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Is there a quick way that I can check which Dynasties and Characters IDs are available?
 
Is there a quick way that I can check which Dynasties and Characters IDs are available?

For dynasties you can open common / dynasties / 00/01_dynasties.txt - scroll to the bottom and you see the highest number - anything above that is free (unless mods added - however if future DLCs add they will use that so basically use any number high above it - 1045110 is my last in the base game, my own added dynasties i go with " 1090000+ "

For characters - as alot of them are randomly generated you can actually follow that pattern and use RNG numbers to create set characters. For example, start a new game and you see alot of 1000260260 , so if you want to make new characters that you want to be 100% sure wont overwrite any existing characters simply add them with any number above that - if paradox adds their own characters they will be using lower numbers. (10300100 is the first of my own char. IDs,)

PS i dont think theres an actual limit to the number - so you could make a new character with alot more numbers and it would have no effect (i think - havent actually tried it)

With patch 2.6.x the first file loaded that contains a localization key wins, i.e. to override vanilla keys, you need to have a .csv in mod with 00_ prefix or similar.
That would explain _zoroastrian_group not being taken into account.
Not sure about _manichean not working though, maybe only religion groups work for localization override of job titles ?

That does explain alot of my issues actually - currently i name my localizations as " z_ " to have them loaded at the bottom of the list, if it is the first one being loaded then i guess that would explain why it may not have worked.
Does it matter in which actual mod it is or are they put in a " master list " after they are loaded ? (so a 00 in the last mod is loaded before a 01 in the first)
 
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Here's a quick question: is it possible to form a truce using events? I've managed to make it so merc companies can build baronies in other people's demense, I'd like to form a short truce so it doesn't get attacked immediately.
 
Hey there. For some reason, every on_action event I make supplosedly "doesn't exist" according to the console.

Here is the on_action file:
Code:
on_new_holder_inheritance = {
    events = {
        heiress.06
        }
    }

And the triggered event:
Code:
narrative_event = {
    id = heiress.06
    desc = "EVTDESCheiress.06"
  
    is_triggered_only = yes
  
    only_playable = yes
    only_women = yes
    has_character_flag = designated_heiress
  
    trigger = {
        root = { has_character_flag = designated_heiress }
        fromfrom = { has_character_flag = designated_heiress_father }
        from = {
            or = {
                tier = king
                tier = emperor
                }
            }
        }
      
    option = {
        name = "EVTOPTheiress.07"
        any_vassal = {
            if = {
                limit = { has_character_flag = promissed_uphold }
                clr_character_flag = promissed_uphold
                add_character_modifier = {
                    name = swore_uphold
                    duration = 1825
                    }
                }
            }
        }
    }

Now, the event never fires, and if I type "event heiress.06" on the console it says that "no event with that id exists". Why is that so? Thanks.
Remove the 'has_character_flag = designated_heiress' from directly under the 'only_women = yes'. has_character_flag is not a pre-trigger, so it should only be in the trigger clause (which it already is, so it would be redundant if both worked anyway).

Additionally, you don't need the 'root' in the trigger, as the trigger defaults to root scope.
 
Remove the 'has_character_flag = designated_heiress' from directly under the 'only_women = yes'. has_character_flag is not a pre-trigger, so it should only be in the trigger clause (which it already is, so it would be redundant if both worked anyway).

Actually has_character_flag / has_global_flag have been added as pre-trigger in some recent patch, and used in a few vanilla events.
They don't bring much optimization though, according to https://forum.paradoxplaza.com/forum/index.php?threads/official-mod-optimization-tips.962056/
 
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I made ACR and HIP (SWMH, ARKO, EMF, CPR, LTM) compatible by making a merged mod, but a lot of flags are black. All the flag files are there and I even deleted them and added them back, but the flags are still black. The missing flags are all Christian and Jewish, and mostly counties and duchies, most major kingdoms and empires are okay. For example, France is there, but not the county Bourges or the duchy Aquitaine. Castille is missing, but not Leon. Saxony and Oldenburg are fine, but not Provence or Nice.
 
