• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Is it possible to set the different CoAs for different cultures instead of religions? I would really like it if I could have persia and byzantium both christian but still have either the zoroastrian or muslim flags for persia, as they look more fitting in the desert
 
Be carefull that the portraits.gfx file is duplicated (once in interface/, once in interface/portraits).

Last gfx definition wins and /portraits is loaded first, so yours must be overrdden.

Hmm, I hadn't realized there were two files! Thank you. But I changed both, and there still doesn't seem to be any impact...
 
2 Quick questions:
Context- I'm creating a series of scripted_effects for my mod so that I can easily alter information in my character history files in an effect = { x} block.
Question # 1- Before I go and start dropping these scripted effects all over my history file, will the game be able to read them?
Question # 2- If it does work, will I be able to leave the 'diplomacy/martial/stewardship/intrigue/learning =' section out, or will this cause problems?

Example:
Code:
1000082221 = {
      name="Nicolai"
      dynasty = 1000078096
      religion = humanity_4
      culture = western_human
      female = no
      diplomacy = 0 # I'm standardizing these
      martial = 0 # in the effect.
      stewardship = 0 # Will I be able to leave them
      intrigue = 0 # out and use change_x/y/z
      learning = 0 # instead?
      9304.6.7 = { # Different calendar standard
           birth="June 7, 1304 A.D."
      }
      9314.1.1 = {
           effect = {
                 set_father = 1000082209 # Stromburg
                 my_scripted_effect_effect = yes # Subject of question # 1
             }
       }
 }
A little more info: What the effect does is change religion, culture, dynasty, diplomacy, martial, stewardship, intrigue, learning, and adds traits. All of these things can (obviously) be done in the file. It is just easier this way, so that, should I change a convention down the road, I won't have to go through the whole character history to make the changes. Thanks for any information.

Edit: One last question. Will these effects still take place if the game begins after the date the effect was supposed to apply?
 
Last edited:
2 Quick questions:
Context- I'm creating a series of scripted_effects for my mod so that I can easily alter information in my character history files in an effect = { x} block.
Question # 1- Before I go and start dropping these scripted effects all over my history file, will the game be able to read them?
Question # 2- If it does work, will I be able to leave the 'diplomacy/martial/stewardship/intrigue/learning =' section out, or will this cause problems?

Example:
Code:
1000082221 = {
      name="Nicolai"
      dynasty = 1000078096
      religion = humanity_4
      culture = western_human
      female = no
      diplomacy = 0 # I'm standardizing these
      martial = 0 # in the effect.
      stewardship = 0 # Will I be able to leave them
      intrigue = 0 # out and use change_x/y/z
      learning = 0 # instead?
      9304.6.7 = { # Different calendar standard
           birth="June 7, 1304 A.D."
      }
      9314.1.1 = {
           effect = {
                 set_father = 1000082209 # Stromburg
                 my_scripted_effect_effect = yes # Subject of question # 1
             }
       }
 }
A little more info: What the effect does is change religion, culture, dynasty, diplomacy, martial, stewardship, intrigue, learning, and adds traits. All of these things can (obviously) be done in the file. It is just easier this way, so that, should I change a convention down the road, I won't have to go through the whole character history to make the changes. Thanks for any information.

Edit: One last question. Will these effects still take place if the game begins after the date the effect was supposed to apply?
There is no documentation saying that scripted effects do or don't work in history. Nor have I heard of anybody trying. Sounds like you get to be the guinea pig. :D I'd suggest creating a simple scripted effect and adding it to 1 character's history, to see if it works at all. And let us know, so it can be added to the wiki.

If it works at all, the date shouldn't be a problem. That's pretty much the point of having multiple date effects in a character's history.
 
  • 1
Reactions:
Do mods overwrite game rules?

A while back I made a mini-mod, just to rebalance troop stats, demense and vassal limits, and a few other things. I also scaled the weighting for seduction focus way back, but not to zero.

In a new game, I used the rule to turn AI seduction off, but now 80 years into the game, there are several vassals in my realm (and in most it seems) still going about with the hanky-panky. Do I need to excise the mod change, or is the game rule just not working?
 
