• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Anyone know why custom governments only come up as Anarchy? This issue persists even when the government in question is a simple copy-pasta of a Vanilla Government. Custom frames, icon, colour and name all work however.
 
Anyone know why custom governments only come up as Anarchy? This issue persists even when the government in question is a simple copy-pasta of a Vanilla Government. Custom frames, icon, colour and name all work however.
Have you modified the government flavour file to take into account any changes you have made to religions, laws, succession etc?
 
Code:
                b_belgrade = {
                    serbian = "Belgrad"
                    croatian = "Belgrad"
                    bulgarian = "Belgrad"
                    greek = "Singidounon"
                    coat_of_arms=
                    {
                        data=
                        {
                        0 10 0 13 0 0 0
                        }
                        religion="catholic"
                    }

For the coat of arms for a barony, is there anything I can set the religion field to that will use that coa regardless of the religion of the holding? I don't entirely understand this part of the code, as if this were a dynastic coa I don't think a religious conversion from catholic to orthadox or vise versa, i don't think it would affect the coa of the dynasty?
 
Have you modified the government flavour file to take into account any changes you have made to religions, laws, succession etc?

Whoops, that'll be what is missing. Government modding wiki did not mention it, so I completely missed it - thanks!
 
So a recent change has caused a realm's custom coat of arms to be replaced by a generic one. We're not sure which change, though, so we don't have an immediate way of telling which realm is missing a tga file in gfx/flags. Is there a quick and easy way to debug this fault? The Validator seems not to cover it.

Thanks,

nd
 
So a mod I am working on with another person just will not start, no matter how we edit the map resolution or tweak different things. Can someone help us and see what to do? We know that different resolution and size maps work, because somehow the Avatar/AGOT/other map mods manage to work fine.

Here is the link: https://www.dropbox.com/s/1kjltuuq8hu7il5/PernMod.7z?dl=0
 
On the wiki it says that an event can have at most four options. Is this the maximum to be displayed or the maximum number of options in the code? IAlso is there any way to work around this if you want more possible choices on an event (not necessarily all showing up at the same time)?
 
On the wiki it says that an event can have at most four options. Is this the maximum to be displayed or the maximum number of options in the code? IAlso is there any way to work around this if you want more possible choices on an event (not necessarily all showing up at the same time)?

It is the maximum number of options that can be displayed so that the player can see and pick them (the AI could theoretically "see" a thousand options at the same time and pick between them). The best workaround is to use character flags triggering the options for the player and an option named "More options" (or whatever) which uses repeat_event and sets/removes the necessary flags to show new options. This event option should ideally not be available for the AI, as it is better to have the AI "see" all options at once and pick an optio instead of risking it potentially getting stuck in a loop trying to look at he new optins.
 
Is there a way to remove a C_Title from existence during game?

I have a special County Title used to give a character a special flag (primary = yes); but when the Character loses all their Titles, an even kills them, and runs "destroy_landed_title", followed by "active = no", but for some reason the Title is still existing and active, and gets randomly given to a Courtless, Liegeless character.
 
Is there a way to remove a C_Title from existence during game?

I have a special County Title used to give a character a special flag (primary = yes); but when the Character loses all their Titles, an even kills them, and runs "destroy_landed_title", followed by "active = no", but for some reason the Title is still existing and active, and gets randomly given to a Courtless, Liegeless character.
You cannot destroy a county title or deactivate it, make your special into a duke tier one. Or if you don't actually need them to have the title to be playable give them a special character title instead which will overwrite their name regardless of if they have land or not and can be cleared easily.
 
On the wiki it says that an event can have at most four options. Is this the maximum to be displayed or the maximum number of options in the code? IAlso is there any way to work around this if you want more possible choices on an event (not necessarily all showing up at the same time)?

One option would be to have each each choice branch to another set of choices. For example given A,B,C,D, selecting A leads to options A1,A2,A3 ... of course you then have to think about how to separate the options in a way that makes sense.
 
It is the maximum number of options that can be displayed so that the player can see and pick them (the AI could theoretically "see" a thousand options at the same time and pick between them). The best workaround is to use character flags triggering the options for the player and an option named "More options" (or whatever) which uses repeat_event and sets/removes the necessary flags to show new options. This event option should ideally not be available for the AI, as it is better to have the AI "see" all options at once and pick an optio instead of risking it potentially getting stuck in a loop trying to look at he new optins.
Thank You! One more question, how do you determine randomly which effect to apply when choosing an option in an event (from a list of alternatives, with different probabilities for the different alternatives)? Like vanilla does in the guardian event where you can teach the ward a lesson for climbing the tower.
 
Thank You! One more question, how do you determine randomly which effect to apply when choosing an option in an event (from a list of alternatives, with different probabilities for the different alternatives)? Like vanilla does in the guardian event where you can teach the ward a lesson for climbing the tower.

Do something like this

Code:
random_list = {
   10 = {
       modifier = {
           factor = 0
           # Conditions
       }
       # Do something
   }
   10 = {
       # Do something else
   }
   10 = {
       # Can be left blank to have a "nothing happens" option
   }
}
 
I've got my own music mod working, but...
haven't music when I start the game,now. The main theme music has gone.

I looked into Stellaris and EUIV music and their songs and assets files, but they implement them in a bit different way.
I tried it with a maintheme.txt and also a maintheme entry in the songs.txt, but without success.
Any idea how I can set up a maintheme music with my mod again?
 
So a recent change has caused a realm's custom coat of arms to be replaced by a generic one. We're not sure which change, though, so we don't have an immediate way of telling which realm is missing a tga file in gfx/flags. Is there a quick and easy way to debug this fault? The Validator seems not to cover it.

So I fixed this - the errant realm had a religion for which has_coa_on_barony_only had mistakenly been set wrong.

Next up - I'm trying to assign a character a secret religion in the history files. I'm using a line that says secret_religion = <name here> as suggested in the recent change log (and as found on a couple of well-hidden characters in vanilla, which I checked, and which work) - but nothing is happening.

What else needs to be done to make a character's secret religion show up?

Thanks,

nd
 
Is there a way to condition for "any" character flag, even if I do not know which flag I am looking for? I'm trying to make my event ignore any character who starts the game with a Character Flag, since they're most likely "Special" in some way.
 
Is there a way to condition for "any" character flag, even if I do not know which flag I am looking for? I'm trying to make my event ignore any character who starts the game with a Character Flag, since they're most likely "Special" in some way.
You can only check for the presence of lack of presence of a specific character flag, there is no way to check if a character has any flag at all.