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Is the <holding_type>_levy_size modifier visible ingame (as in, can I see if it's in effect)? Also, can it be used with tribes?
 
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But since you are on ironman, you can not mod anything in your current game sadly.
You could easily do a simple mod that changes the line in the defines, but it would probably not work on your save game.
So I have no idea what you could do, other than start another game not in ironman :(

but on that save game if i enable In my image mod in the launcher (this mod have 25 minor clan limit) it work... no crush or problem ^^. the problem is that they turn tribal too soon or i would finish my india with IMI mod on making my 25 minor clan and go =)!

I dont want to make any change to the IMI mod since is ok for me and it work well after the World conquest as it is... so I was thinking how can I "create" a decision *as IMI is* to get a "more clan" boost
 
Is it at all possible to make it so RD can make child rulers?
You could try making a mod that changes the "BASE_AGE = 16" define to something lower, but frankly I don't think it'll work.

Is the <holding_type>_levy_size modifier visible ingame (as in, can I see if it's in effect)? Also, can it be used with tribes?
I just tested it on a province modifier and yes, "tribal_levy_size" works - however, for some reason its tooltip is not localized?
levy_test.jpg

A bug maybe, but it still applies the modifier properly.

but on that save game if i enable In my image mod in the launcher (this mod have 25 minor clan limit) it work... no crush or problem ^^. the problem is that they turn tribal too soon or i would finish my india with IMI mod on making my 25 minor clan and go =)!

I dont want to make any change to the IMI mod since is ok for me and it work well after the World conquest as it is... so I was thinking how can I "create" a decision *as IMI is* to get a "more clan" boost
Okay... frankly now I'm confused. I don't understand what exactly you want to have, sorry.
Maybe someone else around here knows?
 
Okay... frankly now I'm confused. I don't understand what exactly you want to have, sorry.
Maybe someone else around here knows?

Im sorry T_T
if you play Nomad you can have only 9 nomad vassals... i'd love to have that limit to 20/25 not just 9, and i thought that maybe a decision that replace the limit from 9 to 25 could be perfect...

i've found the code (maybe XD) to mod a decision

Code:
decision_name = {
  is_high_prio = yes # Will show an alert once decision is enabled
  potential = {
    #Conditions for the decision to appear
  }
  allow = {
    #Conditions for the decision to be enabled
  }
  effect = {
    #Commands executed when taking the decision
  }
  revoke_allowed = {
    always = no #Not used in vanilla
  }
  ai_will_do = {
    #Factors for an AI character to take the decision (1 = 100% chance)
  }
}

something like
decision name - Boost nomad vassals
potential - no condition
allow - always possible to enable
effect - bring the limit of nomad vassals from 9 to 25
revoke and ai_will_do - useless in this casa i think ^^;

i hope that i'm more clear ^^"
 
Yeah, seems to me that the first one should be in the new_character scope. ROOT is the character who triggered the event.

Pinging used to be necessary, but nowadays I find it far easier to just use saved event targets instead.

Save them with 'ROOT = { save_event_target_as = player_character } ' and 'new_character = { save_event_target_as = created_character }'... or whichever target names you want to use.

Then you can use something like 'event_target:<character1> = { death = { death_reason = death_vanished killer = event_target:<character2> } }' in the last event. Makes it far easier to keep track of who is who.

And if you need to display specific portraits, you can use the new use 'show_portrat = event_target:<character>' command.

What I've tried now is the following:

Code:
character_event = {
    id = EG.301
    
Event Setup Stuff
    
    
    #Wake
    option = {
        name = EG_event_301_Option_WakeHer
        
        hidden_tooltip = {
            create_character = {
                New Character Traits
            }
            
            new_character = {
                save_event_target_as = 300_target_Woman
            }
            
            ROOT = {
                save_event_target_as = 300_target_Player
            }
            
            event_target:300_target_Woman = {
                character_event = {id = EG.320 }
            }
        }
    }   
    
    option = {
        Other Option
    }   
}

#PING event - used to get other character into scope
character_event = {
    id = EG.320
    hide_window = yes
    is_triggered_only = yes   
    
    immediate = {
        event_target:300_target_Player = {
            character_event = {id = EG.302 }
        }
    }
    
    option = { name = OK }
}

If I do it like that, EG.302 is never called, so I assume EG.320 is not called either. Are the stored event targets stored in the Scope? So EG.320 would not work like that as it does not have the 300_target_Player stored?
Any ideas what I'm doing wrong?

I guess I could also just call all events on the Player character and use the show_portrait, however, I do want to have the Event window with 2 portraits, and I also would like to use the Scope in the localization texts.
 
i hope that i'm more clear ^^"
Yeah ok I understand now :)
You'd still need to raise the limit in the defines - information in the defines can't be changed through an event or decision.
What Rydelfox said then - you need to adjust the define to increase the limit.
I think that would be enough, and should enable more clans too spawn without an additional decision.
 
