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To answer your original question:

Only 1 of the files with the same name will be used. The game will pick which file to use based on the lexical order of the mod folder names, possibly modified by replace_path or dependencies options in the mod files.

Thank you, that seemed to do the trick. Changing path to start with zz made my mod load after CK+. One more thing I observed is that custom define files in common/defines seem to still get loaded in lexical order of the define files themselves, regardless of the name of the mod archive/folder.

How do I mod it to allow granting of titles to females with no land?

common/scripted_triggers/00_scripted_trigers.txt

gender_equality_trigger

I'm not entirely sure that's what controls whether a woman can be landed since I haven't tested it, but judging by the code it might be what you're looking for. Changing it might also have other unintended consequences.
 
Thank you, that seemed to do the trick. Changing path to start with zz made my mod load after CK+. One more thing I observed is that custom define files in common/defines seem to still get loaded in lexical order of the define files themselves, regardless of the name of the mod archive/folder.
Yes, the lexical order of the mods only matters for resolving files that collide (same path).

After resolving file collisions, all remaining files in vanilla, DLCs, and all mods, in the same folder (like common/defines) are treated as all being in 1 folder, and scanned in lexical order of the files. In fact, it seems like the game actually uses a custom file system to make this work…
 
Thank you, that seemed to do the trick. Changing path to start with zz made my mod load after CK+. One more thing I observed is that custom define files in common/defines seem to still get loaded in lexical order of the define files themselves, regardless of the name of the mod archive/folder.



common/scripted_triggers/00_scripted_trigers.txt

gender_equality_trigger

I'm not entirely sure that's what controls whether a woman can be landed since I haven't tested it, but judging by the code it might be what you're looking for. Changing it might also have other unintended consequences.


How do I write this in triggers? Would I just put it or would I do

trigger = {
gender_equality_trigger = yes
}

or something else? Btw, I am running 2.4.5. currently, which is horselords. Is this still applicable?
 
Where should I look into on how AI decides to arrange for marriage?

More specifically, my objective is to ensure major houses don't die out, and my plan is INSTEAD of simply modifying number of children, I want to make sure the AI would arrange marriage for their own dynasty members in their court.

My observation is that unlanded AI dynasty members tend to never marry and I'd like to tackle that aspect so that even if the main branch had 4 daughters in a row, a distant uncle can still inherit and produce children to keep the dynasty going.
 
How do I write this in triggers? Would I just put it or would I do

trigger = {
gender_equality_trigger = yes
}

or something else? Btw, I am running 2.4.5. currently, which is horselords. Is this still applicable?

What I meant was that you open the file, find the entry for gender_equality_trigger in it and change the conditions. If you're running 2.4 then I'm afraid that won't work because there is no gender_equality_trigger. As far as I can tell the game didn't use scripted triggers for anything back then and I suspect granting land was hardcoded to be linked to your gender law. You probably could do something with targeted decisions, but it would be clunky and messy.
 
The wiki states that it is a "child<->parent" interaction, and not a "child<->child" one.
If your tests confirm this, I would guess it is not possible to have this thing between "childs". Culture modding is, after all, pretty static - which is a shame.
You could always suggest it to Paradox, and hope they accidentally implement it...
Yes, having done some more testing it definitely seems that "child<->child" comes up as foreigners (unless I'm missing something obvious); however, it looks like a parent-chain solves the problem. Ideally I'll need a little more testing to confirm, but initially it looks promising.

Edit:
Further testing says nope :/
I set up initially

Code:
old_saxon->saxon->English
English-1->English-2-English
Initially, English-2 was correctly accepted by English and English-1 characters, but considered foreign by old_saxon and saxon characters. I then changed it to :

Code:
English-1->English-2->old_saxon->saxon->English
and then reloaded the same save

English-2 was correctly accepted by English-1 and old_saxon characters, but not by saxon and English characters. Must have been a glitch/oversight the first time
 
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Where should I look into on how AI decides to arrange for marriage?
I've tried to figure that out for my own mod, but it's hard-coded and nobody except the devs know the details.

