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Okay, I'll try that, although I'm concerned about performance knowing I'm using "any_character." Even if I give the Pope the correct limits, won't that have to check the entire world to find him? I was hoping there was a scope that was a bit more limited, but maybe not.

If you want to target the head of a specific religion, then just scope to the title that control the religion and tgen to its holder, e.g.

k_papal_state = { holder_scope = { <do some stuff> } }
 
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How can I enable this highlight mode manually? I've switched it on a couple of times by accident. ...would make UI modding a lot easier if I could figure out how to use it when needed. Couldn't find any mention of it in the wiki, but I'm not sure what to even look for there.

gui.png
 
How can I enable this highlight mode manually? I've switched it on a couple of times by accident. ...would make UI modding a lot easier if I could figure out how to use it when needed. Couldn't find any mention of it in the wiki, but I'm not sure what to even look for there.

View attachment 201458

In the main menu of the game type ` as when you write it.
For me that is Shift + ´ and space-bar once.
 
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Is it possible to make it so that a holding (castle, city, etc) is unbuildable without a special decision, I know you can build holdings with a decision/event chain.

Sort of. You can set the cost pf creating holding into the millions, and then make the decision usable under whatever circumstamces you wish.
 
Is it possible to make it so that a holding (castle, city, etc) is unbuildable without a special decision, I know you can build holdings with a decision/event chain.
Sort of. You can set the cost pf creating holding into the millions, and then make the decision usable under whatever circumstamces you wish.
Or make it so no governments can build any holdings then use the decisions to make them
 
I'm trying to add additional hairs to a graphical culture, starting off with trying to combine Norse female and Norse Christian female hairs. But it won't display correctly, and I'm not sure what I'm doing wrong.

In Photoshop (using the Nvidia Tools DDS plugin) I open up norse_female_hair_1.dds and norse_female_hair_behind_1.dds, from both the norse_female and norse_christian_female folders. The hair files are both 1520x152. The Christian hair file has a duplicate of one of the hairs, and each of the ten hairs are 152x152, so I cut the Christian hair file to be 1368x152 to remove the dupe, and extend the other hair file to be 2888x152 adding on the length of that. Then copy and paste the hair, snap it in place, and copy the alpha channel too.

The behinds however, are 1240x152 and 1520x152, So since they divide differently, I can either ignore that (which obviously won't work, but I did try it once just to see how bad it looked) or else resize the smaller one to be divisible by 152 rather than 124. After resizing it to 1520x152, and cutting the other behind to be 1368x152 to remove the hair I don't need, and then doing the same and combining them, they don't seem to line up properly ingame even still, with the behinds being way off and not centered properly. I assume since the pagan hair behind file is made to line up smaller. Is there anything I can do here? The main part of the hair seems to look okay, but I'm not sure what to do about the behind files being different if anything.

I previously thought of trying to combine Norse male and Norse Christian male beards, but while the main files were each 1520x152, the behinds there were even more inconsistent, at 600x76 and 1520x152! I have no idea why they are so different or if there's anything I can do about it. Maybe it's something simple I'm missing.
 
I'm making a mod in a new continent (new map, cultures, provinces, titles), but the game always seems to crash after 6-10 years - I think it may have something to do with events. If anyone has had this issue before and knows how to fix it, that'd be much appreciated!
 
I'm trying to add additional hairs to a graphical culture, starting off with trying to combine Norse female and Norse Christian female hairs. But it won't display correctly, and I'm not sure what I'm doing wrong.

In Photoshop (using the Nvidia Tools DDS plugin) I open up norse_female_hair_1.dds and norse_female_hair_behind_1.dds, from both the norse_female and norse_christian_female folders. The hair files are both 1520x152. The Christian hair file has a duplicate of one of the hairs, and each of the ten hairs are 152x152, so I cut the Christian hair file to be 1368x152 to remove the dupe, and extend the other hair file to be 2888x152 adding on the length of that. Then copy and paste the hair, snap it in place, and copy the alpha channel too.

The behinds however, are 1240x152 and 1520x152, So since they divide differently, I can either ignore that (which obviously won't work, but I did try it once just to see how bad it looked) or else resize the smaller one to be divisible by 152 rather than 124. After resizing it to 1520x152, and cutting the other behind to be 1368x152 to remove the hair I don't need, and then doing the same and combining them, they don't seem to line up properly ingame even still, with the behinds being way off and not centered properly. I assume since the pagan hair behind file is made to line up smaller. Is there anything I can do here? The main part of the hair seems to look okay, but I'm not sure what to do about the behind files being different if anything.

