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New and quick question: Are there province or even holding modifiers, and where can they be found in the files?

Oh, and a second question: I cannot find a list of all possible event effects / triggers / modifiers ... used to have one for "CK 1", so I look out for something like that in part 2.

1 holding province and character modifiers are all in common/event_modifiers (but are not differentiated from each other)

2 the wiki pages on conditions scopes and commands is the closest you'll have to that (those are pretty encompasing, to be fair).
 
...sigh.
Any tips for troubleshooting random crashes? Normally there's something in the logs, but not for this one. The game simply shuts down while running in observe mode. ...I suspect that I may have created an endless loop somewhere, or something like that.

The crashes are rare enough that I don't know exactly when they started happening. I've been working on pre-triggers and on improving the overall efficiency, and have modified most files within the past couple of days.

And everything is so interconnected that temporarily moving some of the files elsewhere to try and see when it stops crashing... simply itnroduces new problems.
 
...sigh.
Any tips for troubleshooting random crashes? Normally there's something in the logs, but not for this one. The game simply shuts down while running in observe mode. ...I suspect that I may have created an endless loop somewhere, or something like that.

The crashes are rare enough that I don't know exactly when they started happening. I've been working on pre-triggers and on improving the overall efficiency, and have modified most files within the past couple of days.

And everything is so interconnected that temporarily moving some of the files elsewhere to try and see when it stops crashing... simply itnroduces new problems.

The best way would probably be to disable as much as possible and try to add it back one at a time, unless you feel like going through all events to find if there is something which can cause an overflow error.
 
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Hi, I have recently started to look at how the portaits work.

I now understand how the rendering of a character's portrait is described in the portraitType section of .gfx files.

What I would like to know, is what triggers the call of portrait_properties.txt to dertermine a charcter's properties.
For example, I have noticed in my games, by granting titles to vassals or courtiers, that each time a character gets a higher tier title, his headgear (p5) and clothes (p3) change immediatly.
But what about hair and facial hair? The factors for "completly bald" and "balding" male hairstyles are both 0.1 until 50 years old, then they are 1.
The factor of the "tonsure" hairstyle is also affected by the character's education and titles.
How frequently do characters' p1 and p4 change? [edit : had written p5 and p3, but I meant p1 and p4]
The question came when I was wondering if there was anything that prevented AI characters who were once balding, to grow hair again?

Thanks
 
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Hi, I have recently started to look at how the portaits work.

I now understand how the rendering of a character's portrait is described in the portraitType section of .gfx files.

What I would like to know, is what triggers the call of portrait_properties.txt to dertermine a charcter's properties.
For example, I have noticed in my games, by granting titles to vassals or courtiers, that each time a character gets a higher tier title, his headgear (p5) and clothes (p3) change immediatly.
But what about hair and facial hair? The factors for "completly bald" and "balding" male hairstyles are both 0.1 until 50 years old, then they are 1.
The factor of the "tonsure" hairstyle is also affected by the character's education and titles.
How frequently do characters' p3 and p5 change?
The question came when I was wondering if there was anything that prevented AI characters who were once balding, to grow hair again?

Thanks

p1 (hair), p4 (beard) and p7 (scars) are used with "DONT_REFRESH_IF_VALID" in portraitType). Could it explain the behavior ?
Also not exactly sure about "CULTURE_INDEX" (c0, c1, ..., c5) used for p3 (clothes) and p5 (headgear), but it's probably linked to properties changing with the culture (whereas the others are linked to ethnicity which never changes) ?
 
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Can someone tell me where the event or whatever is that sometimes makes inbred people incapable? I am making a mod that reverses the effects of the inbred trait (for the lols) and have found that several characters with the trait will become incapable randomly.
 
Add localiation tags like emperor_<culture/culture_group>, etc. For women you need emperor_female_<culture/culture_group> (reigning) and emperor_consort_<culture/culture_group> (spouses of the title holder). You might also want empire_of_<culture/culture_group> and similar to rename the title (e.g. Sultanate of Egypt instead of Kingdom of Egypt for Arabic rulers), and a <city/temple/tribal>_ prefix if you want to rename doges, temple holders, or tribal rulers.

