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A question. For events, there is a port = yes trigger/modifier. Can it also be used as port = no?
 
They work, yes.

Hate to be a pest, but are you sure?

I checked this again, and

church_opinion = x works for me
castle_opinion = x does not work for me
town_opinion = x does not work for me.


I don't know whether it's because I've bollixed up my game, or whether there is indeed an issue. For example, event 75000 (the one where your chancellor is doing a superb job), while allowing for two choices, and with appropriate tooltips, upon investigation of the effect by clicking on relations my castle or town vassals have with me, does not grant a +25 bonus. It's very easy to check, could I ask anyone who reads this to try, and tell us the answer?

EDIT: Pictures appended.

onscreen1.png


but

butu.png



The same applies to towns if I choose that option.


EDIT: My, I am asking a lot of questions!
 
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I'm not good at this at all-- can someone explain what in this CB is causing the game to crash?

Code:
Validation Error Log
----------------------------------------------------------

At <mod>\common\cb_types.txt [fall_of_rome\on_success] (Line 4021, Column 2):
Invalid node "e_wre" in scope CbNormalCommand (value is: <a complex type>)

At <mod>\common\cb_types.txt [fall_of_rome\on_success_title\hidden_tooltip\FROM] (Line 4050, Column 4):
Invalid node "destroy_landed_title" in scope CharCommand (value is: yes)

At <mod>\common\cb_types.txt [fall_of_rome\can_use\FROM\has_landed_title] (Line 3996, Column 4):
"e_wre" is not a valid AnyTitle, ThisTitle, or No.

----------------------------------------------------------
End of Validation Error Log

Using the validator. Sadly I am no better at this stuff but at least this might give you a general idea of what exactly is wrong with it.
 
Code:
Validation Error Log
----------------------------------------------------------

At <mod>\common\cb_types.txt [fall_of_rome\on_success] (Line 4021, Column 2):
Invalid node "e_wre" in scope CbNormalCommand (value is: <a complex type>)

At <mod>\common\cb_types.txt [fall_of_rome\on_success_title\hidden_tooltip\FROM] (Line 4050, Column 4):
Invalid node "destroy_landed_title" in scope CharCommand (value is: yes)

At <mod>\common\cb_types.txt [fall_of_rome\can_use\FROM\has_landed_title] (Line 3996, Column 4):
"e_wre" is not a valid AnyTitle, ThisTitle, or No.

----------------------------------------------------------
End of Validation Error Log

Using the validator. Sadly I am no better at this stuff but at least this might give you a general idea of what exactly is wrong with it.
But I've got e_wre defined in landed_titles.txt, and "destroy_landed_title = yes" is used in the vanilla invasion CB that the Mongols use. I ran the Validator too, but those parts should be okay.
 
Is it possible to add effects/modifiers to titles within landed_titles.txt? How?

For an example, creating different titles can provide prestige, or say a titular Kalmar Union could have economic bonuses.
 
Is it possible to add effects/modifiers to titles within landed_titles.txt? How?

For an example, creating different titles can provide prestige, or say a titular Kalmar Union could have economic bonuses.

Not entirely sure, but try gain_effect = {}
 
How exactly do I get my custom characters to appear in game? What I've done so far was go into the mod folder, make a folder to contain everything I wanted to change, and then I copied over the common, decisions, events, gfx, history, interface, localisation and map folders. I've added to the cultures, dynasties, religions and nicknames files, as well as made a new file with some characters, but otherwise everything is unchanged. However, when I open up the CK2 launcher I cannot select this "mod." What am I missing here?
 
How exactly do I get my custom characters to appear in game? What I've done so far was go into the mod folder, make a folder to contain everything I wanted to change, and then I copied over the common, decisions, events, gfx, history, interface, localisation and map folders. I've added to the cultures, dynasties, religions and nicknames files, as well as made a new file with some characters, but otherwise everything is unchanged. However, when I open up the CK2 launcher I cannot select this "mod." What am I missing here?

Okay after some digging of my own I discovered I had to make the .mod file. Now I can actually check my mod to load and see my custom characters in game, but I still have a few questions!

1. My cultures and religions simply show up as things like high_aebrian and khalasian_ryvan, and my empire appears as e_aebrius. How do I set how these appear in game?
2. All the characters did, indeed, come out as men. While creating the character files I was wondering how that would work. How do I define whether a character is male or female?
 
In buildings.txt, there is the following comment: "The From Scope contains the settlement holder (character)"

What do they mean by "settlement holder"? Is this the direct holder of the county, or the root liege of the kingdom/empire which currently holds that county via a vassal?
 
1. You have to add localisation entries for your titles, how else will the game know what to call them?

What I'm asking is where to do that. Do I add this to one of the spreadsheets in the localisation folder? Can I add titles, religions and cultures all here?

2. female=yes

Odd, I've never seen that in the character files I used as examples. Thanks!
 
I've successfully set up nicknames, in the common/nicknames file as well as localisation, but I've run into a strange problem. Vanilla nicknames work properly, but my custom ones are missing the quotation marks; so I'll have one character display as Cyleb "the Noble" and his son as Ghaeren the Golden. No difference I could spot in the localisation entries. I used, for the above example, nick_the_golden;the Golden;d'Or;the Golden;;the Golden;;;;;;;;;x
 
Is it possible to add effects/modifiers to titles within landed_titles.txt? How?

For an example, creating different titles can provide prestige, or say a titular Kalmar Union could have economic bonuses.

I think you can use statistic_modifier too (condition: title).
 
I think you can use statistic_modifier too (condition: title).

Do you mean triggered_modifiers.txt? I haven't had much luck with static_modifiers.txt, but triggered_modifiers lets you do all kinds of things, but it can be rather tricky.

Code:
has_landed_title = e_kalmar

could maybe work, if you give say global_tax_modifier = 0.25 or something.
 
Do you mean triggered_modifiers.txt? I haven't had much luck with static_modifiers.txt, but triggered_modifiers lets you do all kinds of things, but it can be rather tricky.

Code:
has_landed_title = e_kalmar

could maybe work, if you give say global_tax_modifier = 0.25 or something.

There are some landed titles modifiers (basically for mercenaries) in the static_modifiers.txt, too. Have you tried that?