You pretty much need to add an event or a decision that ensures that they get married. That's what many mods, including CK2Plus do. Maybe check their version of it (CK2Plus_marriage_decisions) for ideas.

Also, something that I learned recently:
Code:
any_dynasty_member = {
   has_living_children = no
}
...is pretty handy for finding situations where a dynasty is about to die out.
 
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What I meant was that you open the file, find the entry for gender_equality_trigger in it and change the conditions. If you're running 2.4 then I'm afraid that won't work because there is no gender_equality_trigger. As far as I can tell the game didn't use scripted triggers for anything back then and I suspect granting land was hardcoded to be linked to your gender law. You probably could do something with targeted decisions, but it would be clunky and messy.

Okay, thought as much when I looked in the triggers and found it basically blank, thanks for the effort though
 
Is it possible to change which interface a religion gets or is it hard-coded by religion group?

As far aas I know, not really. You can change the existing ones and rename them so that they change place, but any religion group added aside from the existing ones will be using whatever is defined as the vanilla interface.
 
That's what I figured, but a user asked if I could make Hellenic use the Christian interface, so I thought I would double check.
I think the default interface is Christian, btw.

Yes, Christian is the default. If you were to put the Hellenics in their own group, they'd use that, but that might run afoul of the "Don't let someone without a DLC use DLC content" rule...
 
Does anybody know if there is a way to figure out if a specific building has already been built? According to the wiki the has_building conditions rings true if a building is either built or in construction, and I'd like to fire an event once its finished.
Finding out when the building starts is easy, as there is the on_holding_building_start on Action, but no equivalent when a building is completed - or is that just missing from the wiki?
 
Can someone help me make my little mod work? I created a religion called "Magdalism" (after Mary Magdalene, which allows female priests). However I cannot get Papal succession to work with it, even after I enabled it for my religion. Can someone help me with this?
 

Attachments

  • Magdalan.rar
    24,5 KB · Views: 1
Can someone help me make my little mod work? I created a religion called "Magdalism" (after Mary Magdalene, which allows female priests). However I cannot get Papal succession to work with it, even after I enabled it for my religion. Can someone help me with this?

Try this version : https://www.dropbox.com/s/5cozptwm22dysrb/Magdalan.rar?dl=0
It seems to be working for me.

Changes :
1) Separated Magdalan religion into its own religion file, to save having to overwrite all of the other religions.
2) Fixed a missing OR = { statement in the succ_papal_succession conditions
3) added a new Religious Ttile, title_magdalan_cardinal which can only be given to members of the Magdalan religion (Based on the Fraticelli version)
4) Modified the Decision to create the Magdalan Papacy to be AI = no - this was done just for speed of testing things.

It looks like the issue was really the missing title for the Cardinals, since until I added that the button would not appear even though it said that the Title was using Papal Succession.

Additional Points
1) I just noticed that there's a refrence to the d_fraticelli still in the title_magdalan_cardinal -- you need
to change that to k_magdalan_papal_state.
2) It seems to take quite a while for the College of Cardinals to fill up, not sure if that's "normal"...
 
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How do I correctly operate on a character's property/variables?

I'm trying to create a decision for rulers to adopt their father's name, but using the code below the condition fails to work correctly, and the displayed/expected results failed to identify father's name.

Code:
decisions = {
    adopt_patronym= {

        potential = {
            is_female = no
            higher_tier_than = COUNT
        }
       
        allow = {
            FROM = {
                name = {
                    NOT = { father_even_if_dead = name }
                }
            }
            custom_tooltip = {
                text = "Take Father's Name"
            }
        }
        effect = {
            set_name = {
                father_even_if_dead = name
            }
           
            FROM = { piety = +100 }
        }
       
        revoke_allowed = {
            always = no
        }
        ai_will_do = {
            factor = 1
#            modifier = {
#                factor = 0
#                }
#            }
        }
    }

}

This remains the case even if I change father_even_if_dead to father.
 
How do I correctly operate on a character's property/variables?

I'm trying to create a decision for rulers to adopt their father's name, but using the code below the condition fails to work correctly, and the displayed/expected results failed to identify father's name.

