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I hope someone can explain or even point me to an event modding tutorial.
I don't see why it'd run those for the ROOT, but that event has only one option.
Which means that the option trigger does nothing. Because if there are no valid options, AI will always pick the very first option, regardless of validity.

You could move the trigger block out of the option and into the event main, so the event won't get run at all if the triggers don't match.
 
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What's the best way to make sure a title stays with another title always? I have a king title that's got feudal elective succession, and the duchy title underneath it (a merc band) has a habit of switching to open elective. I want it to stay with the kingdom, is that doable?
 
What's the best way to make sure a title stays with another title always? I have a king title that's got feudal elective succession, and the duchy title underneath it (a merc band) has a habit of switching to open elective. I want it to stay with the kingdom, is that doable?

Use a on_new_holder event to forcibly give the title to the correct character.
 
How does one assign a de-jure patriarch to a kingdom. I am playing with the HIP mod and I want to make the patriarch of Antioch the patriarch of Al-Jazari (Much like how the Ecumenical Patriarch has jurisdiction over all of Greece and Anatolia. However, when I add the line:

100.1.1 = {
pentarch = b_antiocheia
}

To the code, nothing changes. I restart my game and they are still under the default patriarch. What am I missing?
 
The latest patch changed how the game picks the default portraits if there's no exact match. That broke tons of portraits in my own mod. Not sure if it's a bug, or just a change that we'll have to adapt to.

I knew my portraits had been working before.
In my case the problem was that I did not define a portraitType for each age range (young, middle age, old). Once I did that it worked again.
 
Is it possible to allow different kind of marriages without editing the religions? like the marry_anyone command
is it for example possible to if someone has a special trait be able to marry anyone but only if that character has the special trait?
 
Is it possible to allow different kind of marriages without editing the religions? like the marry_anyone command
is it for example possible to if someone has a special trait be able to marry anyone but only if that character has the special trait?
Sadly, no.
Editing stuff around marriages is a frequent question, but that stuff is so hardcoded you can't change much. There is, for example, no way to tell the AI that is should prefer marrying characters with a certain trait. You could only make that trait e.g. affect fertility, which would indirectly influence tha AI's marriage decision - but also make the character have more children, obviousely.
 
Is it possible to make the Anglo Saxon culture use English face pack portraits and wear the headgear from the Anglo Saxon pack or is that hard coded?
Yes, but mix&matching different portrait packs requires more work than simply assigning a different one.
I am no portrait modder and thus can't tell you what excactly you must do, so maybe bother one of the experts on that field or look at a similar mod like this one over at Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=879071319
and figure out how it does what it does.


EDIT: Just saw that you already got help in the other thread. Nevermind then ^^
 
Sadly, no.
Editing stuff around marriages is a frequent question, but that stuff is so hardcoded you can't change much. There is, for example, no way to tell the AI that is should prefer marrying characters with a certain trait. You could only make that trait e.g. affect fertility, which would indirectly influence tha AI's marriage decision - but also make the character have more children, obviousely.

Well thats sad anyway thanks for the answer

Another question if I make a trait that have inheritance 100% and have an opposite trait for example if I have my trait and then strong is opposite is then impossible to get the strong trait?
 
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Is it possible to allow different kind of marriages without editing the religions? like the marry_anyone command
is it for example possible to if someone has a special trait be able to marry anyone but only if that character has the special trait?
...yes and no. You could make a trait with 'cannot_marry' flag, then add a random event or a decision that checks for the trait and manually marries such characters (with 'add_spouse' command).

But if you're thinking of adding non-human species or something like that, then that's going to be a problem. Because things such as how the AI picks the concubines is hard-coded. I had to remove concubinage altogether from my own mod, because the rulers kept taking wandering monsters as concubines. :/
 
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I've added two new societies--the Franciscan Order and Cistercian Order, both christian monastic orders--and everything is working at this point, but no characters beyond the grand master will join them. Any idea why?
 
@syskhann - What is that character_event2 section supposed to be? It doesn't look like it's supposed to be there. Unless character_event2 is supposed to be the decision, in which case "Master-Full" shouldn't be there.

I remove it, it's working again, Thanks for all Rydelfox !!
 
@Meneth Can you possibly answer a bit about the set_tactic command? First, if I use the flank commander scopes from an army and there is no commander can I still apply a tactic to that flank? Second, with the set_tactic, does the potential block have to be valid? In some of my tests I have been able to set the tactic to what I want, but within the next day or so it switches to another tactic. Would there be a way to set a tactic so it can only be triggered by the event in question without doing something Kooky with modifiers and flags?
 
@Meneth Can you possibly answer a bit about the set_tactic command? First, if I use the flank commander scopes from an army and there is no commander can I still apply a tactic to that flank? Second, with the set_tactic, does the potential block have to be valid? In some of my tests I have been able to set the tactic to what I want, but within the next day or so it switches to another tactic. Would there be a way to set a tactic so it can only be triggered by the event in question without doing something Kooky with modifiers and flags?
It probably works, but I don't know for sure; it isn't code I've worked with.
It switching on the next day does seem plausible if you're not meeting the potential.
If you only want it triggered by event, setting the MTTH to 0 probably works. I think then it'll probably only be selected if there's literally no other valid tactic.
 
I'm playing around in the history/characters folder, and I want to create a new character with one culture and another graphical culture.

With a normal character it says, for example: "culture=german", but I see no examples of graphical cultures. I tried "graphical_culture=german", but this doesn't work apparently. So, what does one write in order to make this work?