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Assuming you also want to include the Mazdans and Dharmic religions, replace action_inquisition in 00_job_actions.txt with this

Code:
action_inquisition = {
   attribute = learning
 
   potential = {
   }
 
   trigger = {
       num_of_settlements = 1
       NAND = {
           FROM = { job_spiritual = { has_character_modifier = spiritual_refused_pagans } }  # See Event ZE.5040
           owner = { religion_group = pagan_group }
       }
       OR = {
           #owner = {
           #   FROM = { NOT = { religion_group = pagan_group } }
           #   independent = yes
           #   NOT = { religion = FROM }
           #   religion_group = pagan_group
           #   OR = {
           #       NOT = { religion = aztec }
           #       year = 1350
           #   }
           #   is_reformed_religion = no
           #   capital_scope = {
           #       province = ROOT
           #   }
           #   controls_religion = no
           #   FROM = {
           #       higher_tier_than = COUNT
           #       OR = {
           #           independent = yes
           #           higher_tier_than = DUKE
           #       }
           #   }
           #   NOT = {
           #       has_opinion_modifier = { who = FROM modifier = opinion_sent_preacher }
           #   }
           #   is_within_diplo_range = FROM
           #}
           any_province_lord = {
               OR = {
                   character = FROM
                   is_liege_or_above = FROM
               }
           }
       }
   }

   events = { 900 901 902 903 }
}

If you want to allow the Mazdans and Dharmic religions to send preachers, ignore the above code and change "FROM = { NOT = { religion_group = pagan_group } }" to "FROM = { NOR = { religion_group = pagan group religion_group = christian religion_group = muslim religion_group = jewish_group} }".
Thank you!
 
Hmm, is there any way to stop people coming to my Court when they lose Titles, then? Even trying to kill them off before hand seems to result in them all coming to me :/
Plenty of ways to do that. One easy way would be to make a basic event that automatically moves unwanted characters. Such as...
Code:
character_event = {
   id = <ID>

   is_triggered_only = yes
   hide_window = yes

   trigger = { #Add conditions as needed
       host = { ai = no } # Trigger only for characters in the player's court
       host = { NOT = { dynasty = ROOT } } #...all except dynasty members
   }
 
    immediate = {
       random_playable_ruler = {
           limit = {
               ai = yes
               religion_group = ROOT
           }
           ROOT = { move_character = PREV }   #Moves the character to a random AI court.
       }
   }

   option = {
       name = OK
   }
}
...just fire it from both on_avoided_imprison_fled_country and on_exiled on_actions, and that'll get rid of most newcomers. Not the auto-generated court fillers, though.

As for me, I handled them by making a new trait 'stranger', which allows any ruler (AI included) to manage new courtiers in various ways through decisions (welcome to court, banish, imprison or execute under certain conditions, etc), without suffering from normal penalties for e.g. banishing courtiers.
 
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What does gain_effect do and how do I use it? I can't find much on the wiki?
Gain_effect automatically fires when the character gains the title, and lose_effect fires if they lose it. Not useful for what you're trying to do, but it is extremely handy yet sadly underused in most mods. Can be used to trigger character events, grant modifiers or traits (one simple usage would be to grant ex-regents a 'former_regent' trait), etc.

What you need is an event or decision with 'give_minor_title = title_appointed_regent'. If I understood the question correctly.
 
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Gain_effect automatically fires when the character gains the title, and lose_effect fires if they lose it. Not useful for what you're trying to do, but it is extremely handy yet sadly underused in most mods. Can be used to trigger character events, grant modifiers or traits (one simple usage would be to grant ex-regents a 'former_regent' trait), etc.
Thank you for explaining.
What you need is an event or decision with 'give_minor_title = title_appointed_regent'. If I understood the question correctly.
I would like to make an event where a vassal can ask/demand this minor title. How do I make him get this title from his liege. Do I need a second event for the liege where it's given to the vassal in question?
 
Is there any way to add more holding type of building? I want to make a mod so the feudal can build the fourth type of holding is the village.
Do I understand correctly: You want feudal characters to be able to build cities?

That would be possible by editing the /common/governments/feudal_government.txt file.
It currently looks like this:
Code:
feudal_governments = {

    feudal_government = {
        preferred_holdings = { CASTLE }
        allowed_holdings = {
            CASTLE
            FORT
            HOSPITAL
        }
...
}
Now you can make a mod and add
Code:
CITY
to the "allowed holdings" list, which would allow feudal characters to hold cities.


If this is not what you want, and instead you want to add a new, different holding type called "village"; then no, it is not possible to add completely new holding types.
 
I would like to make an event where a vassal can ask/demand this minor title. How do I make him get this title from his liege. Do I need a second event for the liege where it's given to the vassal in question?
Yes. Have the first event trigger an event for the liege in which he is given an option to accept or refuse the demand (with side effects as you desire) and use give_minor_title as @Zaltys described to directly apply the designated regent title. You might look to the Chief Qadi event chain, in muslim_honorary_titles_events.txt, for guidance as it works very similarly to what you are asking.
 