I made ACR and HIP (SWMH, ARKO, EMF, CPR, LTM) compatible by making a merged mod, but a lot of flags are black. All the flag files are there and I even deleted them and added them back, but the flags are still black. The missing flags are all Christian and Jewish, and mostly counties and duchies, most major kingdoms and empires are okay. For example, France is there, but not the county Bourges or the duchy Aquitaine. Castille is missing, but not Leon. Saxony and Oldenburg are fine, but not Provence or Nice.
Clear your graphics cache in User\Documents\Paradox Interactive\Crusader Kings II\gfx or if you have a user dir then in User\Documents\Paradox Interactive\Crusader Kings II\User Dir\gfx
 
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is there an event/text cache?
i swear its ignoring changes i make in editing events
edit it, save it
then i reload the game, and fire it in the console, and the old unedited version of the event comes up?
or im going mad
 
is there an event/text cache?
i swear its ignoring changes i make in editing events
edit it, save it
then i reload the game, and fire it in the console, and the old unedited version of the event comes up?
or im going mad

Make sure that your new text is in a file that comes before any other file with the same localization. As an example, a localization change in more_events_01.csv will have zero effect if the same localization exists in more_events_00.csv.
 
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Question if I add prestige lets say 10000-50000 prestige to the bookmarked AI characters for historicity what could go wrong? I also want to give special bookmarked AI characters starting wealth I was told they will waste it what do they typically spend it on ?
 
Question if I add prestige lets say 10000-50000 prestige to the bookmarked AI characters for historicity what could go wrong? I also want to give special bookmarked AI characters starting wealth I was told they will waste it what do they typically spend it on ?

Prestige will probably (assuming the ruler isn't tribal or nomadic) only make his vassals loyal and make people in general like him more. Money will be spent on holding upgrades, titles (assuming some can be created and that the ruler doesn't have gavelkind and is blocked by this), and possibly other things (favours, decisions, etc.), generally bringing them down to basically no more money than they otherwise would have in a short while (you can easily test this by consoling a few thousand gold to an AI king/emperor and going a few years forward).
 
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Prestige will probably (assuming the ruler isn't tribal or nomadic) only make his vassals loyal and make people in general like him more. Money will be spent on holding upgrades, titles (assuming some can be created and that the ruler doesn't have gavelkind and is blocked by this), and possibly other things (favours, decisions, etc.), generally bringing them down to basically no more money than they otherwise would have in a short while (you can easily test this by consoling a few thousand gold to an AI king/emperor and going a few years forward).
It makes sense, actually. Before Capitalism set in, the wealthy knew that the *point* of wealth is to do things with it, rather than as a score for who wins at life. o_O
 
It makes sense, actually. Before Capitalism set in, the wealthy knew that the *point* of wealth is to do things with it, rather than as a score for who wins at life. o_O

I agree that it makes sense to use the money. However, it effectively makes it useless to give the AI extra starting money in the hopes that they will keep it as a long-term buffer.
 
My on_startup event doesn't seem to work.

Here is the event. I want to convert all characters in the world into the Pagan religion at the startup.

Code:
namespace = BIStartup

character_event = {
    id = BIStartup.0
    desc = "EVTDESCEXAMPLE1"
    picture = GFX_evt_scandal

    is_triggered_only = yes
`
    immediate = {
        religion = pagan
    }

    option = {
        name = ok_loc #placeholder loc
    }
}

Here is what my mod's "on_action" file contains - file is named "startup.txt" in case the filename bears any significance.

Code:
on_startup = {
    events = {
        BIStartup.0
    }
}

When I remove the on_event file from the mod directory and trigger the event from the console - it works. But when I put the "startup.txt" into the "on_actions" folder, it doesn't fire and triggering the event from console even removes the button from the event promt.
 
When I remove the on_event file from the mod directory and trigger the event from the console - it works. But when I put the "startup.txt" into the "on_actions" folder, it doesn't fire and triggering the event from console even removes the button from the event promt.

There seems to be an extra character in the 9th line of the event, which may break something:
Code:
   is_triggered_only = yes
`
    immediate = {
 
Is there a way to have the duration of a character_modifier be variable?

I attempted "duration = 90 random = 100" but that just left the duration at 90 days?

I know I _could_ set the duration to the maximum I want and then write an event with a random value in its delay and have that event just remove the character modifier, but that seems really kludgey.