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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.
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Thanks for the reply. I actually have a plan for baronies in my mod (none of them involve barons. lol). I'd like a generic face (a few actually) to be a representative of a faction (minor nobles) I'm adding a lot of counties and want to make sure that I don't blow up my computer when I try to run it so getting rid of a ton of characters couldn't hurt. This would help performance right? Fewer characters = less processing?

If I make another mod however, that is a brilliant suggestion. It does seem like a lot of work to get a generic portrait that reads "Minor Noble." lol.

EDIT: And thanks for the reminder about the demesne limit btw
 
Does anyone know modding which file causes titles that don't have a dejure liege in the landed titles file to lose their dejure liege information on saving?
 
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.
That is correct. In fact, that's all repeat_event does: call the event with the same FROM stack as the event it calls from. I tested it extensively shortly after it was added. It really should be called something besides "repeat_event", but repeating the same event is what the devs use it for. (By scoping to a different character 1st, you can even "repeat" the same or a different event to a different character, with the same FROMs!)
 
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What is the title of a custom empire? I started as King of Leon (k_leon) and created a custom empire a while. I don't think it is e_leon. I need to know because of the converter. I wanna map my custom Leon to EU IVs Leon, to get their National Ideas.
 
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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?

Thanks in advance
 
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?

Thanks in advance
Yep, although you also do it in the triggered description however you can choose to not add a new description each time.
Code:
desc = {
    picture = GFX_YOUR_PIC
    trigger = { <conditions> }
}
 
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What is the title of a custom empire? I started as King of Leon (k_leon) and created a custom empire a while. I don't think it is e_leon. I need to know because of the converter. I wanna map my custom Leon to EU IVs Leon, to get their National Ideas.
You need the EUIV tag ? Probably X01 or something like that
 
Don't think there is.
However I think you can do pretty much everything you want with the EUIV converted game, it's basically like a mod
 
What would be an efficient way to check how many characters there are in a court? I need that for an event, but everything that I've tried so far seems pretty heavy... at least if run with MTTH.
 
Yeah I also tried to directly change it in the exported mod file, but couldn't find to change it. Have to define das I am not a Z.. Tag, but instead the LON tag. Or give my tag the LON Ideas, but not so easy. Especially since converter modding seems to be poorly documented.
 
Yeah I also tried to directly change it in the exported mod file, but couldn't find to change it. Have to define das I am not a Z.. Tag, but instead the LON tag. Or give my tag the LON Ideas, but not so easy. Especially since converter modding seems to be poorly documented.

The tag itself in CK2 will be e_dyn_#####, where the # is some random-seeming number.
 
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IS there a way to remove the show name over your tributaries thing from the game?
 
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