Do mods overwrite game rules?

A while back I made a mini-mod, just to rebalance troop stats, demense and vassal limits, and a few other things. I also scaled the weighting for seduction focus way back, but not to zero.

In a new game, I used the rule to turn AI seduction off, but now 80 years into the game, there are several vassals in my realm (and in most it seems) still going about with the hanky-panky. Do I need to excise the mod change, or is the game rule just not working?

I am fairy sure that mods will basically overwrite anything thats not hard coded
 
I am fairy sure that mods will basically overwrite anything thats not hard coded
Only if you create files to actually overwrite said things, if I make a mod to change a trait icon or add an event that will not magically mess up the landed titles or defines just out of the blue. As long as you only overwrite specific things then everything else from vanilla will stay the same.
 
  • 1
Reactions:
I have an event that is designed to expose a character's real father; however, I am missing something in my code and I'm not sure what. Any ideas?
Code:
option = {
        name = OK
        
        if = {
            limit = { father_even_if_dead = { is_father_real_father = no }}
            set_father = real_father_even_if_dead
        }
 
I want to add a couple events that allow me to grant my underage heirs a courtesy title. So far, this is what I have:

###Prince of Asturias
character_event = { #on_birth
id = heirs.1
desc = "EVTDESCheirs.1"

is_triggered_only = yes
hide_window = yes

trigger = {
NOT = { trait = bastard }
NOT = { liege = { character = ROOT } }
}

immediate = {
trigger = { is_female = no }
give_minor_title = title_prince_of_asturias
set_character_flag = asturias
}


option = {
name = "OK"
}
}

What code would I need to add to indicate that the event should only fire upon the birth of the eldest son of the Castillan king/queen? I already have the logistics of who can carry the title itself in my minor_titles folder, but I'm not sure how to translate the conditions into an event.
 
I have an event that is designed to expose a character's real father; however, I am missing something in my code and I'm not sure what. Any ideas?
Code:
option = {
        name = OK
      
        if = {
            limit = { father_even_if_dead = { is_father_real_father = no }}
            set_father = real_father_even_if_dead
        }
If I remember correctly the is_father_real_father condition is checked for the character you are seeing if they have the correct real father, also you cannot use scopes like that as a RHS so you would want something like this:
Code:
if = {
    limit = { is_father_real_father = no }
    real_father_even_if_dead = { ROOT = { set_father = PREV } }
}
 
Only if you create files to actually overwrite said things, if I make a mod to change a trait icon or add an event that will not magically mess up the landed titles or defines just out of the blue. As long as you only overwrite specific things then everything else from vanilla will stay the same.

Well yea, I guess I should have said they CAN overwrite basically anything thats not hard coded
 
Can anyone tell me why my dynasties are not appearing? Here is the culture and one of the dynasties. They are in a mod, with 00_dynasties.txt being the name of the file the dynasties are in, along with the vanilla ones. For some reason the names appear in ruler designer but not with random courtiers, who all have a blank named dynasty which they are all apart of


aegyptian = {
graphical_cultures = { aegyptiangfx }

color = { 0.7 0.6 0.3 }


1888182838 = {
name="Sekhemib"
culture = aegyptian
}
 
Can anyone tell me why my dynasties are not appearing? Here is the culture and one of the dynasties. They are in a mod, with 00_dynasties.txt being the name of the file the dynasties are in, along with the vanilla ones. For some reason the names appear in ruler designer but not with random courtiers, who all have a blank named dynasty which they are all apart of

What happens if you move your dynasties to their own .txt ? It could be a problem with your file being overridden by the default one since they have the same name.

Also, I can't say for sure if there's something wrong with the culture from how you've copy-pasted it, but you should make sure that it is set up as it should. For example, you need to have both the culture itself and its culture group.
 
What happens if you move your dynasties to their own .txt ? It could be a problem with your file being overridden by the default one since they have the same name.

Also, I can't say for sure if there's something wrong with the culture from how you've copy-pasted it, but you should make sure that it is set up as it should. For example, you need to have both the culture itself and its culture group.

