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Question: how do I check wether the character is a bastard?
If a character is NOT a bastard, does real_father = { father = { character = PREV } } return nothing? (as per @Zaltys. 's comment). Then how I do it?

For contexto I want to give a son the graphical culture of his father, if it has one, and of his father otherwise. How would I do that?

First use "is_father_real_father" to determine whether you should be looking at "father" or "real_father" scope.

Not sure you can change a character's graphical culture, however.
 
Hey guys I am not sure whether I should be asking in this topic or make a fresh one but I recently bought three new monitors and want to try triple monitor gaming with CK2.

I was hoping to make a Interface/HUD mod for myself (my bezel corrected resolution is 5930x1080) and was hoping for someone to point to me which files I would need to modify to get all the interface buttons and such on the central monitor only.

I think the minimap is in main.gui but I am unsure about the other icons and which files they are located in.
 
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My mod crashes on startup since the new patch :/
What changed that could explain the instant crash?
Any number of reasons. Seems like they're rewritten pretty much everything.
I don't think I can salvage my own mod at all, not without hundreds of hours of work. WinMerge is of absolutely no use when the files are over 80% different from the previous version. For instance, 00_scripted_triggers.txt is so different that WinMerge can't find good matches and ends up matching everything incorrectly.
 
Any number of reasons. Seems like they're rewritten pretty much everything.
I don't think I can salvage my own mod at all, not without hundreds of hours of work. WinMerge is of absolutely no use when the files are over 80% different from the previous version. For instance, 00_scripted_triggers.txt is so different that WinMerge can't find good matches and ends up matching everything incorrectly.
They haven't rewritten that much to be honest, most things are in new folders completely or a new event/decision files. The changes to scripted triggers is mostly a giant block of trait checking scripted triggers paradox added.
 
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Two questions:

Can I get a religion using decadence to display the "decadent dynasty members" tab instead of the "vassal bishops" tab? I have custom religions and governments using decadence, but I don't know if I also have to modify something in the interface.

Is it possible to check wether someone has no heir? As in, when a patrician family is about to be replaced by another? I want to make an on_death event that allow me to set myself the new family when that happens, but I don't know if it's possible and how.
 
Is there a way to edit a pre RD savegame so to use the settings I want it to use?
 
Before my question, there are somethings you should know:

1. I'm using "has_coa_on_barony_only = no" in 00_religions.txt to make all the titles with random coa.
2. I'm also using "dynasty_title_names = yes" in 00_cultures.txt to have dynasty coa on primary titles.
3. If I want a specific name for a title, I'm using "dynasty_title_names = no" in landed_titles.txt and setting a "coat_of_arms = {...}" just like in dynasties.txt

Now, I'm using the third option for only top lieges like emperors. Because dynasty names on primary title is sucks, I don't want it. But I can't set a coa for some of them and I think that's because random coas doesn't allow me to set a coa on some empire-tier titles. But I can set a coa for some empire-tier titles which confuses me. I've tried to change culture, religion and government but none of them not working to set a coa on some empire-tier titles.

I have two questions:

1. Actually, I only want to use dynasty coa on primary title coa. How can I use them without changig the title names to dynasty name?
2. If the answer of my first question is simply no, why on earth I can't set a coa on some of the empire-tier titles and what should I do?

I really need to solve that problem. I can't simply use "../gfx/flags/" for my titles because all of them should be random and primary ones should use dynasty coa and they also should change if the ruler dynasty changes as well. Got any idea?
 
So load order of localisation files has changed again ?
Seems so.

mate0815 had realised this for the german language mod (deutschkorrektur) when it hasn't been working at all, well so said his post.
 
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Does anyone know how can_grant_title works? I'm trying to make a minimod that restricts the "I'm unlanded, I should have this title!" condition to people who you could possibly give land to, but I'm not having any luck and it looks like the entire logic behind the Grant Landed Title decision is hardcoded, so I can't just copy it.
 