I previously thought of trying to combine Norse male and Norse Christian male beards, but while the main files were each 1520x152, the behinds there were even more inconsistent, at 600x76 and 1520x152! I have no idea why they are so different or if there's anything I can do about it. Maybe it's something simple I'm missing.
Sounds like an issue with offsets. Many of the portrait graphic files strip out blank parts of the image, and use an offset to make them line up correctly. The offsets are stored in /interface/portrait_offsets/*.txt.

Rather than simply resizing the smaller ones, you would need to expand them such that each frame fits the size & position of the larger one. So for instance, norse_female_hair_behind has an offset of 9x0. It would need to be cut into 10 (124*152) pieces, each piece expanded to 152*152, adding 9 blank pixels (the X offset size) on the left and 19 on the right (152-124-9). Then the 10 frames would need put back together in 1 strip to paste in with the frames from norse_christian_female_hair_behind. And make sure to carry the alpha thru this process…

This is the sort of thing you'd really want a tool to automate.
 
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Okay, I'm trying to make an event that strips a character's dynasty and make them Lowborn. Unfortunately, the old code I was using isn't working anymore. Right now they just keep the dynasty they have regardless.

dynasty = 0 (doesn't work)
dynasty = none (doesn't work)

Any ideas?
 
Okay, I'm trying to make an event that strips a character's dynasty and make them Lowborn. Unfortunately, the old code I was using isn't working anymore. Right now they just keep the dynasty they have regardless.

dynasty = 0 (doesn't work)
dynasty = none (doesn't work)

Any ideas?
And they're not currently holding a title that stops them from being lowborn, right?
Did you chain it with 'recalc_succession = yes'? That's usually needed for it to update correctly.

But if that doesn't work, maybe... hm, maybe try scoping the dynasty to some lowborn?
 
Okay, I'm trying to make an event that strips a character's dynasty and make them Lowborn. Unfortunately, the old code I was using isn't working anymore. Right now they just keep the dynasty they have regardless.

dynasty = 0 (doesn't work)
dynasty = none (doesn't work)

Any ideas?

It's not possible...
Not sure if this is a limitation of the engine, or just missing code. It's listed in the modding suggestions wiki page.
 
It's not possible...
Not sure if this is a limitation of the engine, or just missing code. It's listed in the modding suggestions wiki page.
Well, it worked before. The mod I'm working on is nearly a year old now, and it didn't have this problem when I made it.

Lemme try recalc_succession, see if that works...

EDIT: No good, using recalc_succession right after does nothing.
 
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Is there any way to add a slight delay to an "is_triggered_only" event without adding a MTTH? I just want the event to pop up after a few days or so, rather than instantly.

When you call the event from another piece of acript using character_event = { id = X } you can use instead character_event = { id = X days = Y random = Z } to make the event fire after Y days and a random variance of Z days.
 
Okay, I'm trying to make an event that strips a character's dynasty and make them Lowborn. Unfortunately, the old code I was using isn't working anymore. Right now they just keep the dynasty they have regardless.

dynasty = 0 (doesn't work)
dynasty = none (doesn't work)

Any ideas?
I found a work-around, guys. Not ideal, and only really works under the circumstances I was creating, so YMMV.

Basically, the event is a 'disposal' event getting rid of a character that's being replaced by a new one. So the new character takes their place in the Dynasty, and I'm trying to get the old one out of it.

So, I was basically forced to make the disposed character part of the Pope's Dynasty. Yeah, I don't like it either, but it's the only answer I could find. The Pope's guranteed to exist, and it doesn't require CPU-heavy searching for a Lowborn, which I'm not even sure would have worked.

Just FYI
 
Sounds like an issue with offsets. Many of the portrait graphic files strip out blank parts of the image, and use an offset to make them line up correctly. The offsets are stored in /interface/portrait_offsets/*.txt.

Rather than simply resizing the smaller ones, you would need to expand them such that each frame fits the size & position of the larger one. So for instance, norse_female_hair_behind has an offset of 9x0. It would need to be cut into 10 (124*152) pieces, each piece expanded to 152*152, adding 9 blank pixels (the X offset size) on the left and 19 on the right (152-124-9). Then the 10 frames would need put back together in 1 strip to paste in with the frames from norse_christian_female_hair_behind. And make sure to carry the alpha thru this process…

This is the sort of thing you'd really want a tool to automate.
Thanks, really appreciate the fast response. That makes sense why it wasn't working then. Is there any tool to automate that, or does everyone have to do that stuff manually? It sounds even more tedious than I already thought it was.