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Well this make me appear stupid. I'm sorry if I bother you all with my questions, but it's the first time I mod a Paradox title and I am lost! Thank you very much! Using your validator, btw, very useful tool!
 
Is there any way to check if a building has been built in a province?
I tried "has_building = <buildingname>", but that seems only to work on "start" scope.
13,5k lines of code for NOTHING! :(
 
Is there any way to check if a building has been built in a province?
I tried "has_building = <buildingname>", but that seems only to work on "start" scope.
13,5k lines of code for NOTHING! :(

has_building works in title scope. So you'd want something like any_province_title = { has_building = <buildingname> }, except I don't remember what any_province_title should be. I'll tell you in a few hours if you don't happen to know it.
 
uhh, more questions. The good news is that I managed to make a bunch of events based on my limited knowledge. Anyway: How can I make an event trigger within the first day of the game, so that anyone who fulfills the requirements gets it? Can't seem to work it out with the factor thing (some end up getting the event, others don't).
 
has_building works in title scope. So you'd want something like any_province_title = { has_building = <buildingname> }, except I don't remember what any_province_title should be. I'll tell you in a few hours if you don't happen to know it.
That works, but it will also allow construction in any demesne province once the requirement is build somewhere...
What I need is a "potential = { }" trigger that checks only the current holding for a building.

Desired scenario:
If holding A has building X, do not show building Y as a building option.
 
Say I wanted to change the animated graphics for soldiers moving about on screen for each individual culture I'm creating in my mod. Is there anyone here with experience in doing this that could direct me as to how to do that?
 
Say I wanted to change the animated graphics for soldiers moving about on screen for each individual culture I'm creating in my mod. Is there anyone here with experience in doing this that could direct me as to how to do that?

There is a section of the /gfx folder called 'models' IIRC. You would have to change that for the culture(s) affected, but that is beyond my capabilities.
 
That works, but it will also allow construction in any demesne province once the requirement is build somewhere...
What I need is a "potential = { }" trigger that checks only the current holding for a building.

Desired scenario:
If holding A has building X, do not show building Y as a building option.

Hmm I see, that sounds hard. Longshot, maybe you can try not_if_x_exists? It works in Sengoku, so who knows.

Code:
christian_church = {
	not_if_x_exists = { buddhist_temple shinto_shrine }
	build_cost = 100
	build_time = 730
	faction = christian
	global_tax_modifier = 0.02
	technology = 1			# Needs western influence
}
 
Does anyone have a template file for creating new trait gfx? I mean, a graphic file that is round and matches with the vanilla trait gfx, but is blank so I can just overlay a trait-specific graphic. I'm guessing no one has done this as all the mods I have seen that add new traits have gfx that don't match the vanilla style. I'd like to ensure any traits I add share that same style/look.
 
Does anyone have a template file for creating new trait gfx? I mean, a graphic file that is round and matches with the vanilla trait gfx, but is blank so I can just overlay a trait-specific graphic. I'm guessing no one has done this as all the mods I have seen that add new traits have gfx that don't match the vanilla style. I'd like to ensure any traits I add share that same style/look.

That's a good sentiment, but not that I know of. I create mine using images from wikipedia, but I am no artist. As long as it's what 24x24 it works. But I mostly create specific traits, not personality traits. I would try to color code those, along the lines of:

purple = congenital
red = vice
green = virtue
 
Hmm I see, that sounds hard. Longshot, maybe you can try not_if_x_exists? It works in Sengoku, so who knows.
Good Sir, I have just applied the "opinion_grateful" modifier to our account relationship.

Because I tested it: AND IT WORKS!
All the unavailable buildings will clutter the bottom of the building list, but IT WORKS!

I will make sure you will be mentioned in the next BGA patchlog. :D
 
Good Sir, I have just applied the "opinion_grateful" modifier to our account relationship.

Because I tested it: AND IT WORKS!
All the unavailable buildings will clutter the bottom of the building list, but IT WORKS!

I will make sure you will be mentioned in the next BGA patchlog. :D

:D

Now I just need to add this to the Validator
 
Where can I modify the criteria for the Invasion CB? For example, lets say I wanted to make it so that you could request an invasion if you had less territory than the target OR had something ludicrous like 5000 piety? Ive looked all over and no joy.

Any help would be appreciated .

Thanks

RoBoC
 
I want to split the Homosexual trait into separate Gay and Lesbian traits with different effects. But looking into the traits file it says "HARD STATUS - DO NOT ADD OR REMOVE!" Can I safely tweak its effects, and then I can rename in localisation Homosexual to Gay, then create a new Lesbian trait.

Can I put "is_female = yes/no" to restrict the traits to their respective genders? Or doesn't work?

I presume Homosexual is hard coded given its "sex_appeal_opinion = 30" claims to only apply to same sex, but there isn't anything in the code to denote that. For the Lesbian trait, a work around could be to use "same_opinion = 30" correct?

If I add a bunch of traits, will they randomly appear or do they require events?
 
I am making a decision (which leads into a triggered event) that allows one kingdom title to become another. I have the hand-off working just fine, but does anyone have an idea how I would pass the de Jure land to the new title (as in the de Jure claims, not transferring vassals or anything like that)? (We are going from king tier to king tier)
 
I am making a decision (which leads into a triggered event) that allows one kingdom title to become another. I have the hand-off working just fine, but does anyone have an idea how I would pass the de Jure land to the new title (as in the de Jure claims, not transferring vassals or anything like that)? (We are going from king tier to king tier)
Code:
k_oldtitle = {
    any_de_jure_vassal_title = {
        de_jure_liege = k_newtitle
    }
    destroy_landed_title = yes
}
Do note that the any_de_jure_vassal_title scope is a bit bugged, so it won't apply to uncreated duchies.
 
Do note that the any_de_jure_vassal_title scope is a bit bugged, so it won't apply to uncreated duchies.

That works for me just fine. Thanks :)
 
How would I check if a title exists in this context:

Code:
k_tuscany = {	
	color = { 237  28  36 }
	capital = 328 # Firenze
	culture = italian	
	allow = {
		is_independant = yes
		NOT = {
                        [B][U]k_italy = exists[/U][/B] #like this?
		}
		culture = italian
		religion_group = christian
		}
	}
}