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From the wiki description about triggered modifier:

active = no #Completely de-activates the modifier

I don't really understand what this mean. Can anyone clarify this?
 
From the wiki description about triggered modifier:


I don't really understand what this mean. Can anyone clarify this?

It's simply a way to disable a triggered modifier, without commenting/removing it out from the script.
Adding always =no in potential would achieve similar result, though it would still be called for every characters, so less efficient.
 
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It's simply a way to disable a triggered modifier, without commenting/removing it out from the script.
Adding always =no in potential would achieve similar result, though it would still be called for every characters, so less efficient.

So, in other words, it's just one-line equivalent of commenting out / removing the entire code. All in one stroke. Neat.
 
Is it possible to make a non-0th law of a group (say, status_of_women_4) apply to titles on condition of the holder's religion?

Trying to add a holder_scope condition to the Potential of the laws makes the game crash.


[UPD] actually, the crash was because of other reasone. Still: is it possible to have the non-0th law enabled by default for a set condition, from startup, without doing it manually (or with an event)?
 
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Is it possible to mod in a way for characters to be revived upon death, whether by random chance or otherwise? And can one change what things are called in-game, like calling the currency something other than 'gold'?
 
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Which RGB values are reserved when making definitions.csv? I didn't see any 0;0;0 and 255;255;255.

Could someone help me with this please? I'm releasing a tool to make it easier to determine colours for provinces before a map maker paints them onto provinces.bmp, and knowing which RGB values cannot be used will really help :) It's a trivial change for the tool but it could save a lot of pain for modders who potentially use the wrong version.
 
Could someone help me with this please? I'm releasing a tool to make it easier to determine colours for provinces before a map maker paints them onto provinces.bmp, and knowing which RGB values cannot be used will really help :) It's a trivial change for the tool but it could save a lot of pain for modders who potentially use the wrong version.
As Far as I know, for provinces.bmp, Only the two you have Identified, 255,255,255(White) for the Ocean, and 0,0,0(Black) for impassible Mountains.
 
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Is it possible to make a non-0th law of a group (say, status_of_women_4) apply to titles on condition of the holder's religion?

Trying to add a holder_scope condition to the Potential of the laws makes the game crash.


[UPD] actually, the crash was because of other reasone. Still: is it possible to have the non-0th law enabled by default for a set condition, from startup, without doing it manually (or with an event)?
Code:
mage_cane_0 = { # BASE-LINE MAGE ETHICS ARE UNDEVELOPED
    show_as_title = yes
    group = mage_laws
   
    potential = {
        holder_scope = {
            OR = {
                trait = ascendant_blood
                trait = source_blood
                trait = mage_blood
                trait = half_blood
                trait = thin_blood
                trait = Lich
                trait = abomination_blood
            }
        }
    }
    allow = {}
    revoke_allowed = {
        always = no
    }
    ai_will_do = {
        factor = 0
    }
    effect = {
        custom_tooltip = {
            text = "EVTTOOLTIPmage_cane_0"
            hidden_tooltip = {
                clr_title_flag = mage_ethics_high_tyranny_3
                clr_title_flag = mage_ethics_high_neutrality_3
                clr_title_flag = mage_ethics_high_benevolence_3
                clr_title_flag = mage_ethics_low_tyranny_3
                clr_title_flag = mage_ethics_low_neutrality_3
                clr_title_flag = mage_ethics_low_benevolence_3
                clr_title_flag = mage_ethics_null_tyranny_3
                clr_title_flag = mage_ethics_null_neutrality_3
                clr_title_flag = mage_ethics_null_benevolence_3
                revoke_law = mage_cane_1
                revoke_law = mage_cane_2
                revoke_law = mage_cane_3
                set_title_flag = mage_ethics_equal
            }
        }
    }
}
This code works (has the holder_scope) so no problem there. As for your other question, I'd love to know the answer to that myself. I just ended up making an event, so it's kind of a moot point now, but would still be good to know.
 
