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As far as I understand scripting, it really doesn't matter - go with your gut feeling, you can always go back and refactor it if you need.
okay, thanks!

i am quite early in what i am trying to do and i'd rather not step on some sort of optimization landmine that does not become apparent until much later, yet neither wiki nor forums have much information on where those landmines are (beyond the obvious ones like "dont be a muppet and scope to "all" unless you have do)
 
I think that "DEATH_LOST_AT_SEA" localization is the culprit here. Your death trait is written in lower case, but localization is in upper case. Try writing it in lower case.

Thanks for the reply; I tried, but no luck unfortunately :/
But I have found out the issue : I did not have a "killer = " in the death; apparently can_nokiller = yes does not mean what I assumed it did (that you could run it without a killer).
 
Thanks for the reply; I tried, but no luck unfortunately :/
But I have found out the issue : I did not have a "killer = " in the death; apparently can_nokiller = yes does not mean what I assumed it did (that you could run it without a killer).
It does mean that but you need a DEATH_REASON_NO_KILLER loc version as well as the normal version
 
Thanks for the reply; I tried, but no luck unfortunately :/
But I have found out the issue : I did not have a "killer = " in the death; apparently can_nokiller = yes does not mean what I assumed it did (that you could run it without a killer).
My suggestion was flaved. You DID define the localization ID with uppercase letters.

Your code had:
Code:
long_desc = "DEATH_LOST_AT_SEA"

So this:
Code:
DEATH_LOST_AT_SEA;Lost at Sea;;;;;;;;;;;;;x

was correct.

Sorry.
 
Hello
I have some questions regarding modding.
Is it possible to get a invisible county holding? A holding that cannot be reached/conquered and doesnt exist on the map and thus impossible to raise levies from.
The reason Im wondering is because im working on a courtier mod, where you can flee to another court if your last holding is under siege.
 
So I am just simply trying to mod the Societies in the new DLC, I am able to mod the society I wish to create into the game. but the issue is that the name comes up weird. So I want to mod in the Knights Templar, as a society, but when I launch the game and see it it comes up as Knights_Templar on the side society choosing interface and then in its own interface it has a member of the Knights Templar (Which I thought was cool that it automatically attached the two groups) and where the decisions should be made it is knights_templar_desc and then the ranks are all screwed up, and on top of all that, you can't even join them!
 
Hello
I have some questions regarding modding.
Is it possible to get a invisible county holding? A holding that cannot be reached/conquered and doesnt exist on the map and thus impossible to raise levies from.
The reason Im wondering is because im working on a courtier mod, where you can flee to another court if your last holding is under siege.

You could look at Externals, perhaps; maybe they work 'specially'?

It's certainly possible to make a Province that cannot be reached by surrounding it with white-space on the Map; I am quite sure it has to be at least one pixel on the Map, as otherwise it is not properly landed, but you might want to check that for certain. You could still raise levies there, but they'd be isolated; likewise, I think you could still build buildings... :/
 
The on_actions file has a way to trigger an event when you start building a building. Is there any way to trigger an event when a building is finished, or when it's destroy?

Also, in the prerequisites block for a building, is there any way to scope the trigger to the character making the decision to build or not? Basically, I want to make a character - AI or player - able to build a particular type of building due to an event by setting a character_flag. But my current method for doing that, nothing stops a vassal of the character from unilaterally deciding to build it once you have the character_flag.
 
The on_actions file has a way to trigger an event when you start building a building. Is there any way to trigger an event when a building is finished, or when it's destroy?

Also, in the prerequisites block for a building, is there any way to scope the trigger to the character making the decision to build or not? Basically, I want to make a character - AI or player - able to build a particular type of building due to an event by setting a character_flag. But my current method for doing that, nothing stops a vassal of the character from unilaterally deciding to build it once you have the character_flag.
For the first thing: Afaik not, sadly. That should really be a thing though - maybe suggest it as an modding improvement (https://forum.paradoxplaza.com/foru...ions-for-improved-moddability.606906/page-112).

Second thing: So are you setting a character flag on the owner of the holding?
If you say, add a potential section like this:
Code:
potential = {
    FROM = {   # FROM is the owner of the holding (taken from the wiki)
        has_character_flag = your_event_flag
    }
}
That should only show the building if the holding's owner has the flag - a vassal who hasn't got the flag should not be able to build the building.
If that doesn't work, I'm kinda confused ^^
 
What controls the Pope's hat? Changing k_papal_state to primary = no so that it can be used by the Player is resulting in him not getting the proper 'Pope Crown' look... Anyway to fix that, and tell the game to use the 'proper' graphic regardless?
 
For the first thing: Afaik not, sadly. That should really be a thing though - maybe suggest it as an modding improvement (https://forum.paradoxplaza.com/foru...ions-for-improved-moddability.606906/page-112).

Second thing: So are you setting a character flag on the owner of the holding?
If you say, add a potential section like this:
Code:
potential = {
    FROM = {   # FROM is the owner of the holding (taken from the wiki)
        has_character_flag = your_event_flag
    }
}
That should only show the building if the holding's owner has the flag - a vassal who hasn't got the flag should not be able to build the building.
If that doesn't work, I'm kinda confused ^^

Thanks!
 
Apologies if that has been asked already (couldn't find it) - i can't really get behind Localization text scoped commands it appears. I want to have an event text that says "You and your wife Brunhilde have been...." - and of course the same the other way around. What I am trying is:

Code:
You and your [spouse.GetHusbandWife] [spouse.GetFirstName] ha.....

I thought that that should be correct, however in the result it just shows nothing. What am I doing wrong ?
 
Apologies if that has been asked already (couldn't find it) - i can't really get behind Localization text scoped commands it appears. I want to have an event text that says "You and your wife Brunhilde have been...." - and of course the same the other way around. What I am trying is:

Code:
You and your [spouse.GetHusbandWife] [spouse.GetFirstName] ha.....

I thought that that should be correct, however in the result it just shows nothing. What am I doing wrong ?

I think it should be [Root.Spouse.GetHusbandWife] and [Root.Spouse.GetFirstName], but I'm not certain as I haven't localized something spouse-dependent in some time.
 
Does same_church_opinion also affect the reformed version of said religion? (If not what is the best way to give an opinion boost to all characters from that religion or its reformed version but not heresies in the same religious group?)
 
Is there some new limit to number of provinces added with ver 2.7? I have a large mod that loads fine in 2.6.3 but CTD seemingly while instantiating the provinces. I can get it to load in 2.7 if I trim down to just the vanilla provinces so it seems to just be a problem with the number or provinces.
 
Are the GFX for the Artifacts actually stored anywhere that can actually be accessed? ex: "GFX_sword_of_mohammad". Can't find it anywhere. I'm trying to create new artifacts and want to use the vanilla GFX as a design guide.
 
Are the GFX for the Artifacts actually stored anywhere that can actually be accessed? ex: "GFX_sword_of_mohammad". Can't find it anywhere. I'm trying to create new artifacts and want to use the vanilla GFX as a design guide.

gfx\interface\inventory\artifacts
Leave out the gfx_. Its just called sword_of_mohammad.dds