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Hey all, I was wondering if there was a way to mod in game for my character to "Vanish without a Trace". As part of the story I want them to simply disappear and no one know where they went too.
 
Code:
death = { death_reason = death_missing }
That's the 'vanished without a trace' death.
Would I have to write that into the game code after the character dies? Or can it be done before hand?
 
Title creation: what does the custom_created = yes setting do? I see it used for various vanilla and modded titles, but can't find any documentation for it... and haven't been able to puzzle it out myself.
Nobody knows? Figured.
The wiki documentation for create_title is useless. I've been trying to figure out what the options do, but with no success. Does anyone happen to know if there's any type of dynamic title that allows the owner to marry, or is that hard-coded regardless of the options?
 
Nobody knows? Figured.
The wiki documentation for create_title is useless. I've been trying to figure out what the options do, but with no success. Does anyone happen to know if there's any type of dynamic title that allows the owner to marry, or is that hard-coded regardless of the options?
I believe that custom_created = yes means you can modify the coat of arms and name of the title even if you do not hold it, eg: you can create a merc company and then modify the title.
What do you mean options for the titles? I believe that as long as the title type created (ie: rebel, mercenary etc) supports the character being married then any generated title of that type follows the same rules.
 
I know you can change a Title name based on culture, but can you change a Title "title" in the same way?
What I'd like is that if a Duchy/Kingdom is held by a member of "Culture X" they will become "King so-and-so", but if it's held by a member of "Culture Y" it would instead be "Alternate-King so-and-so"

The closest I can see is 'dukes_called_kings' under Cultures, but that does not seem to be suitable for what I want if it automates to "Petty King" like the wiki suggests.
 
I know you can change a Title name based on culture, but can you change a Title "title" in the same way?
What I'd like is that if a Duchy/Kingdom is held by a member of "Culture X" they will become "King so-and-so", but if it's held by a member of "Culture Y" it would instead be "Alternate-King so-and-so"

The closest I can see is 'dukes_called_kings' under Cultures, but that does not seem to be suitable for what I want if it automates to "Petty King" like the wiki suggests.
You can do it culture wide but not for just a specific title based on culture. dukes_called_kings just means that independent dukes use the king tier names for localisation purposes
 
I believe that custom_created = yes means you can modify the coat of arms and name of the title even if you do not hold it, eg: you can create a merc company and then modify the title.
Thanks. Definitely not what I'm looking for, then.
What do you mean options for the titles? I believe that as long as the title type created (ie: rebel, mercenary etc) supports the character being married then any generated title of that type follows the same rules.
By options, I mostly mean temporary, adventurer, and landless. I guess they all block marriages, and most other diplo-actions.

Because as far as I can tell, adventurers, rebels and mercenaries cannot marry. Rebels and adventurers definitely can't: I remember having some marriages blocked in the past because of those titles. And marrying courtiers off to merc captains doesn't work either, the button is always greyed out regardless of what the tooltip says.
 
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This would need to be the event that kills them - the death command kills the scoped character.
What event would make your character disappear without a trace? I have run through all the events and found nothing.
 
Any event that kills a character with death_reason = death_missing
I think some of the Lucifer's Own events kill that way. I think it might also be the cause of death on some of the automated courier cleanup stuff.

If you're adding an event that makes someone disappear without a trace, you don't need to call a specific event, just kill them and use death_missing as the death_reason.
 
Any event that kills a character with death_reason = death_missing
I think some of the Lucifer's Own events kill that way. I think it might also be the cause of death on some of the automated courier cleanup stuff.

If you're adding an event that makes someone disappear without a trace, you don't need to call a specific event, just kill them and use death_missing as the death_reason.
I understand that, but my question is how? Will I have to go back into my save file and edit it, or can that be done using the in game console?
 
Neither, this is a command that you would use in an event, which is what I thought you were asking for. I'm afraid I don't know anything about save editing, and I don't think the console has a way to edit a character's death reason. I don't think it even has a way to set it when you kill a character through the console.
 
I understand that, but my question is how? Will I have to go back into my save file and edit it, or can that be done using the in game console?
Taking a super-duper quick look at one of my Save Files, I have characters with entries as follows :
Code:
bn="Sigericho"
   hist=yes
   b_d="370.1.1"
   d_d="415.7.7"
   c_d=death_murder
   killer=200288
   att={7 7 1 0 7}
   traits={12 89 75 73 80 }
   rel="catholic"
   cul="visigothic"
   dna="ewwknrnyyrz"
   prp="dl0h0e00000000"
   emp=200289
   host=200289

I would guess that d_d = "date of death" and c_d equals "cause of death"; so, maybe if you alter the c_d entry to "death_missing" it will update it in your game. Do that after the character is dead, and I'd assume it would make the game consider them 'missing' when you look up their cause of death.
 
@Meneth is it possible to do an active condition for an artefact so that only one of a particular kind of artefact can be active at any one time? I mean in the Gehimisnacht duel engine, I don't want there to be multiple different armours activated at one time, as it will cause stacking issues. But I cannot exactly block it out completely without a condition for equipped artefacts, so was wondering if I could do it with active conditions.
 
@Meneth is it possible to do an active condition for an artefact so that only one of a particular kind of artefact can be active at any one time? I mean in the Gehimisnacht duel engine, I don't want there to be multiple different armours activated at one time, as it will cause stacking issues. But I cannot exactly block it out completely without a condition for equipped artefacts, so was wondering if I could do it with active conditions.
You can make it so that the artifact is active normal unless in a duel at which point it needs a special flag to be the chosen armour to be the active one? Clunky as all hell and would need an event to toggle through all your armours using variables and whiles but it could work
 
You can make it so that the artifact is active normal unless in a duel at which point it needs a special flag to be the chosen armour to be the active one? Clunky as all hell and would need an event to toggle through all your armours using variables and whiles but it could work


yeah that looks nasty tbh, Considering that we have close to 100 artifacts already, I can quickly see that becoming impossible to maintain effectively. At the moment I just removed all artefact functions from the duel system pending a new condition.
 
is it possible to do an active condition for an artefact so that only one of a particular kind of artefact can be active at any one time?
Not sure exactly what you're asking.
The artifact equipping code already exists, you can only get benefits from a single weapon, etc. The rest sit in the treasury. So why not just add an armor slot (in 00_artifacts.txt) and check in the event what the characters have equipped?
 
Not sure exactly what you're asking.
The artifact equipping code already exists, you can only get benefits from a single weapon, etc. The rest sit in the treasury. So why not just add an armor slot (in 00_artifacts.txt) and check in the event what the characters have equipped?

There is no has_equipped condition, or at least I never saw it in the changelogs. There is only an is active condition.
 
There is no has_equipped condition, or at least I never saw it in the changelogs.
Evidently there isn't. Hrm. I was under the impression that if the artifact has limited slots, only the equipped ones are considered active. But that doesn't seem to be the case.

That's bit of an oversight. There definitely should be a condition for checking equipment.
 
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