• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
The mod directory structure looks okay, but are you sure you put things in the right mod directory? If it was installed through Steam, it needs to be in (path to Steam)/SteamApps/common/crusader kings ii/mod. That Library directory you have open hints that you have installed the mods in the wrong directory tree.
 
So, in preparation for all of these unwanted empires coming in 1.06, to make a landed title titular, I only have to go into the landed_titles file and delete all of a title's de jure territory within its entry, right? Nothing else is needed?
 
So, in preparation for all of these unwanted empires coming in 1.06, to make a landed title titular, I only have to go into the landed_titles file and delete all of a title's de jure territory within its entry, right? Nothing else is needed?
More or less. They could look like this:

Code:
	e_britannia = {
		color = { 200 25 25 }
		capital = 32 # Middlesex
		short_name = yes
		allow = {
			religion = catholic
		}
	}

They need a capital, a trigger and ideally a culture, unless you want them unformable, in which case do it like this:

Code:
	e_britannia = {
		color = { 200 25 25 }
		capital = 32 # Middlesex
		short_name = yes
		allow = {
			always = no
		}
	}
 
Thank you kindly! Another question, if I want to change a titular kingdom or a duchy to an empire, I just have to change all of the k_ or d_ references before the title's name to e_, right? k_sunni to e_sunni for example.
 
Thank you kindly! Another question, if I want to change a titular kingdom or a duchy to an empire, I just have to change all of the k_ or d_ references before the title's name to e_, right? k_sunni to e_sunni for example.

Its probably best to make a copy of it, so k_name AND e_name in case things link into it elsewhere. But basically all you need to do is change the k to an e.
Probably if it has a de jure liege move it out of its brackets if raising or into one if lowering it. And there flags, history and localisation and everything else would need changed or cloned too.



And a question, how do conditions on buildings work?
If you have a building that requires trait=X to build it, does that make it like the cultural buildings which disappear as long as the owner no longer has the trait?
i.e. could you make a cathedral that requires the lord to have Zealous and Charitable traits to be allowed to build it. But once built it would stay around forever no matter the traits of the current lord?
or would it magically vanish as soon as the conditions were no longer met as the Culture buildings do?

Also does anyone know what sort of limits the game has in what letters you can use? In terms of archaics, diacritics, ligatures and that type of thing?
 
Last edited:
Its probably best to make a copy of it, so k_name AND e_name in case things link into it elsewhere. But basically all you need to do is change the k to an e.
Probably if it has a de jure liege move it out of its brackets if raising or into one if lowering it. And there flags, history and localisation and everything else would need changed or cloned too.



And a question, how do conditions on buildings work?
If you have a building that requires trait=X to build it, does that make it like the cultural buildings which disappear as long as the owner no longer has the trait?
i.e. could you make a cathedral that requires the lord to have Zealous and Charitable traits to be allowed to build it. But once built it would stay around forever no matter the traits of the current lord?
or would it magically vanish as soon as the conditions were no longer met as the Culture buildings do?

Also does anyone know what sort of limits the game has in what letters you can use? In terms of archaics, diacritics, ligatures and that type of thing?
A building will disappear if its potential conditions are no longer true. However, trigger conditions can become false after its construction without anything happening to the building.
 
The mod directory structure looks okay, but are you sure you put things in the right mod directory? If it was installed through Steam, it needs to be in (path to Steam)/SteamApps/common/crusader kings ii/mod. That Library directory you have open hints that you have installed the mods in the wrong directory tree.

Oh yes, I've definitely put them in the SteamApps sub-sub-subfolder. (The Library directory in the picture was just so I could have a second Finder window open to hide my tabs in the photo :p)

EDIT: To clarify, they're in the SteamApps/Common/Crusader Kings II/mod folder, but the mods still don't work. I can select them in the launcher, but they don't activate when the game starts.
 
Last edited:
Is there any difference between having a religion be k_ or e_? I've noticed both in different mods, but unsure how effects game for a religion.

Would it be possible to have e_orthodox_greece, and then k_orthodox_russia under it? So it would act with its own Patriarch, but subservient to the Greek Orthodox?
 
Is there any difference between having a religion be k_ or e_? I've noticed both in different mods, but unsure how effects game for a religion.

Would it be possible to have e_orthodox_greece, and then k_orthodox_russia under it? So it would act with its own Patriarch, but subservient to the Greek Orthodox?

It doesnt seem to matter what tier a religion leader is [I tried having titular baronies as religion leaders for the catholic heresies and that worked fine] but from my experience [many patches ago] it doesnt work to have two titles as religion leaders of the same religion. The Game just ignores one of them.

To have a second orthodox religion leader for russia would require making a new schismatic orthodox religion just for russia and then linking all the events and histories and everything else to it.
 
I just noticed the Umayyad dynasty appears to be in the game, but I can't find where the characters IN the dynasty would be stored. I would like to find an Umayyad character so I can do stuff with them in the game, even if they're a dead character by the earliest starting date.

dynasties.txt has the following:

597 = {
name="Umayyad"
culture = egyptian_arabic
}


How can I track down the characters that are in this dynasty? What file would they be in? I looked at egyptian_arabic.txt in the history/characters folder but can't seem to find dynasty 597 referenced anywhere in there.