Unfortunately I have tried putting them in their own file, however it seemed to not do anything, I tried calling them 01_dynasties.txt and there was one that was 78_aegyptian.txt that I did but neither seemed to work

For the culture, it itself works fine, and the first names and dynasty prefix appear normally, here's more of what I put: (I shortened the names to not take up space)

byzantine = {
graphical_cultures = { easterngfx }


aegyptian = {
graphical_cultures = { aegyptiangfx }

color = { 0.7 0.6 0.3 }

male_names = {
Aahotep Aaka Aakhep Aakheperure Aapep Aba Abuskau Achenere Achoris Adar Adini Adjib Afar Agron Ahmose Ahmose-Ankh Ahtaf Akhabbu Akhetan Akhethetep
}

female_names = {
Aahmes Acenith Achen Ahaneith Ahhotep Ahmose-Henutemipet Ahmose-Henuttamehu Ahmose-Meritamon Ahmose-Nebetta Ahmose-Nefertari Ahmose-Sitkamose
}

from_dynasty_prefix = "of "

# Chance of male children being named after their paternal or maternal grandfather, or their father. Sum must not exceed 100.
pat_grf_name_chance = 50
mat_grf_name_chance = 50
father_name_chance = 0

# Chance of female children being named after their paternal or maternal grandmother, or their mother. Sum must not exceed 100.
pat_grm_name_chance = 50
mat_grm_name_chance = 50
mother_name_chance = 0

disinherit_from_blinding = yes

modifier = default_culture_modifier
}

I currently have it in its own file, but I have had it in with a replacement regular cultures file
 
There is no documentation saying that scripted effects do or don't work in history. Nor have I heard of anybody trying. Sounds like you get to be the guinea pig. :D I'd suggest creating a simple scripted effect and adding it to 1 character's history, to see if it works at all. And let us know, so it can be added to the wiki.

If it works at all, the date shouldn't be a problem. That's pretty much the point of having multiple date effects in a character's history.

Thanks again for the information. I ran the test and it definitely works Jurasamaj. It took a while to get back to you because I had a day and a half of problems getting the effect={} command to work because of a stupid error (I put the history folder in the common folder of my test mod. It seems I'm a little out of practice...). After I worked that out, however, I had no problems. Everything that I put into the triggered effect was applied in game and I ended up with a Swedish, Orsini Dynasty, Pagan, increased dip/martial/steward/intrigue/learning, Konstantinos, whom had changed his name to "Success." Cheers.
 
Last edited:
  • 2
Reactions:
Unfortunately I have tried putting them in their own file, however it seemed to not do anything, I tried calling them 01_dynasties.txt and there was one that was 78_aegyptian.txt that I did but neither seemed to work

Hum, I guess the option now would be having someone else try the mod in their game + a quick check through the validator, assuming you haven't done so already. It might just be a typo somewhere.
 
EDIT: Never mind. Through trial and error, I discovered that you can indeed add new religions to an existing group by adding them in their own file.

In the religion modding, the wiki states, "However, the recently introduced 'religions' folder allows customized names and multiple files. Do note that it is impossible to split a group across multiple files."

Is this still true? For instance, if I wanted to add a new religion under an existing group (christian, pagan_group, etc..) can it now be added in its own file and "seamlessly" merge in with the existing group?
 
Last edited:
Hum, I guess the option now would be having someone else try the mod in their game + a quick check through the validator, assuming you haven't done so already. It might just be a typo somewhere.

Well, apparently my save game must be broken or something, because I loaded up one of my other games and the characters all got seperate dynasties named after baronies. This is kind of confusing me now though, because if all courtier spawns are like this, where do these dynasties appear? Sorry if this is like a really basic thing, I've never really dealt with dynasties before
 
I'm trying to run an annual event under certain conditions using the on_yearly_pulse on_action. However, it isn't firing annually. It's firing every thirteen months. Is this baker's year WAD or have I done something horribly wrong? If it is WAD, does anybody know why they did it this way and/or any good truly annual alternative?