primogeniture. The area I'm focusing on is "potential" which describes what conditions are required to enact a certain succession law. For Primogeniture it is:

Code:
potential = {
			OR = {
				is_landless_type_title = no
				title = e_golden_horde
				title = e_il-khanate
				title = e_timurids
			}
			is_primary_type_title = no
			OR = {
				AND = {
					tier = baron
					is_feudal = yes
				}
				holder_scope = { is_feudal = yes }
			}
		}

I'm not sure what the default scope is; my guess is it's the title for which you are trying to enact primo. However, towards the end it changes to holder_scope; which in this case means, the character holding the existing title?

Aside from that, the triggers appear to be:

is_landless_type_title = no // checks if the title you want to make primo is titular or not; titular titles cannot become primo?
is_primary_type_title = no // checks that the title you want to make primo is not a holy order, merc, or pope

The last node is the part I don't understand at all:

Code:
OR = {
				AND = {
					tier = baron
					is_feudal = yes
				}
				holder_scope = { is_feudal = yes }
			}

Either the title is a barony and is_feudal OR the holding character of the existing title is feudal? What does holder_scope change the scope to?
 
I don't get the textures part. I want to give a golden eagle (pattern no. 200 in CK2 heraldry) on purple to the Roman Imperial house...but I can't figure it out.
I believe texture is the number of the texture in coats_of_arms.txt in your mod /interface/ folder. The section you want to look at is here:
Code:
	textures = {
		texture = {
			file = "gfx\\coats_of_arms\\pattern.tga"
			size = { x = 10 y = 3 }
			noOfFrames = 27
			color = 2
		}
		texture = {
			file = "gfx\\coats_of_arms\\pattern2.tga"
			size = { x = 10 y = 2 }
			noOfFrames = 17
			color = 3
		}
		texture = {
			file = "gfx\\coats_of_arms\\pattern3.tga"
			size = { x = 10 y = 2 }
			noOfFrames = 19
			color = 3
			emblem = no
		}
		
		texture = {
			file = "gfx\\coats_of_arms\\dynasties.tga"
			size = { x = 16 y = 4 }
			noOfFrames = 51
			color = 0
			random = no # Do not use for random CoAs
		}
		texture = {
			file = "gfx\\coats_of_arms\\pattern4.tga"
			size = { x = 10 y = 2 }
			noOfFrames = 11
			color = 2
			emblem = no
		}
[/spoiler]
That is from vanilla file. The first texture bracket is for pattern.tga, and down. So there are 1 to 5, counting from top to bottom. So if the texture you want to use is the 10th in that list, put texture = 10, etc. Hope that helps.
 
I believe texture is the number of the texture in coats_of_arms.txt in your mod /interface/ folder. The section you want to look at is here:
Code:
	textures = {
		texture = {
			file = "gfx\\coats_of_arms\\pattern.tga"
			size = { x = 10 y = 3 }
			noOfFrames = 27
			color = 2
		}
		texture = {
			file = "gfx\\coats_of_arms\\pattern2.tga"
			size = { x = 10 y = 2 }
			noOfFrames = 17
			color = 3
		}
		texture = {
			file = "gfx\\coats_of_arms\\pattern3.tga"
			size = { x = 10 y = 2 }
			noOfFrames = 19
			color = 3
			emblem = no
		}
		
		texture = {
			file = "gfx\\coats_of_arms\\dynasties.tga"
			size = { x = 16 y = 4 }
			noOfFrames = 51
			color = 0
			random = no # Do not use for random CoAs
		}
		texture = {
			file = "gfx\\coats_of_arms\\pattern4.tga"
			size = { x = 10 y = 2 }
			noOfFrames = 11
			color = 2
			emblem = no
		}
[/spoiler]
That is from vanilla file. The first texture bracket is for pattern.tga, and down. So there are 1 to 5, counting from top to bottom. So if the texture you want to use is the 10th in that list, put texture = 10, etc. Hope that helps.
Thank you, I think that's how it works yes.
 
So this was the goal, this was the result, and I'll follow up with the "problem"

I was looking to accomplish this: From the console, create an event that will take a lowborn and assign them a "random" dynasty.

