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Minor Issue : Some of my Provinces are not showing their Names on the Map. I've already checked for stray pixels without identifying any. Provinces do have names which show up correctly when clicking the Province/checking their Titles. Anything it might be? It's affecting Vanilla Provinces only, but ones which I have edited.

Can Minor Titles have Male/Female Localisation? Related, can you chance the Localisation for 'Heir' based on Gender?
 
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Is it possible to create a trait or modifier which tracks who had sex with whom? I figured a modified form of lover's pox with 100% transmission rate could be used, but it wouldn't be too accurate (No way to know if person 1 had relations with person 10, or if it was just a chain.)

Trait or modifer probably not, but you could give them a "had sex with me" opinion modifer in all the events involving having sex and use that. Be advised that checking who people have a given opinion modifier towards is somewhat processor-intensive.
 
In my experience, events and decisions almost never cause startup crashes. Those crash either when the game is loading (if the formatting is completely messed up), or during the game when the event is triggered. The only exception are the few events that are run with on_startup from on_action.

My latest startup crash was caused by a couple of leftover barony titles that I had forgot about. They caused no problems in the old versions, but crashed in this one.
After looking around and removing all possible folders from commons, my conclusion is that the issue should lie in the history files for me.
 
First is simple "yes / no question". Can I swap portrait packs? For example use german women for norse women, and leave norse men the way they are
Second, can I disable-ish south indian portraits for actual south indians, edit the hell out of it and create new ethicity? Does it need more than namechanges inside .dlc file?
 
First is simple "yes / no question". Can I swap portrait packs? For example use german women for norse women, and leave norse men the way they are
Second, can I disable-ish south indian portraits for actual south indians, edit the hell out of it and create new ethicity? Does it need more than namechanges inside .dlc file?
First question, I believe: yes. If you just copy the German women to a new mod, and change their file-names to match the Norse file names, the game should use the German portraits instead (since it thinks it's using the Norse portraits)
 
Is there fairly simple code I can put somewhere (presumably the history/characters file) to make a character a member of a society? If so, can somebody clue me in with an example? (I don't really care about rank right now unless it needs to be specified. I'm just looking for the most minimal code.)
 
Is there fairly simple code I can put somewhere (presumably the history/characters file) to make a character a member of a society? If so, can somebody clue me in with an example? (I don't really care about rank right now unless it needs to be specified. I'm just looking for the most minimal code.)

Don't know if it'll work, but you could try:
Code:
<date> ={
  effect = {
    join_society = <society_name>
  }
}
 
The artifact system is part of the DLC not the free patch. But we cannot distributes stuff from the DLCs to people who don't own it, so is there a good way to make a mod about artifacts but prevent unauthorized people from using it? It's not like they cannot remove the has_dlc = "Mystics" .

Also, if using paradox's made art, simple references to vanilla files will prevent them from being stolen as they don't have the referenced stuff themselves. But is edited official arts in the mod folder ok?
 
I'm rewriting present_debutante and i'm only interested two dna.But I can't average them.
Furthermore,genetic_culture = frankish don't work.I want frankish portrait but culture remain normal.

create_character = {
dynasty = random
genetic_culture = frankish
dna = delffcledba
dna = delfeeljacj
female = yes
age = 17
 
I'm rewriting present_debutante and i'm only interested two dna.But I can't average them.
Furthermore,genetic_culture = frankish don't work.I want frankish portrait but culture remain normal.

create_character = {
dynasty = random
genetic_culture = frankish
dna = delffcledba
dna = delfeeljacj
female = yes
age = 17

For 'genetic_culture' (unless that's new?) you probably want 'race' instead.

For 'average' the DNA types, do you mean creating a character who is a combination of the two, or having a chance of the character having either one or the other? If the latter I think you'd need to use a random_list, and then copy the create_character block into each one supplying only one of the DNA strings.
 
For 'genetic_culture' (unless that's new?) you probably want 'race' instead.

For 'average' the DNA types, do you mean creating a character who is a combination of the two, or having a chance of the character having either one or the other? If the latter I think you'd need to use a random_list, and then copy the create_character block into each one supplying only one of the DNA strings.
Yes,that's what I want.I was confused about the race and DNA.I tried random_list but didn't know to copy the whole create_character block just use random_list on the dna which bothers me a lot.Thanks,I am very grateful to you.
 
So ive tried to edit 00_traits

brilliant_strategist = {
attribute = martial
education = yes

martial = 9
intrigue = 2
stewardship = 2
learning = -1


fertility = 0.5

ai_ambition = 15

combat_rating = 3

health = 1

leadership_traits = 3


why wont this simple edit take effect ingame?
 
The artifact system is part of the DLC not the free patch. But we cannot distributes stuff from the DLCs to people who don't own it, so is there a good way to make a mod about artifacts but prevent unauthorized people from using it? It's not like they cannot remove the has_dlc = "Mystics" .

Also, if using paradox's made art, simple references to vanilla files will prevent them from being stolen as they don't have the referenced stuff themselves. But is edited official arts in the mod folder ok?
You are mistakn, the artifact system is part of the free patch. It just happens that most of the new artifacts are only in the MnM dlc.
A mod can add their own artifacts in with no requirement for their users to own MnM.
 
Not directly CK related, but is related to my Mod... Is there any programs that would let me search+replace all occurrences of a Word in multiple Documents after a certain line number? I have a large number of Character Histories to edit, and it would be good to do it 'quickly'...
 
So ive tried to edit 00_traits

brilliant_strategist = {
attribute = martial
education = yes

martial = 9
intrigue = 2
stewardship = 2
learning = -1


fertility = 0.5

ai_ambition = 15

combat_rating = 3

health = 1

leadership_traits = 3


why wont this simple edit take effect ingame?
Did you directly edit the game files, or make a mod?
You always have to make a mod for any changes to appear, like is explained here: https://forum.paradoxplaza.com/forum/index.php?threads/guide-your-first-mod.1001172/

Not directly related, but I don't think there can be more than 2 leadership traits on a character, unless you change some other files as well.
 
I don't really know where to ask this question but I'm having problems editing names on the Mac.

Whenever I change the name of a character in the save file (using the id and editing the bn property) I get strange characters surrounding the name. For example, if I change the name to Eadwine, it becomes ÒEadwineÓ in game. It only affects the characters I edit and I've tried just replacing the letters between the quote marks to no avail. If I copy the file and edit on Windows and copy it back it works fine.

Anyone got any ideas? It's slightly frustrating as I generally hate the names the game gives my heirs who I have no control over.
 
I don't really know where to ask this question but I'm having problems editing names on the Mac.

Whenever I change the name of a character in the save file (using the id and editing the bn property) I get strange characters surrounding the name. For example, if I change the name to Eadwine, it becomes ÒEadwineÓ in game. It only affects the characters I edit and I've tried just replacing the letters between the quote marks to no avail. If I copy the file and edit on Windows and copy it back it works fine.

Anyone got any ideas? It's slightly frustrating as I generally hate the names the game gives my heirs who I have no control over.
What program are you editing in?
 
I'm just using the standard Mac TextEdit app which loads and saves very quickly. I tried another free text editor and it did exactly the same thing.

I wonder if TextEdit is converting to a different format?
Yes, even in "plain text" mode, TextEdit likes to save as Unicode, which adds characters the game isn't expecting.

For all my modding, I use TextWrangler (free). There's a paid version, BBEdit, but you probably don't need that. TextWrangler also does multi-file searching very well.