Before my question, there are somethings you should know:

1. I'm using "has_coa_on_barony_only = no" in 00_religions.txt to make all the titles with random coa.
2. I'm also using "dynasty_title_names = yes" in 00_cultures.txt to have dynasty coa on primary titles.
3. If I want a specific name for a title, I'm using "dynasty_title_names = no" in landed_titles.txt and setting a "coat_of_arms = {...}" just like in dynasties.txt

Now, I'm using the third option for only top lieges like emperors. Because dynasty names on primary title is sucks, I don't want it. But I can't set a coa for some of them and I think that's because random coas doesn't allow me to set a coa on some empire-tier titles. But I can set a coa for some empire-tier titles which confuses me. I've tried to change culture, religion and government but none of them not working to set a coa on some empire-tier titles.

I have two questions:

1. Actually, I only want to use dynasty coa on primary title coa. How can I use them without changig the title names to dynasty name?
2. If the answer of my first question is simply no, why on earth I can't set a coa on some of the empire-tier titles and what should I do?

I really need to solve that problem. I can't simply use "../gfx/flags/" for my titles because all of them should be random and primary ones should use dynasty coa and they also should change if the ruler dynasty changes as well. Got any idea?
Now I realized if there are some rulers from different dynasties then current ruler's dynasty coa (nor the previous ones) does not showing. I can put all the previous rulers in same dynasty but if there was a previous ruler from another religion but in same dynasty or someone else from another dynasty becomes the ruler then primary title coa will also becomes random even if I set a coa in the third option.

Now there's only one question left: How can I use only the generic dynasty coa on primary titles without using their dynasty names?
 
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Now there's only one question left: How can I use only the generic dynasty coa on primary titles without using their dynasty names?
in order to use dynasty names for a title:
dynasty_title_names = yes
needs to be shown in the culture file.
If the dynasty's primary culture and the culture of the ruler do not have a culture that does this, then the Dynasty name will not occur.
If the person is not the head of the family, they will not get the dynastic name.

As for the CoA, AGoT does it. I don't know how.
 
in order to use dynasty names for a title:
dynasty_title_names = yes
needs to be shown in the culture file.
If the dynasty's primary culture and the culture of the ruler do not have a culture that does this, then the Dynasty name will not occur.
If the person is not the head of the family, they will not get the dynastic name.

As for the CoA, AGoT does it. I don't know how.
I didn't tried to make different primary culture for dynasty and culture of ruler but if a person isn't the head of family then dynasty coa also doesn't show up.

But, if AGOT using what I seek then I can dig in their files to see how's they did this. Do you know which AGOT titles using dynasty coa without using the dynasty names like I want?
 
But, if AGOT using what I seek then I can dig in their files to see how's they did this. Do you know which AGOT titles using dynasty coa without using the dynasty names like I want?
No. They do not appear to be doing some thing standard, but The dynastic leaders do get a CoA on their primary title. I would ask one of the GoT devs if you can't find it.
 
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All the characters or titles in my mod should be dynastic like in AGOT then. Apparently I'm not going to find anything because there is a problem on my internet to prevents me to download anything! I will glad if you can ask them for me.
 
Is there some trick to modding the province window? I've edited province.gui but all I seem to be able to do is move it around the screen. Editing position seems to have an effect but changing the size values does nothing. Is there some other value to change to make it taller?

This is the part I've been editing:
guiTypes = {

windowType = {
name = "province"
backGround =""
position = { x=0 y=-624 }
size = { x=1024 y=224 }
moveable = 0
dontRender = ""
horizontalBorder = "0"
verticalBorder = ""
fullScreen = no
orientation = "LOWER_LEFT"
upsound = click
 
Is there some trick to modding the province window? I've edited province.gui but all I seem to be able to do is move it around the screen. Editing position seems to have an effect but changing the size values does nothing. Is there some other value to change to make it taller?

This is the part I've been editing:
Code:
guiTypes = {

   windowType = {
     name = "province"  
     backGround =""
     position = { x=0 y=-624 }
     size = { x=1024 y=224    }
     moveable = 0
     dontRender = ""
     horizontalBorder = "0"
     verticalBorder = ""
     fullScreen = no
     orientation = "LOWER_LEFT"
     upsound = click
Have you modified the texture file? You can change how big a box the window has in code but since the game uses static images the background texture won't scale with it - you have to modify both.