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If you have three traits with health = 1, -2, 2, the benefit will be +1 health with all of them. With health_penalty, the excessive positive health has no effect, leaving you at +0 health with all three traits.
Wait what?
So if you have a trait with health_penalty it negates any health bonuses from other traits you may have? That can't be true as there is also stat penalties and having an illness trait doesn't negate all your other traits stat bonuses.
I think I might have misunderstood you here
 
Wait what?
So if you have a trait with health_penalty it negates any health bonuses from other traits you may have? That can't be true as there is also stat penalties and having an illness trait doesn't negate all your other traits stat bonuses.
I think I might have misunderstood you here
No. The ceiling of the sum of all health_penalty traits is 0. (The sum of all health_penalty bonuses/maluses is adjusted to 0 if the sum is positive.) It does not affect other health bonuses (health = x rather than health_penalty = x.) Same goes for other stats.
 
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No. The ceiling of the sum of all health_penalty traits is 0. (The sum of all health_penalty bonuses/maluses is adjusted to 0 if the sum is positive.) It does not affect other health bonuses (health = x rather than health_penalty = x.) Same goes for other stats.
Oh ok I think I get you, so if I have health_penalty = -3 and then health_penalty = 4 they will total out to be +1 but it will be taken as just 0. The health = 2 or health = -1 is completely separate from it?
 
Oh ok I think I get you, so if I have health_penalty = -3 and then health_penalty = 4 they will total out to be +1 but it will be taken as just 0. The health = 2 or health = -1 is completely separate from it?
Yes, exactly.
 
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So just two quick map questions.

Firstly, I've got these coastline border graphical glitches. I've seen them in other mods and in vanilla, but mine are far worse.

3357a872f34820f6987ef931229f686b.png

Secondly, and probably related to the first...
My coastlines come out far more jagged and do not align with the map border like I've seen others do.

51625f46951a93df9c1c4914887fce9c.jpg

Any solutions towards fixing these? I use gimp for map making, and I admittedly know very little about graphical design.
 
So just two quick map questions.

Firstly, I've got these coastline border graphical glitches. I've seen them in other mods and in vanilla, but mine are far worse.

3357a872f34820f6987ef931229f686b.png

Secondly, and probably related to the first...
My coastlines come out far more jagged and do not align with the map border like I've seen others do.

51625f46951a93df9c1c4914887fce9c.jpg

Any solutions towards fixing these? I use gimp for map making, and I admittedly know very little about graphical design.

On the second image, that appears when you don't have a sea province defined next door. The game treats it as terra incognita and gives the border it would for that, rather than the border it'd give for a normal coast. I get that all over the place in my WIP mod, it should go away once you have a sea province on that border.

On the first image, I can't help you, but I get the same issue. I think it may be related to the normal map but I'm not sure.
 
I have a question on combat_rating_diff. Specifically, would this:

Code:
combat_rating_diff = { character = FROM value = 1 }

check if FROM's combat rating was 1 higher than ROOT, or if ROOT's was 1 higher than FROM's? Or am I completely wrong with those choices and it does some other third thing?
 
On the second image, that appears when you don't have a sea province defined next door. The game treats it as terra incognita and gives the border it would for that, rather than the border it'd give for a normal coast. I get that all over the place in my WIP mod, it should go away once you have a sea province on that border.

On the first image, I can't help you, but I get the same issue. I think it may be related to the normal map but I'm not sure.

There is a sea province defined, albeit a mega placeholder one. I think rather it is because I do not have a land province (but instead impassable wilderness) there and so I only get the thin red line vs the county borders. Not sure though, otherwise I wouldn't be asking.

It's the first issue that's bothering me the most. It's obviously a large eyesore. I've actually took the time to redo the map by hand, using a one pixel brush (Vs the larger brush sizes used before) and the problem is still there. I'm thinking there is a way to ease it because it's far less prevalent on other maps, but yet again, I don't know. Graphical design is not my forte.
 
There is a sea province defined, albeit a mega placeholder one. I think rather it is because I do not have a land province (but instead impassable wilderness) there and so I only get the thin red line vs the county borders. Not sure though, otherwise I wouldn't be asking.

It's the first issue that's bothering me the most. It's obviously a large eyesore. I've actually took the time to redo the map by hand, using a one pixel brush (Vs the larger brush sizes used before) and the problem is still there. I'm thinking there is a way to ease it because it's far less prevalent on other maps, but yet again, I don't know. Graphical design is not my forte.

Simple test would be to add a land province there and see if it goes away. In my experience it should, but I'm not an expert at map modding's intricacies...yet.
 
Hi there!

I'm trying to make a small mod for myself to fix this issue. It was suggested to prohibit the AI rulers with Open Elective succession from taking the decision. I have a few dumb questions:

1) Do I need to copy the whole rip_various_decisions.txt file from vanilla to my mod's decision directory to make changes? Is the wiki still correct about decisions not merging properly?

2) I also want to kill every "bad" court physician already present at the game start. I've made a death event with the following trigger block:
Code:
...
    trigger = {
        ai = yes
        liege = { has_law = succ_open_elective }
        has_minor_title = title_court_physician
    }
...
This should fire only for every ai-controlled court physician whose employer is not a ruler of an inland republic. Is this a correct approach?
 
Hi there!

I'm trying to make a small mod for myself to fix this issue. It was suggested to prohibit the AI rulers with Open Elective succession from taking the decision. I have a few dumb questions:

1) Do I need to copy the whole rip_various_decisions.txt file from vanilla to my mod's decision directory to make changes? Is the wiki still correct about decisions not merging properly?