Is it possible to mod in a way for characters to be revived upon death, whether by random chance or otherwise? And can one change what things are called in-game, like calling the currency something other than 'gold'?
Yes and no for reviving characters. You cannot revive an already dead character but you can stop them from being killed to simulate reviving them without them ever actually dying in game. You would have to make a trait and give it the immortal = yes line which prevents death by disease or age but it does not prevent event scripted death. To stop that for every time in any event or decision etc your character can die you must ad an if clause before that checking for your immortal trait and if it is present doing a break = yes before the line that kills the character.
 
Yes and no for reviving characters. You cannot revive an already dead character but you can stop them from being killed to simulate reviving them without them ever actually dying in game. You would have to make a trait and give it the immortal = yes line which prevents death by disease or age but it does not prevent event scripted death. To stop that for every time in any event or decision etc your character can die you must ad an if clause before that checking for your immortal trait and if it is present doing a break = yes before the line that kills the character.
Note that you can do this using a custom modifier or flag if you do not want the immortality from old age as well. This can be done to achieve an eternal warrior effect.
 
Is it possible to mod in a way for characters to be revived upon death, whether by random chance or otherwise? And can one change what things are called in-game, like calling the currency something other than 'gold'?
In text1.csv, there is this localization:
GOLD;Gold;Or;Gold;;Oro;Oro;;;;;;;;x
 
Looking through the Wiki and various other scripts in the game, I can't find a way to have a heresy become the orthodox through an event/decision. Is there a way to hard-code this happening through a player-made decision?
 
Looking through the Wiki and various other scripts in the game, I can't find a way to have a heresy become the orthodox through an event/decision. Is there a way to hard-code this happening through a player-made decision?
Preliminary investigation for me reveals heresy taking mainstream is Hard-Coded. The best way to achieve this would be to convert provinces(and Characters, possibly) until it is over the 50%(I think) threshold.
 
Looking through the Wiki and various other scripts in the game, I can't find a way to have a heresy become the orthodox through an event/decision. Is there a way to hard-code this happening through a player-made decision?
Check the set_parent_religion command, by moving orthodoxy and other heresies under the new parent orthodoxy.
 
Check the set_parent_religion command, by moving orthodoxy and other heresies under the new parent orthodoxy.
That did it! Thanks.

One other quick related question - I'm setting up a bonus to Moral Authority when this Heresey/Orthodoxy swap takes place, and the in-game tooltip even says the bonus will be added when I click on this decision. However, afterwards, there's no Moral Authority bonus for the religion. Any thoughts?

Code:
destroy_storms_end = {
        is_high_prio = yes
        potential = {
            religion = storm_god
            has_landed_title = c_storms_end
            has_global_flag = storm_priesthood_founded
            NOT = {has_global_flag = storms_end_destroyed }
        }
        allow = {
            check_variable = { which = "storm_god_magic" value = 5 }           
            piety = 300
        }
        effect = {
            narrative_event = { id = storm_god.4 days = 0}
            b_storms_drum{
                grant_title = ROOT
                make_capital_holding
            }           
            b_storms_end
            {
                destroy_settlement
            }
            set_global_flag = storms_end_destroyed
           
            religion_authority = {
                modifier = destroyed_storms_end
                years = 100
            }
            set_parent_religion{
                religion = drowned_god
                parent = storm_god
            }
           
            give_nickname = nick_stormbringer
        }
    }


(And the code for the modifier)
destroyed_storms_end
{
    authority = 30
    years = 100
}
 
Is there something about the religion of nomads that requires extra effort to change? Because I've changed the lines with the religion in four province files which contain nomadic counties (c_turgay, c_kipchak, c_otrar and c_kazakh) and they're still as they were in vanilla. I've even put replace_path = "history/provinces" in the mod file.
 
Is there something about the religion of nomads that requires extra effort to change? Because I've changed the lines with the religion in four province files which contain nomadic counties (c_turgay, c_kipchak, c_otrar and c_kazakh) and they're still as they were in vanilla. I've even put replace_path = "history/provinces" in the mod file.
You need to change the characters' religions. Counties without holdings (i.e. nomad counties) just take on the culture and religion of their lord.
 
How do I define a culture specific title name? Such as Basileus for Greeks and Earl?