Code:
decisions = {
    adopt_patronym= {

        potential = {
            is_female = no
            higher_tier_than = COUNT
        }
      
        allow = {
            FROM = {
                name = {
                    NOT = { father_even_if_dead = name }
                }
            }
            custom_tooltip = {
                text = "Take Father's Name"
            }
        }
        effect = {
            set_name = {
                father_even_if_dead = name
            }
          
            FROM = { piety = +100 }
        }
      
        revoke_allowed = {
            always = no
        }
        ai_will_do = {
            factor = 1
#            modifier = {
#                factor = 0
#                }
#            }
        }
    }

}

This remains the case even if I change father_even_if_dead to father.
"name" is not a condition or a scope.
set_name also does not take a scope either. set_name sets their name to be an exact string. You would need to use copy_name = <scope>
The + in +1000 piety is unnecessary, all values are taken as positive unless a minus is specified or the effect itself applies the values as a negative number.
I don't believe there is actually a way to check if a character has the same name as someone so you might be out of luck here unless you don't mind the decision appearing for someone who has the same name as their father.
 
Is there a way to change the 'College of Cardinals' for different religions? I can change the red-flag heading on the College screen, but both the button and the pop-up message (Your Vassal X was given a seat in the College of Cardinals) both use 'CoC', which I'd like to change to suit my new religions.
 
"name" is not a condition or a scope.
set_name also does not take a scope either. set_name sets their name to be an exact string. You would need to use copy_name = <scope>
The + in +1000 piety is unnecessary, all values are taken as positive unless a minus is specified or the effect itself applies the values as a negative number.
I don't believe there is actually a way to check if a character has the same name as someone so you might be out of luck here unless you don't mind the decision appearing for someone who has the same name as their father.


Thanks! I'm still wrapping my head around the structure of how things work.

So this is what I have right now, I'm changing the condition to try to check if the ruler's primary title matches that of his father's before trying to adopt his father's name.

Neither the title check nor the copy name part works. The decision is enabled, but the mouseover seems to be matching "_ _ _" as the title, and the character's name remains unchanged.

Code:
decisions = {
    adopt_patronym = {

        potential = {
            is_female = no
            higher_tier_than = COUNT
        }
       
        allow = {
            FROM = {
                father = {
                    title = { #Condition?
                        FROM = primary_title #Scope?
                    }
                }
            }
            custom_tooltip = {
                text = "Take Father's Name"
            }
        }
        effect = {
            copy_name = father
            FROM = { piety = 100 }
        }
       
        revoke_allowed = {
            always = no
        }
        ai_will_do = {
            factor = 1
#            modifier = {
#                factor = 0
#                }
#            }
        }
    }

}
 
Thanks! I'm still wrapping my head around the structure of how things work.

So this is what I have right now, I'm changing the condition to try to check if the ruler's primary title matches that of his father's before trying to adopt his father's name.

Neither the title check nor the copy name part works. The decision is enabled, but the mouseover seems to be matching "_ _ _" as the title, and the character's name remains unchanged.

Code:
decisions = {
    adopt_patronym = {

        potential = {
            is_female = no
            higher_tier_than = COUNT
        }
      
        allow = {
            FROM = {
                father = {
                    title = { #Condition?
                        FROM = primary_title #Scope?
                    }
                }
            }
            custom_tooltip = {
                text = "Take Father's Name"
            }
        }
        effect = {
            copy_name = father
            FROM = { piety = 100 }
        }
      
        revoke_allowed = {
            always = no
        }
        ai_will_do = {
            factor = 1
#            modifier = {
#                factor = 0
#                }
#            }
        }
    }

}
That is honestly just a mess of conditions. There is no FROM in a normal decision, you cannot scope just randomly with made up conditions and invalid syntax.
Honestly I would recommend you take a look at the wiki especially scripting, scopes, conditions, commands and decisions. It lists pretty much all the valid conditions and scopes to use as well as the effects that can be done along with where they go into decisions for the formatting and what scopes are default.
Sorry if this seems a bit harsh but make sure to use the links I've given so you can make sure to use the correct ones, it is basically a modders life line :D