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That's not strictly true. For example you could add full-colour COAs in a similar manner to the dynasty arms DLCs. However, to make them visible they also have to be made available for use with random dynasties (and baronies). This may be acceptable depending on what Sir Digby Chicken wants to achieve.
Yes, I assumed he didn't want his custom COA, intended for his own dynasty, to pop up on random other dynasties. That seemed implicit in his question.
 
extra_tech_building_start = 10.0

Anything above the highest tech level will ensure that the building is never present at any game start.
Here's the code, I don't have that, it's set to be built early in the province history with b_**** = ca_***** but every game start it isn't built and because of the always = no it's not buildable.


ca_***** = {
desc = ****_desc
potential = {
FROMFROM = { title = b_**** }
}
trigger = { always = no }
gold_cost = 500
build_time = 730
liege_prestige = 5.0
ai_creation_factor = 150
}
 
Here's the code, I don't have that, it's set to be built early in the province history with b_**** = ca_***** but every game start it isn't built and because of the always = no it's not buildable.


ca_***** = {
desc = ****_desc
potential = {
FROMFROM = { title = b_**** }
}
trigger = { always = no }
gold_cost = 500
build_time = 730
liege_prestige = 5.0
ai_creation_factor = 150
}

So to clarify, you want the building to always be present at start? If a building meets the potential list, it merely means it appears in the building tab, trigger means if it's actually build-able. Remove that always = no condition and insert extra_tech_building_start = 1.0 to the code which should give it a hundred percent chance of spawning in a province in which the potential matches as long as you put a tech condition into the trigger.
 
So to clarify, you want the building to always be present at start? If a building meets the potential list, it merely means it appears in the building tab, trigger means if it's actually build-able. Remove that always = no condition and insert extra_tech_building_start = 1.0 to the code which should give it a hundred percent chance of spawning in a province in which the potential matches as long as you put a tech condition into the trigger.
Yeah but that also makes the building rebuildable if it's ever destroyed, since it's intended to be a unique building that's not what I'd want. Thanks though.
 
Yeah but that also makes the building rebuildable if it's ever destroyed, since it's intended to be a unique building that's not what I'd want. Thanks though.
For that, you should be able to set the potential to "has_building = [BuildingID]", that was it's potential is only met (and it only appears) when the Building already exists. If it's destroyed, there should be no way to rebuild it.


If I make a new Hersey, do I need to do anything 'special' to get it to form randomly, or will it just be automatically added to the list of 'potential heresies' whenever the game checks for one occurring?
 
If I make a new Hersey, do I need to do anything 'special' to get it to form randomly, or will it just be automatically added to the list of 'potential heresies' whenever the game checks for one occurring?
Nope, as long as you set the "parent" religion (to make it a heresy in the first place) it'll show up when your Chaplain researches technology or MA drops too low.
 
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For that, you should be able to set the potential to "has_building = [BuildingID]", that was it's potential is only met (and it only appears) when the Building already exists. If it's destroyed, there should be no way to rebuild it.
That's an interesting method I'll use it, thank you, though sadly, didn't solve the unbuilt issue.
 
Well to be entirely clear, I know how to setup the events and on actions, I was hoping to avoid using events to place them by using the normal method of province history. But when I've tried that the buildings weren't built properly and none of the error checking methods available(the error logs and Validator) have come up with anything, so I posted here to see if anyone knows of more reasons why the history would be ignored like that, which seems no one does.
 
Last edited:
If I want to change a character's name via event, what piece of code do I use? Is it name = within a character_event or something else?
 
So i have tried to add a opinion modifier to a event option. the end result should be members of a faction getting a opinion bonus with vassals when a civil war begins it does not seem to be working can someone help

Here is the relevant code from the file plot_events
option = {
name = "EVTOPTB8005"
opinion = {
modifier = opinion_rebellove
who = any_faction_backer
months = 12
}
ai_chanc.....

Here is the relevant code from opinion modifiers
opinion_rebellove = {
vassal_opinion = 35
}
 
So i have tried to add a opinion modifier to a event option. the end result should be members of a faction getting a opinion bonus with vassals when a civil war begins it does not seem to be working can someone help

Here is the relevant code from the file plot_events
option = {
name = "EVTOPTB8005"
opinion = {
modifier = opinion_rebellove
who = any_faction_backer
months = 12
}
ai_chanc.....

Here is the relevant code from opinion modifiers
opinion_rebellove = {
vassal_opinion = 35
}
That is not how scopes work, the RHS of a who = for opinion modifiers needs to be ROOT, FROM, PREV or an event target. So what you want to do is something like:
Code:
any_plot_backer = {
    ROOT = {
        opinion = {   
            modifier = opinion_rebellove
            who = PREV
            months = 12
        }
    }
}
Also opinion modifiers do not take any value other than opinion = int, as you are selecting who to apply the opinion modifier to.
Your modifier should be:
Code:
opinion_rebellove = {
    opinion = 35
}
 
yea I've blocked most things with the replace paths below, and cut it down to the attached file if I cut out many of these it crashes as I said. Error logs and Validator haven't found any issues when I block it but without it, it crashes. I don't want to cut them one by one to test if I can avoid it.


replace_path = "common/buildings"
replace_path = "common/cultures"
replace_path = "common/dynasties"
replace_path = "common/landed_titles"
replace_path = "common/province_setup"
replace_path = "common/religions"
replace_path = "common/traits"
replace_path = "events"
replace_path = "history/characters"
replace_path = "history/diplomacy"
replace_path = "history/provinces"
replace_path = "history/titles"
replace_path = "history/wars"
replace_path = "gfx/flags"
replace_path = "map"

Anyone who might now a bit more about the issue than the previous reply?





IDK about the effects, I only used laws as a condition not to enact anything, group puts them into the same section of the law screen, you use that for tiered laws where only one can be active at a time.
born_in_the_purple is a hard coded trait, referenced in the executable, and defined in 02_traits.txt.
 
That is not how scopes work, the RHS of a who = for opinion modifiers needs to be ROOT, FROM, PREV or an event target. So what you want to do is something like:
Code:
any_plot_backer = {
    ROOT = {
        opinion = {  
            modifier = opinion_rebellove
            who = PREV
            months = 12
        }
    }
}
Also opinion modifiers do not take any value other than opinion = int, as you are selecting who to apply the opinion modifier to.
Your modifier should be:
Code:
opinion_rebellove = {
    opinion = 35
}
Code:
any_plot_backer = {
   reverse_opinion = {
      who = ROOT
...
is simpler and achieves the same result.