Code:
character_event = {
	id = creep.6
	desc = "New Dynasty"
	picture = "GFX_evt_hunt"

	is_triggered_only = yes 
	
	option = {
		name = "ACCEPT"
		random_list = {
			20 = {dynasty = 90000}
			20 = {dynasty = 90001}
			20 = {dynasty = 90002}
			20 = {dynasty = 90003}
			20 = {dynasty = 90004}
}
}
}

So this code worked...i brought up the console, "event creep.6 <char-id>" and the event fires...hit the button, Lowborn is now a member of one 5 pre-determined possible dynasties.

The problem, however, is it doesn't create this person as the "root" of the dynasty. Therefore, if I trigger this event twice, and two people who randomly get assigned to the "Lowe" dynasty are effectively related, which wasn't my intention. Additionally, their children (and other legitimate relatives) don't show up in the dynasty tree properly.

I'm not sure if anyone has run into this issue besides me, as I'm guessing that this is something isn't all that common a request...but could anyone offer an explanation or a piece of code that I might be missing that could "fix" the issue?

Step two, changing the event to assign a specific name if a specific trait exists. IF statements don't seem to be as straight forward as I'm used to within the coding. I don't want the AI to fire this at all, so I'm almost afaid to add triggers.

ie:
if ______ then dynasty = ______
else random_list

step 3, if it can be done, tournament of lowborns to determine who gets the last name AND the barony.

anyone have any input they could offer?

sidebar, I've perused the tournament_events.txt and it seems unnecessarily complex....maybe i'm missing something, or maybe someone who's tweaked one could simplify it.
 
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So I tried to edit the religion icons by editing the file religion_icon_strip_small.dds, but the icons appeared with a black background. How do I fix that? Thanks in advance!
 
How can I edit mercenaries? Is it possible to assing mercenaries to a specific title (is this done make the mercenary title de jure vassal to another)?

You can sort of "cheat" your way through this without making any sort of event....but this isn't really the thread for that...and there's no reason to "mod" anything to accomplish it, unless you want to start the game with the guy in your territory.

In any event, if you open up the cheat console, you can just do "give_title c_county <char id>" of the mercenary in question and voila. The only problem with that, is if he's a ranking official somewhere you'll need to have him replaced within his command...otherwise his "unit" will gain ownership of your county...which I have run into before, and is a mess to undo.

if you look through the cheats thread it should offer some good ideas for this. Sorry to side-track...as again this is more of a cheat than a mod.
 
thanks!
Ok, so I was messing with the events and traits and did this:

personality_traits_events.txt:
Code:
character_event = {
	id = 1499
	desc = "EVTDESC1499"
	picture = "GFX_evt_market"
	
	min_age = 16
	only_men = no
	
	is_triggered_only = yes
	
	trigger = {  
                                      culture = culture_name
                                      has_landed_title = yes
                 
		
	}
	
	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2
			has_landed_title = yes
		}
		
	}

	option = {
		name = "EVTOPTA1499"
		add_trait = trait_name
	}
}
}

00traits.txt:
Code:
trait_name = {
	personality = yes
	
	liege_opinion = 30

I expected that this event would give me "trait_name" and that it would be triggered immediately if a character was culture_name and had landed titles. I edited text1.csv as well (added entries EVTDESC1499 and EVTOPTA1499 with a message text and an option). Yet none of what Iassumed happened when I tested three characters.
 
thanks!
Ok, so I was messing with the events and traits and did this:

personality_traits_events.txt:
Code:
character_event = {
	id = 1499
	desc = "EVTDESC1499"
	picture = "GFX_evt_market"
	
	min_age = 16
	only_men = no
	
	is_triggered_only = yes
	
	trigger = {  
                                      culture = culture_name
                                      has_landed_title = yes
                 
		
	}
	
	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2
			has_landed_title = yes
		}
		
	}

	option = {
		name = "EVTOPTA1499"
		add_trait = trait_name
	}
}
}

00traits.txt:
Code:
trait_name = {
	personality = yes
	
	liege_opinion = 30

I expected that this event would give me "trait_name" and that it would be triggered immediately if a character was culture_name and had landed titles. I edited text1.csv as well (added entries EVTDESC1499 and EVTOPTA1499 with a message text and an option). Yet none of what Iassumed happened when I tested three characters.

is_triggered_only = yes means that the event will not trigger unless called from another event.