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Once you make the character use the new_character scope then do the move_character command to whatever scope the player is in

Thank you for the fast response! I'll try reading up on the "scopes" in the wiki since I'm new to this.

Is it possible to force change a current player's character's stats outside of attributes/traits, such as their gender for instance? I was hoping to have some 'curse' of sort work on a character, and wondering if I'm chasing an impossible goal, and if I should just think of a workaround idea to the events I am currently working on (just a small mini-mod for myself).
 
Thank you for the fast response! I'll try reading up on the "scopes" in the wiki since I'm new to this.

Is it possible to force change a current player's character's stats outside of attributes/traits, such as their gender for instance? I was hoping to have some 'curse' of sort work on a character, and wondering if I'm chasing an impossible goal, and if I should just think of a workaround idea to the events I am currently working on (just a small mini-mod for myself).
Gender cannot be changed in game
 
Well that was just one idea. So then can you force-change a newly created character into being your player's new heir? Would it involve some complication due to laws (succession laws, etc)? Let's say I did this for like a dynasty that has like 6 other heirs/heiress for example purposes.
Based on what I was asking about a while ago, and asking the other day regarding 'post-death events', I think what you could do is a) drop your new Character into the Dynasty, and then when the current Ruler dies, use "inherit" to make the new character take their titles. Not 100% on if that would work, but based on the pieces I've put together, it seems like it might. From what I've seen, there's no other way to guarantee they'd be the heir... Hmm, unless you could change to one of the Electives, maybe, and give them a massive opinion boost to everyone? But that might not work, anyway... :shrug:


Query : The game apparently allows for e_ above e_ titles (It doesn't complain, and seems like it will eventually allow me to make the title if I own enough of the Provinces; and in the Lobby menu, I have a character who is Emperor of both the lower and higher e_ titles), but apparently you cannot have an e_ level vassal, even if they are de-jure part of the higher e_... Is there any way around that? To have an "Emperor of Emperors"?

Also, is there a way to change the government type in a History File, so that if I start after a certain year a Province will be Feudal, instead of Tribal?
 
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Based on what I was asking about a while ago, and asking the other day regarding 'post-death events', I think what you could do is a) drop your new Character into the Dynasty, and then when the current Ruler dies, use "inherit" to make the new character take their titles. Not 100% on if that would work, but based on the pieces I've put together, it seems like it might. From what I've seen, there's no other way to guarantee they'd be the heir... Hmm, unless you could change to one of the Electives, maybe, and give them a massive opinion boost to everyone? But that might not work, anyway... :shrug:
So there's no sure-fire way via commands to force a heir like heir=true or something like that? :(. Any ideas on how one would be able to force a player to play another character that's generated? Would using normal commands of forcing them to play that other character end your game because it's not of their dynasty?
 
So there's no sure-fire way via commands to force a heir like heir=true or something like that? :(. Any ideas on how one would be able to force a player to play another character that's generated? Would using normal commands of forcing them to play that other character end your game because it's not of their dynasty?
Not that I've seen in terms of designating an heir--only force inheriting, which won't show up on the 'Heir' screen. Maybe someone else knows more, though :)

This is what I was linked to recently : https://forum.paradoxplaza.com/foru...imod-infinity-play-non-dynastic-heirs.872378/
I've still not looked at it properly (got distracted with my own Mod :/ ) but it should help you out from what I glanced at; it generates a character, and makes them the new heir after death it seems;
 
I recently came up with a nice solution to this.
Make the new character of your dynasty, immortal, and ancient. Switch you primary title to seniority. All possible using events, and the interface gets it right.
That sounds like a good idea :D
I was just looking at traits, and thinking maybe a "cannot_inherit = yes" trait on all heirs, but that would get... messy. Your idea sounds good; what happens if you then remove the Immortal Trait? Does their 'age catch up to them' in terms of chance to die, or are they regarded as being young still?
 
Another quick question : can I change Build Cost in particular holding? The Wiki says local_build_cost_modifier does not work (confirmed myself), and although build_cost_modifier does appear correctly, it apparently doesn't actually take effect. (Or maybe another way to prevent the Player being able to build any building in a certain holding?)
 
How do you use the console to remove tyranny? I looked it up and the methods don't work
 
In the defines file is it possible to set a code to determine if a nation should be HRE'd? For example say if the HRE is elective and has a low centralization, it is HRE'd, but if it isn't it then checks for example Francia and if it is a low enough decentralization with elective it is HRE'd?
I doubt it. As you can see for yourself, it's a single variable.
 
Where can I find the logs?

I think that might be resolved. Can you tell me why the logs might be useful?

Logs are in your CK2 folder in Documents. For me it's Documents/Paradox Interactive/Crusader Kings II/logs

As for how they can be useful, if something is not working and you can't figure out why there could be something in one of the .log files that says what happened. For example, this is an error in my errors.log that I got when messing around with traits. I believe it is because I use a decimal without a leading 0. It tells you the class of problem, what file it is in, and what line in the file it is.

[persistent.cpp:37]: Error: "Malformed token: .1, near line: 971
" in file: "common/traits/02_traits.txt" near line: 971

There may be lots and lots of things to sift through, but it's a good place to go for something that you can't figure out.
 
Another quick question : can I change Build Cost in particular holding? The Wiki says local_build_cost_modifier does not work (confirmed myself), and although build_cost_modifier does appear correctly, it apparently doesn't actually take effect. (Or maybe another way to prevent the Player being able to build any building in a certain holding?)

I think local_build_cost_modifier does work but only when used in a province modifier, not a building. So, you could make an event to add a province modifier upon completion of a certain building. However, that would affect all holdings in the province, so not exactly what you are asking for.
 
Is there a way to force a create_character to also be a heir/heiress of the player's faction?

To expand on this, I'm thinking of doing like dynasty=ROOT, culture=ROOT, religion=ROOT
 
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government_list.csv has a column for number of vassals post-conversion. Just make separate government_flavors for however many different arrangements you want and add them to government_list.csv with appropriate numbers of vassals.
I got home and looked for this and I don't even see a government_list.
 
Is it possible to call an on_action (rebels) from an event? Cutting out the hassle of writing several if= blocks checking if there is an ongoing revolt for each of the kinds would be nice.