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As long as all the flags are there it should work okay. You could also try deleting the map cache.

Just went for a simpler solution and only added the new province in italy and the new african stuff. If confined to these changes it works as it should.
 
As long as all the flags are there it should work okay. You could also try deleting the map cache.

yop, good idea.

@aasmul : I'll give a try of 1.06 transposition with your mod to see if I encounter the problem too.
 
yop, good idea.

@aasmul : I'll give a try of 1.06 transposition with your mod to see if I encounter the problem too.

Don't !!!, It works now;), I was stupid enough to add some of the additional changes to the landedfiles(Volgar-Bulgars, Alania(in smaller form), Persian empire and Kwarzamia) especially the russian plains changes appears to screw things up for some reason.

Its really silly since I could have had a version out after less than an hour work(instead I spend 5-6 hours pulling my own hair out because of the landed and COA issue)
 
Is it possible to script a character who starts the game with a different graphical culture than his or her regular culture? Like say, for example, I want to make an Irish cultured character with an Arab portrait, or vice versa. Is this possible, and if so, what's lines of coding do I need to use in the character history file?
 
Is it possible to script a character who starts the game with a different graphical culture than his or her regular culture? Like say, for example, I want to make an Irish cultured character with an Arab portrait, or vice versa. Is this possible, and if so, what's lines of coding do I need to use in the character history file?

I wasn't able to set graphical_culture in a history file, so what I was able to do was to give the characters in the history file the culture I wanted to be their graphical culture, and set an ad hoc one-time event to fire ASAP to get them in the right culture.

For example you can create a trait 'placeholder_irish' that immediately triggers an event that changes the culture and removes the trait, and use that in the history file.

If they are rulers you may also have to set a cleanup event as all their randomly created initial courtiers will be of the wrong culture.
 
I'm tinkering with event/trait files at the moment but I just can't seem to wrap my head around it currently.

Does anyone know if it's possible to create an event/events that, either automatically or via a option like with the bastard events allows you to place a trait on a newborn child, but only if said child is the son or grandson of a certain rank of title.

E.g hypothetical 'son of a duke' trait, only occurs for the son of a duke/maybe one for grandchildren?

My other question is, is it possible for a character to change nicknames? I:e get one nickname, then if he meets the requirements for one of the normal nicknames it gets overwritten?
 
I believe using .tga works the same as .dds (it does for most games), at least it works for event images.
I can confirm this works for religion_icon_strip and religion_icon_strip_small. I'd imagine it will work for the other dds files that are referenced as tga in the interface files.

I wonder what the performance +/- is on dds vs tga. I know converting those two files resulted in file sizes dropping from 41kb to 24kb and 16kb to 13kb. If we presume its less kb being loaded into memory, then converting all dds to tga would be a performance benefit.

Perhaps something for Better Looking Characters to consider since it seems to be a performance hog. I haven't tested, but I did save one 605kb dds portrait file as a tga and it dropped to 259kb (Photoshop, 32-bit compressed), or 125kb (8-bit compressed).
 
I'm tinkering with event/trait files at the moment but I just can't seem to wrap my head around it currently.

Does anyone know if it's possible to create an event/events that, either automatically or via a option like with the bastard events allows you to place a trait on a newborn child, but only if said child is the son or grandson of a certain rank of title.

E.g hypothetical 'son of a duke' trait, only occurs for the son of a duke/maybe one for grandchildren?

My other question is, is it possible for a character to change nicknames? I:e get one nickname, then if he meets the requirements for one of the normal nicknames it gets overwritten?

In the trait-giving event trigger, for example:

Code:
				father_even_if_dead = {
					OR = {
						tier = king
						tier = emperor
						father_even_if_dead = {
							OR = {
								tier = king
								tier = emperor
							}
						}
						mother = {
							OR = {
								tier = king
								tier = emperor
							}
						}
					}
				}

That's set for father, and paternal grandparents.

You can also set something like that within an if/limit clause within an event that fires for everyone, like a genetics setup event.
 
I wasn't able to set graphical_culture in a history file, so what I was able to do was to give the characters in the history file the culture I wanted to be their graphical culture, and set an ad hoc one-time event to fire ASAP to get them in the right culture. For example you can create a trait 'placeholder_irish' that immediately triggers an event that changes the culture and removes the trait, and use that in the history file. If they are rulers you may also have to set a cleanup event as all their randomly created initial courtiers will be of the wrong culture.

The problem with that is if I make an Irish character who I intend to flip to Levantine, for example, then all of his randomly generated barons are going to be Irish too. It would probably be easier to just start the character as Levantine, save, exit the game, and then open the save to edit the graphical culture.

I love this game and I love how moddable PI games are, but man, there so many little things missing from modding that should have been obvious during development. :(
 
I'm no modder but I was looking in minor_titles and found a paramount knight. Any idea what that is? Also, is changing the name of a title as simple as it looks like?

Just another minor title, currently disabled in vanilla.

Yeah, you can change titles in localisation. You can also localise minor titles by culture, e.g., "seneschal_english;Chamberlain;...."
 
Just another minor title, currently disabled in vanilla.

Yeah, you can change titles in localisation. You can also localise minor titles by culture, e.g., "seneschal_english;Chamberlain;...."

So to create a new minor title, I just copy the format of one and change the name and the age to get it? Because I made cup bearer age 12 and female=yes and it worked.

EDIT: Oh man, this is easy, I just made a War Councillor title doing this and now Kings can have five of them, purely for RP purposes
 
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The problem with that is if I make an Irish character who I intend to flip to Levantine, for example, then all of his randomly generated barons are going to be Irish too. It would probably be easier to just start the character as Levantine, save, exit the game, and then open the save to edit the graphical culture.

I love this game and I love how moddable PI games are, but man, there so many little things missing from modding that should have been obvious during development. :(

Agreed, I miss a more elegant solution. :(
 
Can job titles vary according to culture? Like, if Chancellor Archibald Englishton was replaced by Freiherr Wilhelm von Deutschadler, could he be called Kanzler Wilhelm in-game?
 
Aw man, War Councillor shows up as title_War_Councillor and if I don't have _ it just says War. I tried removing title_ and it didn't work either.
Also here it is. And how can I make it Martial based so it can only be granted to people with 10 or higher martial skill?

War_Councillor = {
dignity = 0.05
realm_in_name = yes
grant_limit = 5
opinion_effect = 20

monthly_salary = 0.01
monthly_prestige = 0.002

allow = {
age = 25
FROM = {
is_feudal = yes
primary_title = {
OR = {
tier = king
tier = emperor
}
}
NOT = { has_landed_title = e_byzantium }
NOT = { religion_group = muslim }
}
NOT = { has_minor_title = title_court_jester }
NOT = { has_minor_title = title_master_of_the_horse }
NOT = { has_minor_title = title_master_of_the_hunt }
NOT = { has_minor_title = title_high_almoner }
NOT = { has_minor_title = title_cupbearer }
NOT = { has_minor_title = title_seneschal }
}

gain_effect = {
}
lose_effect = {
}

message = yes
}
 
The problem with that is if I make an Irish character who I intend to flip to Levantine, for example, then all of his randomly generated barons are going to be Irish too.
Couldn't you just add in specific characters for all the baronies? If the Irish-Levantine character's only supposed to rule a county or two at the start of the game, it shouldn't be too hard to come up with, what, six or so generic Irish nobles to fill all the baronies, right?