What I've tried now is the following:

Code:
character_event = {
    id = EG.301
   
Event Setup Stuff
   
   
    #Wake
    option = {
        name = EG_event_301_Option_WakeHer
       
        hidden_tooltip = {
            create_character = {
                New Character Traits
            }
           
            new_character = {
                save_event_target_as = 300_target_Woman
            }
           
            ROOT = {
                save_event_target_as = 300_target_Player
            }
           
            event_target:300_target_Woman = {
                character_event = {id = EG.320 }
            }
        }
    }  
   
    option = {
        Other Option
    }  
}

#PING event - used to get other character into scope
character_event = {
    id = EG.320
    hide_window = yes
    is_triggered_only = yes  
   
    immediate = {
        event_target:300_target_Player = {
            character_event = {id = EG.302 }
        }
    }
   
    option = { name = OK }
}

If I do it like that, EG.302 is never called, so I assume EG.320 is not called either. Are the stored event targets stored in the Scope? So EG.320 would not work like that as it does not have the 300_target_Player stored?
Any ideas what I'm doing wrong?

I guess I could also just call all events on the Player character and use the show_portrait, however, I do want to have the Event window with 2 portraits, and I also would like to use the Scope in the localization texts.

It is probably a syntax error somewhere. Check it with a validator. Also it could be that the event won't fire because the initial event chain creator is dead.
 
I just tested it on a province modifier and yes, "tribal_levy_size" works - however, for some reason its tooltip is not localized?
index.php

A bug maybe, but it still applies the modifier properly.

Thank you. As for the localisation, I've found that some pagan religions have a similar modifier and use key = "OFF_RELIGION" , which shows up as 'offensive religion' ingame and seems to work in my case.
 
You'd still need to raise the limit in the defines - information in the defines can't be changed through an event or decision.

Sorry if i keep try to figure out this with just you =) i hope i'm not bothering you ^^ (too much at least XD)
I went to the wiki to look for the "defines" you were point out but seem like the vassals limit are just for Feudal vassals, sunny, and patrician no mention about nomad one ^^

Nomads look like have just 3 string about keep baronies, build temples or generate character. Is it possible that the nomadic vassals/clan are not into the defines o.o?!
 
Yeah ok I understand now :)

What Rydelfox said then - you need to adjust the define to increase the limit.
I think that would be enough, and should enable more clans too spawn without an additional decision.

Ok. so is it possible :p but i'm not a modder and i'm not sure where or how to write down this to make it work and (is 3 days that i'm looking for) i'm not sure how to write it down can you give me a wiki page or some hint to where to find all the info to create a notepad++ file (is that enough?!) to add more nomadic clan to my game?! =)

THX =)
 
Ok. so is it possible :p but i'm not a modder and i'm not sure where or how to write down this to make it work and (is 3 days that i'm looking for) i'm not sure how to write it down can you give me a wiki page or some hint to where to find all the info to create a notepad++ file (is that enough?!) to add more nomadic clan to my game?! =)

THX =)
Can I just check that you're actually creating a mod, rather than trying to edit your main game files?

nd
 
After a bit of playing around, I found the issue with my Ping events not working.

Apparently, using Fast event triggers on those Ping events causes them to nor work (not sure why, but that fixes it)
Your ping character probably does not fit the trigger requirements, also if you are using an event just to ping then you do not need any triggers in your event at all as it is only directly triggered from one place. You can also use hide_window so as to not need an option or description either.
 
Your ping character probably does not fit the trigger requirements, also if you are using an event just to ping then you do not need any triggers in your event at all as it is only directly triggered from one place. You can also use hide_window so as to not need an option or description either.

Yes, that's probably the case - Thanks for all the help!

It brings me right to the next issue I'm having, now that I'm sure I'm scoped to the right characters, I see that my localization has a problem - I'm using this text:

Code:
You are a very wise [Root.GetManWoman], [Root.FirstName], [Root.GetSonDaughter ] of [Root.Father_even_if_dead.FirstName]

But none of the commands show up, they're all empty (the Root is the Player character, and hes not dead)
 
Yes, that's probably the case - Thanks for all the help!

It brings me right to the next issue I'm having, now that I'm sure I'm scoped to the right characters, I see that my localization has a problem - I'm using this text:

Code:
You are a very wise [Root.GetManWoman], [Root.FirstName], [Root.GetSonDaughter ] of [Root.Father_even_if_dead.FirstName]

But none of the commands show up, they're all empty (the Root is the Player character, and hes not dead)
Is Root definitely the scoped character? I assume your file is correctly a csv and is delimited properly etc
 
I asked about this on an earlier page, but did not get a reply...

Why are my buildings causing some locations to change culture during History Set-up? I added buildings with no effects, and yet still the whole of the Byzantium Empire comes up as a Merchant Republic when my Mod is loaded. Without it, it comes up as Feudal as expected. I cannot see how my changes would trigger the game to determine to become a Republic... :/ I had thought it was the effects of the buildings (maybe too much tax_income, or something), but the bare minimum seems to also produce the same change.
 
What does the graphical_cultures you put in a culture/religion group compared to what it does putting them inside a specific culture/religion?
Afaik it is sort of a "fallback" culture, and also determines which type of event pictures people get if their individual graphical culture does not have any event pictures defined.
But frankly I am not very sure about this, so maybe wait for a second answer ^^

Ok. so is it possible :p but i'm not a modder and i'm not sure where or how to write down this to make it work and (is 3 days that i'm looking for) i'm not sure how to write it down can you give me a wiki page or some hint to where to find all the info to create a notepad++ file (is that enough?!) to add more nomadic clan to my game?! =)

THX =)
Don't worry, I've made the mod for you - download the attachment to this post, unzip and enable the mod :)
- LordPeter gains the charitable trait -
I only increased the limit to 12 for now, since I don't know how many clans the interface can show - but you can easily open the defines file in the mod and change the 12 to a higher number if you want.
 

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