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Thank you!


An other question:
Is there an easy way to check a variable which I set or changed (change_variable)? Can I see ingame if my event has change a character variable?
Do you mean check as in use it as a condition or check as in display it as text?
For the former use the check_variable = { which = "x" value = x } command and its variations.
For the latter use a localisation string like [Root.variable_name.GetName] and [Root.variable_name.GetValue] to get the name of the variable and its value, the name must be localised as well to be:
variable_name;My Variable Name;;;;;;;;;;;;;x
 
Do you mean check as in use it as a condition or check as in display it as text?
For the former use the check_variable = { which = "x" value = x } command and its variations.
For the latter use a localisation string like [Root.variable_name.GetName] and [Root.variable_name.GetValue] to get the name of the variable and its value, the name must be localised as well to be:
variable_name;My Variable Name;;;;;;;;;;;;;x

Thank, i have a following question:

What if i want to display the variable of a specific character? I made event_target:duelist_1 and event_target:duelist_2, what should i use if i want to show the variable_name of duelist_1, something like: [event_target:duelist_1.variable_name.GetValue] ??
 
Thank, i have a following question:

What if i want to display the variable of a specific character? I made event_target:duelist_1 and event_target:duelist_2, what should i use if i want to show the variable_name of duelist_1, something like: [event_target:duelist_1.variable_name.GetValue] ??
Just [duelist_1.variable_name.GetValue] is needed
 
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A short question: does any_spouse scope to concubines?

I'd guess not, because there is the scope any_consort for that.

Is it possible to add a modifier (or event), that the AI joins a crusade after 1300 is more unlikely?

Maybe via an event (trigger any_war = { using_cb = crusade}), using join_attacker_wars effect to force some AI rulers to join the war.
 
My MOD for some reason stops "Take Concubine" from working. What might cause this as I have only altered history, dynasty & province files?

Diplomatic actions that stop working are a strange side effect of errors somewhere else in the mod, likely related to titles.
I'd recommend fixing the most serious mod errors with the help of the validator, for instance invalid baronies in some province history, errors in landed_titles etc.
We had a similar issue in WtWSMS and I believe SWMH did too at some point.
 
What would be causing my mod to not have threat/infamy? A clue is that whenever I start as anyone the "you are threatening" icon is up. Also, validator keeps saying a title is invalid, yet I have checked it over and over. In this case its for a few baronies that function as the faith's holdings.
 
Diplomatic actions that stop working are a strange side effect of errors somewhere else in the mod, likely related to titles.
I'd recommend fixing the most serious mod errors with the help of the validator, for instance invalid baronies in some province history, errors in landed_titles etc.
We had a similar issue in WtWSMS and I believe SWMH did too at some point.

Thanks. I will finish the current realm I am working on and then look for this problem.
 
I'm doing some .gui modding. I'd like to understand their structure better, as they seem to be less intuitive than other parts of modding this game.
Specifically, what I'm trying to do is to re-draw the College of Cardinals screen. (Already edited to make it work with my religion).
What I'd like some incite on is:
A) If I want to put my character's portrait, at a given x/y position, on a redrawn College of Cardinals screen, how would I go about doing this? How would I create a localisation to place near it?
I) What are valid "name =" s?, how do they work, and where can I find a list of names that the game recognizes?
B) I'm going to change the flavor of the whole interface if I can figure it out, so any general information would be helpful as the interface wiki doesn't adequately cover it. Opening Paint and redrawing/ recoloring the windows is easy enough, but getting them to display and click properly is going to be a challenge if I don't understand how the process works.

EX:
Code:
guiButtonType =    {
            name ="button_portrait" # Does anyone have a good, working list of these and what they do? 
            quadTextureSprite= "GFX_char_50"
            position = { x= 11 y = 7 } # Pretty self- explanatory, but suggestions for taking the guess work out of it would certainly be appreciated
            Orientation = "UPPER_LEFT" # No idea what this is
            pdx_tooltip = "CHARACTER_TOOLTIP" # Information about the character when you hover your mouse over their portrait?
            pdx_tooltip_delayed = "CHARACTER_TOOLTIP_DELAYED"
EX2:
Code:
guiButtonType =    {
                name ="character_portrait" # Looks promising for character's portrait, but since I don't know the names, I don't know which "character" will be displayed or how to define that
                quadTextureSprite # What's a "quad" TextureSprite? = "GFX_char_150" # referencing one of the single character frames in the gfx folder. I'd wondered what they were for. 
                position = { x= 76 y = 7 }
                Orientation = "UPPER_LEFT"
                pdx_tooltip = "CHARACTER_TOOLTIP"
                pdx_tooltip_delayed = "CHARACTER_TOOLTIP_DELAYED"
            }
So, what I'm really asking for here is any/ all information on interface commands/general information that anyone is willing to give. There is a list of commands for scripting events/decisions/traits/governments/religions/etc. that's pretty easy to come by, but finding out what's going on with these .gui files seems to be a little bit more difficult.
Thanks for any information.
 
I'm working on some minor modifications as a submod to CK2+. If I want to change some particular events and decisions (not just add new ones), how should I go about doing this? Is just defining the event again in a submod fine?
 
How do I edit .dds files without losing their transparency? I downloaded the NVIDIA dds plugin and installed it on photoshop...
http://forums.tripwireinteractive.com/showthread.php?t=33153 seems to address your problem. Looks like you need to "flatten" the image. When I have a multi- layer image in Paint.Net, it tells me something like... "this image format doesn't support multiple layers. Would you like to flatten?" If photoshop isn't doing that for you then maybe you need to "flatten" the image manually.
flatten = Seems to be just merging the layers together. I can't see any difference.

I'm far from an expert, but hope this helps.
 
to be a little more clear about what I'd like to know....
Picture 1.jpg
Picture 2.jpg
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picture 4.jpg
 
@Divine is there anyway to directly call a combat tactic from an event? For instance, I want a morale boost combat pulse event, that when it triggers forces the army lead by the character to go into a specific courageous advance tactic.
 
@Divine is there anyway to directly call a combat tactic from an event? For instance, I want a morale boost combat pulse event, that when it triggers forces the army lead by the character to go into a specific courageous advance tactic.
No such effect exists at the moment, made a note on my todo list about it. I did have a quick check on the combat modifiers for character modifiers also. My primary concern is the performance concern by having to check for more things when we update the modifiers so I can't really promise anything.
 
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No such effect exists at the moment, made a note on my todo list about it. I did have a quick check on the combat modifiers for character modifiers also. My primary concern is the performance concern by having to check for more things when we update the modifiers so I can't really promise anything.
Wow, if you could get those combat modifiers in it would be just amazing, especially with the effect stacking, and would work far more elegantly than the current work around of needing traits to do it. If the performance hit though is too big I understand however :(.