Thanks, though I have another question to add. Can you make it so that kingdom-tier viceroys have their own localization? Would it just be king_viceroy_<culture>? And can you do the same for viceroyalties are called?
 
Can someone tell me where the event or whatever is that sometimes makes inbred people incapable? I am making a mod that reverses the effects of the inbred trait (for the lols) and have found that several characters with the trait will become incapable randomly.
Event 6110 in health_events.txt.

On average, it looks like inbred characters become incapable in 20 years. As if the trait itself wasn't bad enough. Hrm. I'll have to fix that for my own mod too. ...I know that CK2 isn't always realistic, but the effects of inbreeding are absurdly exaggerated in vanilla.
 
Thanks, though I have another question to add. Can you make it so that kingdom-tier viceroys have their own localization? Would it just be king_viceroy_<culture>? And can you do the same for viceroyalties are called?

It is doable. The prefix is vice_royalty_.
 
Is it possible to limit where an epidemic can begin or spread?
Where as in what provinces? You can use regions, as it is done in vanilla for one gamerule version of the black plague.
 
Where as in what provinces? You can use regions, as it is done in vanilla for one gamerule version of the black plague.
Thanks, that answers my question
 
Some misunderstandings with the "save_event_target_as"-command:

PHP:
father_of_unborn = {
  save_event_target_as = target_adulterer
}

So I have saved the target, howto adress it? Like "death= event_target", or "death= target_adulterer"?
 
Some misunderstandings with the "save_event_target_as"-command:

PHP:
father_of_unborn = {
  save_event_target_as = target_adulterer
}

So I have saved the target, howto adress it? Like "death= event_target", or "death= target_adulterer"?
event_target:<your_event_target>
 
So the next command will get the saved event target, not longer the originally event receiver?
No, whenever you would want to scope to your event target you use the scope "event_target:<your_event_target>" instead of something like ROOT or FROM
 
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Am having an bit of Problem, so i made Terrain, river, provinc bmps But I am having huge Europe being overlapped by the terrain of mine, which is Bit confusing aand my coastal regions dont recognize Sea Regions aside them, I think europe is because of the Colormap.dds's but i don't really know how to edit them with out it looking like Green Blob and Blue blob like map x3, any kind of program exists to make it look like in Satelite Cheaty looking?
 
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Another quick questions: Anyone knows how to address holding modifiers to a special holding inside a provinc? Let's say, I want to add a holding modifier to a town, not a temple ... and will it be visible via icon, and where?

Second question: I want to add a sound file played in a narrative event. The wiki says you could add a sound (sound / sfx / Plays the given sound), like a title or a picture ... has anybody figured this out?

Many thanks for all your answers ...
 
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How does this sound on the paper? I been thinking of replacing most instances of add_trait and remove_trait with scripted effects.

For example:
Code:
#new_scripted_effects.txt
add_content = {
   if = {
     limit = {
       NOT = { trait = content }
     }
     add_trait = content
     if = {
       limit = {
         ai = no # No need to notify the AI.
       }
       hidden_tooltip = {
         character_event = { id = 38279 } #Notify Content
       }
     }
   }
}

I'd replace most uses of 'add_trait = content' in events and decisions with 'add_content = yes'. Same for other commonly used traits.

The benefits would be that it'd the notifies consistent. Those are missing from many vanilla events, or sometimes even pop-up when you already have the trait. Because many events don't have proper checks. it'd also make some of the event files considerably smaller.

Any obvious downsides to this? From what I've seen, scripted effects don't have negative effect on performance, but I haven't used them that extensively..
 
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Event 6110 in health_events.txt.

On average, it looks like inbred characters become incapable in 20 years. As if the trait itself wasn't bad enough. Hrm. I'll have to fix that for my own mod too. ...I know that CK2 isn't always realistic, but the effects of inbreeding are absurdly exaggerated in vanilla.

Thank you!