Is there a way to to get PdxMeshAlphaBlend working for animated models so i could have transparency on parts of the model? It works for static models after i add the following lines to pdxmesh.lua

Code:
PdxMeshAlphaBlend = {
    VertexShader = "VertexPdxMeshStandard";
    PixelShader = "PixelPdxMeshStandard";
    ShaderModel = 3;
    BlendState = "BlendStateAlphaBlend";
}

If i could get it working my skeletons would look nice. The static model on the left works but not the animated one on the right.

buziGVy.png
 
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Hey! Does anybody know if its possible to scope to a maximum amount of characters inside an any_ scope? (e.g. I want to scope to all vassals with a specific religion up to a maximum of 5 )
I tried doing it by using 5 random_vassal scopes, however it can happen that it scopes to the same character multiple times then (I think).
Any ideas ?
 
Hey! Does anybody know if its possible to scope to a maximum amount of characters inside an any_ scope? (e.g. I want to scope to all vassals with a specific religion up to a maximum of 5 )
I tried doing it by using 5 random_vassal scopes, however it can happen that it scopes to the same character multiple times then (I think).
Any ideas ?
Upon scoping to someone through the random_scope just set a character flag then check for the next random_scope to not have that character flag is a quick way to fix it up for what you tried
 
How would you make being a vassal to a specific title (i.e. vassal of King of England) a condition?

I think this is how you do it, but this is my first time society modding and I am unsure:

Code:
is_vassal_or_below = {
        holder_scope = k_england
}
 
How would you make being a vassal to a specific title (i.e. vassal of King of England) a condition?

I think this is how you do it, but this is my first time society modding and I am unsure:

Code:
is_vassal_or_below = {
        holder_scope = k_england
}

any_liege = { has_landed_title = k_england } }

If you want to have it evaluate to true for the king as well, put it in an OR block with a has_landed_title check.
 
how would I make it so that a country name changes to the localization of whoever holds it directly, rather than the top liege? Like for example brandenburg is called brennaberg if a Pomeranian count owns it even if the top liege is German.
 
How to make holy orders for Orthodox? and if possible is there a way to put the catholic holy orders as orthodox?
 
Hey! Does anybody know if its possible to scope to a maximum amount of characters inside an any_ scope? (e.g. I want to scope to all vassals with a specific religion up to a maximum of 5 )
Add this before the any_* scope:
Code:
set_variable = { which = global_counter   value = 0 }
Then this to the limit of the scope:
Code:
limit = {
   ...
   NOT = { check_variable = { which = global_counter   value = 5 } }
}
...and this to the scope effect:
Code:
change_variable = { which = global_counter   value = 1 }

Now it's capped at five matches, and works even if there's less than five. And you can use the generated variable for other purposes afterwards, such as making sure that it found at least one match.
 
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How to make holy orders for Orthodox? and if possible is there a way to put the catholic holy orders as orthodox?

For the former question, you could make a new landed title based on the existing holy orders and either leave it active from game start or deactivate it and use an event similar to the existing holy order spawn events.

For the latter, you could try to put OR = { religion = catholic religion = orthodox } in the hiring conditions for e.g. the Templars, but there might be issues arising from doing that as holy orders aren't meant to be available to more than one religion and changing that might be problematic, particularly if the Catholic and Orthodox faiths end up in a heresy-parent relation.
 
For the former question, you could make a new landed title based on the existing holy orders and either leave it active from game start or deactivate it and use an event similar to the existing holy order spawn events.

For the latter, you could try to put OR = { religion = catholic religion = orthodox } in the hiring conditions for e.g. the Templars, but there might be issues arising from doing that as holy orders aren't meant to be available to more than one religion and changing that might be problematic, particularly if the Catholic and Orthodox faiths end up in a heresy-parent relation.

Thanks! Also, when you said there might be issues, did you mean like technical issues or just like weird things going on in game? In my game I mended the schism and theres only one county in ireland that is still catholic, so I dont know if that would lead to any two nations trying to use the same holy order against eachother
 
Thanks! Also, when you said there might be issues, did you mean like technical issues or just like weird things going on in game? In my game I mended the schism and theres only one county in ireland that is still catholic, so I dont know if that would lead to any two nations trying to use the same holy order against eachother

I have never tried it, so I don't know exactly what could go wrong, but there could be technical issues if there is some part of the underlying code for holy orders that assumes that it has only one allowed religion, and it might also cause gameplay issues. If it isn't an Ironman game, I would suggest trying it out by simply making the Templars allow two religions and see how well that works (checking if both sides can try to hire them, checking if both sides actually can use them against each other, etc.).