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So I'm curious about something. Right now I have a mod with added provinces going and the game runs fine but when I go to 'resign' the game crashes and I am unable to ever load saves made. I'm guessing this is an issue dealing with the added provinces but I'm not exactly sure where to look.
 
I wonder if someone could clear something up for me please. With event modding you're able to give a single event multiple description texts 'DESC', by adding triggers to these.
My question is, is it possible to do the same with the 'GFX_evt' picture?
 
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I'm modding the After the End mod to make more flavor for the Mayan cultures and kingdoms. One of the corrected issues in the changelog for the most recent version of ATE says "Fixed a long-standing bug where Afro-Syncretic temples looked like castles." <LINK REMOVED>
For some reason the priests of many religions including Uahomche, Neomayan, and Rastafarian show up on the interface as priests but have the title of baron or count. Im at a loss. Please help if you can, im inluding the localization file and the religion file
Thanks!
 

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I'm trying to make a mod in which I'm adding a new culture and religion. Is there a way to make it so either the culture or the religion (ideally both) is blocked from having cavalry of any kind in it's levy? I've tried adding a culture modifier to static_modifiers and I've also tried to use the <unit>_max_levy modifier in the religion, but so far, no luck.

Any ideas?
Thanks
 
How do I make sure each Random is a different value?

What I have right now is a Decision which calls "Any_Independent_Rulers", and then "Any_Realm_Province", it then fires a series of Province_Events. What it's meant to be doing is randomly adding Modifiers to every Province. The problem is, although it fires correctly, every single province comes out the same. So if Event 1 comes up as allowed, it will be allowed on every single Province, so they all end up with the same modifiers...
 
Just to confirm something: What exactly does "disallow_random_traits = yes" do? I have a generated immortal historical character who starts with five personality traits and I don't want them to receive anymore, but CKII keeps stubbornly feeding them a random event trait that sometimes messes with their personality, causing them to lose one of their traits.

Anyone know of a way to lock down a character's traits so they don't receive any trait-giving events?
 
Just to confirm something: What exactly does "disallow_random_traits = yes" do? I have a generated immortal historical character who starts with five personality traits and I don't want them to receive anymore, but CKII keeps stubbornly feeding them a random event trait that sometimes messes with their personality, causing them to lose one of their traits.

Anyone know of a way to lock down a character's traits so they don't receive any trait-giving events?

Disallow random traits works at the game initialization. Characters whithout that attribute will get random traits at start if they don't have enough traits in their history definition.

To stop trait added from events, you'd have to actually mod these events, I fear.
 
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How do I make sure each Random is a different value?

What I have right now is a Decision which calls "Any_Independent_Rulers", and then "Any_Realm_Province", it then fires a series of Province_Events. What it's meant to be doing is randomly adding Modifiers to every Province. The problem is, although it fires correctly, every single province comes out the same. So if Event 1 comes up as allowed, it will be allowed on every single Province, so they all end up with the same modifiers...

Is this still an issue? Ugh, I though they would have fixed that.

What you need to do is a recursive effect. Now you can take advantage of the new while effect. Roughly speaking, you need to send the event to a random province and seed that province with a flag to keep track, and then make it so that while there is any province without the flag, send the event to a random province without the flag. Sorry, I can't write the code myself from the phone
 
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Anyone know how to modify the game rules? Nothing in the game rules folder seems changeable.
Everything in the game rules folder is changeable, the update that fixed the bug with them came out a few hours ago. Make sure your ck2 is up to date on 2.6.1.1
 
Edit: ninja'd

Edit 2: Is there a way to force a character portrait to show in a character event without being FROM, FROMFROM, FROMFROMFROM, etc? I'm writing an event chain about a couple of characters, protagonist and antagonist, with protagonist being the player, and I want to send events only to the player while showing antagonist's face, without actually pinging to antagonist each other event. Is that possible?
Are these events going in a chain, where each event calls the next, possibly with some time delay? If so, there's a trick you can use: once you do 1 ping to set up the FROM, FROMFROM, etc., instead of calling each event as character_event, call each one as repeat_event. repeat_event doesn't have to repeat the *same* event, and it preserves the scope chain.
 
Are these events going in a chain, where each event calls the next, possibly with some time delay? If so, there's a trick you can use: once you do 1 ping to set up the FROM, FROMFROM, etc., instead of calling each event as character_event, call each one as repeat_event. repeat_event doesn't have to repeat the *same* event, and it preserves the scope chain.

The idea is that I have one main linear chain of events (say, protagonist.1 -> protagonist.2 -> protagonist.3 ->...). To preserve scope, I thought I needed to extend the sequence to antagonist.1(antagonist is ROOT) -> protagonist.1(protagonist is ROOT, antagonist is FROM) ->antagonist.2(anttagonist is ROOT, protagonist is FROM)->protagonist.2 (protagonist is ROOT, antagonist is FROM)...