I don't really know my way around the game files so yeah.
 
I just noticed the Umayyad dynasty appears to be in the game, but I can't find where the characters IN the dynasty would be stored. I would like to find an Umayyad character so I can do stuff with them in the game, even if they're a dead character by the earliest starting date.

dynasties.txt has the following:

597 = {
name="Umayyad"
culture = egyptian_arabic
}


How can I track down the characters that are in this dynasty? What file would they be in? I looked at egyptian_arabic.txt in the history/characters folder but can't seem to find dynasty 597 referenced anywhere in there.

I don't really know my way around the game files so yeah.

Try one of the other arabic files, such as levantine_arabic. An easier method would be to get Notepad++ and use it's search in files feature to search the entire character history directory.
 
Is it possible to assign a file of custom coat of arms to be used only for a specific culture generating random dynasty coa (and/or titles too)?

How about assign coat of arms that are used randomly for a specific religion, like is done for Muslim?
 
Try one of the other arabic files, such as levantine_arabic. An easier method would be to get Notepad++ and use it's search in files feature to search the entire character history directory.

if you have win7 you can simply do a serach for "597" in the history/characters folder.
it gives "bedouin_arabic.txt" where lies people of dynastie N°597.

Is it possible to assign a file of custom coat of arms to be used only for a specific culture generating random dynasty coa (and/or titles too)?

How about assign coat of arms that are used randomly for a specific religion, like is done for Muslim?

you can only make such by religion not culture (I really hope for it to be possible in the future^^)
 
Can the game engine support more than one Terra Incognito? I suppose it can just because there is one in Russia and another in the Sahara and yet another in the Arabian peninsula but how do I go about achieving this in a mod where I am making a new map as the map tutorial says you only need one province for Terra Incognito and there are three all named separately?
 
Can the game engine support more than one Terra Incognito? I suppose it can just because there is one in Russia and another in the Sahara and yet another in the Arabian peninsula but how do I go about achieving this in a mod where I am making a new map as the map tutorial says you only need one province for Terra Incognito and there are three all named separately?
A province will be a wasteland (like the Sahara) as long as it doesn't have a history file.
 
Alright, if I can create random coat of arms gfx by religion only, then I can create a set of heraldic symbols/styles for each Catholic, Orthodox, Pagan, Sunni, Shia, Zorastrian, etc. for them to use instead of the flags folder, right? I presume I would need to use the same code used for Muslims so titles don't use the flag files but use a random one.

Is it possible to create two COA gfx sets, for example, for Catholics, one used for dynasty coa and one used for title coa?

I'd like to do a mod where all the COA/flags are random for everyone, but certain religions get different symbols. Would be nice to do culture too, but oh well.
 
Can the game engine support more than one Terra Incognito? I suppose it can just because there is one in Russia and another in the Sahara and yet another in the Arabian peninsula but how do I go about achieving this in a mod where I am making a new map as the map tutorial says you only need one province for Terra Incognito and there are three all named separately?
If you want it to have an assigned name, like hovering over with mouse to say Siberia, then you would need to add the province to the provinces.bmp and list it into your definitions.txt, but don't create a history file.

If you don't care about having it named, you can just paint the areas black in provinces.bmp and you're done. I forget what name it will show when hovered over, but its like terra incognito. I use this option myself, quick and easy.
 
Alright, if I can create random coat of arms gfx by religion only, then I can create a set of heraldic symbols/styles for each Catholic, Orthodox, Pagan, Sunni, Shia, Zorastrian, etc. for them to use instead of the flags folder, right? I presume I would need to use the same code used for Muslims so titles don't use the flag files but use a random one.

Is it possible to create two COA gfx sets, for example, for Catholics, one used for dynasty coa and one used for title coa?

I'd like to do a mod where all the COA/flags are random for everyone, but certain religions get different symbols. Would be nice to do culture too, but oh well.


-It works for religion_group for sure. you have to check for individual religions.

-To make them use random coa instead of fix ones
you need to change this line in religion.txt
has_coa_on_barony_only = yes
It is a all or nothing : "yes" means only baronies received a random Coa, "no", means all others titles tier also receive a random Coa.

-You can't separate dynasty stuff and title stuff when regarding random CoA AFAIK. you can only limit a pattern to be available for being used in random generation or not.
 
When adding a building and you set a technology as a requirement for the building in the buildings file - do you also have to edit the technologies file?

So you'd have to add the new building here as well? (for example):

TECH_CASTLE_CONSTRUCTION = { #castle buildings
1 = {
add_building = ca_militia_barracks_3
add_building = ca_barracks_4
add_building = ca_roman_profhi_1

}
 
When adding a building and you set a technology as a requirement for the building in the buildings file - do you also have to edit the technologies file?

So you'd have to add the new building here as well? (for example):

TECH_CASTLE_CONSTRUCTION = { #castle buildings
1 = {
add_building = ca_militia_barracks_3
add_building = ca_barracks_4
add_building = ca_roman_profhi_1

}

you dont HAVE to, just that if you do it will be visible in the tech view. But if you dont want for it to be displayed in the tech view then you dont put it there.