2) I also want to kill every "bad" court physician already present at the game start. I've made a death event with the following trigger block:
Code:
...
    trigger = {
        ai = yes
        liege = { has_law = succ_open_elective }
        has_minor_title = title_court_physician
    }
...
This should fire only for every ai-controlled court physician whose employer is not a ruler of an inland republic. Is this a correct approach?

1. I believe that you have to copy the whole file.

2. I believe it would be better to construct the event like this:
Code:
namespace = phys

character_event = {
   id = phys.1
   hide_window = yes
   is_triggered_only = yes
   only_playable = yes
   
   trigger = {
     OR = {
       government = republic_government # Should be the relevant ones
       any_demesne_title = {
         has_law = succ_open_elective # Just to be sure
       }
     }
   }
   
   immediate = {
     any_courtier = {
       limit = {
         has_minor_title = title_court_physician
       }
       leave_court_effect = yes
       death = { death_reason = death_missing }
     }
   }
}

Then add a decision like this:
Code:
decision = {
   physician_cleanup = {
     only_playable = yes
     potential = {
       ai = no
     }
     
     hidden_tooltip = {
       effect = {
         any_playable_ruler = {
           limit = {
             OR = {
               government = republic_government # Should be the relevant ones
               any_demesne_title = {
                 has_law = succ_open_elective # Just to be sure
               }
             }
           }
           character_event = { id = phys.1 }
         }
       }
     }
   }
}

That way, instead of constantly evaluating a MTTH event for all republics or relying on a pulse event you do it by having the player press a button.
 
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Is there a way to apply a trait to all randomly-generated characters, as soon as they are generated, in a non-CPU-intensive manner?

I understand that, if I just set it on "trigger = { NOT = { trait = my_trait } }", it'll be very intensive as it'll be constantly checking all the characters. But I haven't found an on_action for character generation :/

NOTE: Can't set trait's birth=10000, as it needs to happen only after a certain event.
 
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Any idea how to rewrite this to make it a little simpler? I'm learning how to use the conditions and I would never have guessed something so simple would prove so problematic :D

Code:
song = {
    name = "sargon.ogg"
    song_name = "Sargon"
  
    chance = {
        factor = 2
        modifier = {
            factor = 0
            NAND = {
                religion_group = pagan_group
                culture_group = west_slavic
            }
            NAND = {
                religion_group = pagan_group
                culture_group = east_slavic
            }
        }
    }
}


EDIT! NVM I think I got it :D

Code:
song = {
    name = "sargon.ogg"
    song_name = "d"
   
    chance = {
        factor = 2
        modifier = {
            factor = 0
            NOR = {
                NOT = { religion_group = pagan_group }
                OR = {
                    NOT = { culture_group = west_slavic }
                    NOT = { culture_group = east_slavic }
                }
            }
        }
    }
}
 
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I've taken care of that.

I've overriden all vanilla government and created two custom governments: "ruler" and "couerter". For the first, potential is is_ruler = yes. For the second, the potential is is_ruler = no.

Result? Unlanded characters also get the "ruler" government. Should that be reported as a bug?
Not a bug, courtiers cant have a different government from the person whose court they are in, technically I don't think they even have a government like landed characters do hence why restrictions don't apply to them.
 
Is it possible to add a percentage modifier to the size of a particular troop type? I do not wish to add an number of troops (i.e. 50 more light infantry) but want to add a percentage modifier (i.e. 50% more light infantry) to the troop type in question while not changing the other troop types. A building modifier would be best but a province modifier might also help.

"light_infantry = 50" would not work because it is a percentage

"levy_size = .5" would not work because it would affect all troop types.

Thanks if anyone can help!

UP for this question, I have the same problem
 
Despite not know much about modding, I tried to merge the CPR+ mod with CK2+, which went surprisingly well. However, I still had a small visual glitch I have no idea how to fix. Help?
736441D8133C3817639D077BABBEE70FA8CFC017
 
Despite not know much about modding, I tried to merge the CPR+ mod with CK2+, which went surprisingly well. However, I still had a small visual glitch I have no idea how to fix. Help?

Check the numberOfFrames in gfx files for the layers that are off
 
Is there a way to apply a trait to all randomly-generated characters, as soon as they are generated, in a non-CPU-intensive manner?

I understand that, if I just set it on "trigger = { NOT = { trait = my_trait } }", it'll be very intensive as it'll be constantly checking all the characters. But I haven't found an on_action for character generation :/

NOTE: Can't set trait's birth=10000, as it needs to happen only after a certain event.
This is a rather unconvential solution, but here's something that I've tried after the latest patch:

Create a placeholder trait, with 'birth = 10000', 'hidden = yes' and 'cached = yes'.

Then create an event similar to this
Code:
character_event = {
   id = whatever.###
  
   hide_window = yes
   ai = no  # Only ran for the player
  
   mean_time_to_happen = { days = 1 }
  
   trigger = {
     always = yes      # ...or whichever triggers you need.
   }
  
   immediate = {
     placeholder_trait = {                          # Scopes to all characters who have the temporary trait...
       remove_trait = placeholder_trait    
       add_trait = your_trait           # ...and replaces them.
     }
   }
  
   option = { name = OK }
}

It's not very CPU-intensive because it's only ran for the player. And although cached traits are sometimes problematic, using them in that way doesn't seem to have noticeable effect on the performance. Since they get removed after a few days and there's generally not that many new characters generated at once.
 
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