So, what you are saying is that I can do is antagonist.1 -> protagonist.1 -> protagonist.2 -> protagonist.3 ->... but calling events protagonist.2 and following with repeat_event instead of character_event? And that will make it so that in all subsequent events protagonist is ROOT and antagonist is FROM? That is actually superhandy!

Please, let me know if I have understood you correctly.
 
I am struggling to get a small project onto Steam Workshop. Going into the content menu, I can see the mod just fine among the listed mods, but when I press 'manage' and then 'publish' absolutely jack squat happens. Nothing gets uploaded, there's no notifications, and the game doesn't even tell me why this isn't working.

I'm using a regular folder for the mod, unzipped and unarchived, in Paradox Interactive\Crusader Kings II\mod, which is how it's supposed to be, right? I've provided a picture entry and a tag entry in the .mod file, too. I don't know what's up and why it isn't publishing.
 
Make sure you don't have a zipped version of the mod in your mod/ folder. Or if you do, make sure it has a different filename than the path entry, and don't have an archive entry in your .mod.
 
Is this still an issue? Ugh, I though they would have fixed that.

What you need to do is a recursive effect. Now you can take advantage of the new while effect. Roughly speaking, you need to send the event to a random province and seed that province with a flag to keep track, and then make it so that while there is any province without the flag, send the event to a random province
without the flag. Sorry, I can't write the code myself from the phone

If I call it as an OnAction for GameStart it seems to be perfect, but going from a Decision "upwards" and then out seems to glitch out and give them all the same value.

Awesome, I'll try that and see how it goes. :D
 
Disallow random traits works at the game initialization. Characters whithout that attribute will get random traits at start if they don't have enough traits in their history definition.

To stop trait added from events, you'd have to actually mod these events, I fear.

lol what, like all 100+ of them? Well, I guess that's out of the window. Shame there's no way for an AI character to stop receiving events. Thanks anyways.
 
I have a few questions:

Context: I am going to create a landless duchy called d_hold_this and localize it to be " Minor Nobles." I then want to create an on game start event (or a series of event pulses for different regions depending on system load) to force abdicate_to all baron tier characters in the game to "Minor Nobles." Then I want to kill every baron in the game (They're more or less useless anyway). The goal here is to wipe out the majority of the characters in the game from the word go and add a series of ai = no events to occasionally let the player "inherit" a barony and maybe add some additional levies (for the missing vassals) on raise levy. I originally came up with this for my mod, but if there is a tangible system improvement (That's a lot of dead barons) from it, I may write a stand- alone mod just for kicks.

Q: Is there a limit to the number of titles that any individual character can hold? (Can d_hold_this... hold every non- capital barony in the game?)
Q: Has anybody done this and, if so, were there any tangible performance gains?
Q: Are there any problems with this which I have over- looked?

EDIT: I over- looked holy- sites. "Minor Nobles" can't have those. lol
 
I have a few questions:

Context: I am going to create a landless duchy called d_hold_this and localize it to be " Minor Nobles." I then want to create an on game start event (or a series of event pulses for different regions depending on system load) to force abdicate_to all baron tier characters in the game to "Minor Nobles." Then I want to kill every baron in the game (They're more or less useless anyway). The goal here is to wipe out the majority of the characters in the game from the word go and add a series of ai = no events to occasionally let the player "inherit" a barony and maybe add some additional levies (for the missing vassals) on raise levy. I originally came up with this for my mod, but if there is a tangible system improvement (That's a lot of dead barons) from it, I may write a stand- alone mod just for kicks.

Q: Is there a limit to the number of titles that any individual character can hold? (Can d_hold_this... hold every non- capital barony in the game?)
Q: Has anybody done this and, if so, were there any tangible performance gains?
Q: Are there any problems with this which I have over- looked?

EDIT: I over- looked holy- sites. "Minor Nobles" can't have those. lol
You can do that, but you need to give an insane demesne_size modifier to the character who is goinf to hold your hold_this title (and make sure it cannot be vassalized, declared war, plotred against, etc. I'd be muuuuch simpler to just destroy all non-county capital holsings, for that matter, raising the price to buildnew holdings insanely, and you'd get rid of most these problems, if you are only concerned with simplifying things.

New holding or change levies by holding - is it possible?

Eg. Tribes have 100 light infantry. 20 archers and 5 heavy infantry as base. Can i change to eg. 120 light infantry. 40 archers and 15 heavy infantry ?
You xan't define nee holding types but can define the base levies of the existing types. Look for "tribal", "castle" etc. Inside common/static_modifiers.txt.
 
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