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Why would the following code create a character with a random dynasty rather than dynasty # 2 in the dynasty file (Orsini)?

Code:
create_random_diplomat = {
            random_traits = yes
            dynasty = 2 #Orsini
            culture = italian
            religion = catholic
            age = 16
            attributes = {
                martial = 6
                diplomacy = 6
                stewardship = 6
                intrigue = 6
                learning = 6
            }
            health = 7
            fertility = 1.0
        }

On closer investigation, NONE of my characters spawned in my mod are getting the dynasties they're supposed to-- all are getting random dynasties.

Even if I disable all mods and fire one of the vanilla events (like spawning Roland), the new characters still get a random dynasty. Is this a Paradox bug?

I've only used similar code to spawn low born so far so I can't speak for specifying dynasties. Setting it on creation seems to work for lowborn at least

If you're using multiple character creations, however, I used give nickname and set character flag to help with trouble shooting.

Sometimes the speculated script might be different from the one actually taking action


It certainly helped me figure out the specific decision that was leading to my religious heads had 7 lovers and rfather of 30 children!

Edit: okay, wait, why are you using create_random_diplomat? I don't see that command supporting all those specifications on the wiki.

Shouldn't you be using create_character?
 
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Is there a way to add more options to the plot button on every character screen?

I'm talking about this button:

upload_2017-5-22_22-35-3.jpeg


I know it's possible to add more plots to the game, but I haven't been able to figure out if they can be added to every character window, like the Plot to Kill option currently is.
 
Why would the following code create a character with a random dynasty rather than dynasty # 2 in the dynasty file (Orsini)?

Code:
create_random_diplomat = {
            random_traits = yes
            dynasty = 2 #Orsini
            culture = italian
            religion = catholic
            age = 16
            attributes = {
                martial = 6
                diplomacy = 6
                stewardship = 6
                intrigue = 6
                learning = 6
            }
            health = 7
            fertility = 1.0
        }

On closer investigation, NONE of my characters spawned in my mod are getting the dynasties they're supposed to-- all are getting random dynasties?
Character creation is limited. Dynasty only accepts none (lowborn), random, or culture. If you need a specific dynasty, set it in new_character after creation.
 
What to do when a game hard crashes to desktop? Are there any logs or things like that I can investigate?
You can check exceptions.log for a typically useless error, usually a simple access denied with no further information. Don't bother checking the other logs, those almost never have anything to do with the crash. Unless it's a startup crash, in which case check the very first errors. (Though easier way to check startup crashes is to run Visual Studio debugger, and see at which file it crashes.)

In all other cases, you usually have to do it manually. Move away files from your mod until it stops crashing, then once you've found the broken code, figure out the problem manually. ...yep, that generally takes a while.

Or you can use the Validator, and see if you'll get something useful from that. Though if you haven't used it before, then you'll likely get thousands of errors and have no idea which ones are new.
 
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Character creation is limited. Dynasty only accepts none (lowborn), random, or culture. If you need a specific dynasty, set it in new_character after creation.
What's strange is that it worked until this patch. And Paradox seems to define dynasties inside create_character blocks already, like they do with Roland.

ADDENDUM: Changing it to create_character does nothing.
ADDENDUM: Putting the dynasty definition in new_character worked. It clearly did not work this way until the last patch, however. Why did Paradox change it?
 
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What's strange is that it worked until this patch. And Paradox seems to define dynasties inside create_character blocks already, like they do with Roland.

ADDENDUM: Changing it to create_character does nothing.
ADDENDUM: Putting the dynasty definition in new_character worked. It clearly did not work this way until the last patch, however. Why did Paradox change it?

I think Roland and Widukind currently spawns a random dynasty. I had to do research to find out about how it used to map to immedinger and rename it myself.
 
ADDENDUM: Putting the dynasty definition in new_character worked. It clearly did not work this way until the last patch, however. Why did Paradox change it?
Who knows... Create_character has been losing more and more functionality over time. For example, the mother and father settings used to pass on congenital traits (and Sayyid, etc) to the created character. But that stopped working around the second expansion, and never got re-added.
 
Character creation is limited. Dynasty only accepts none (lowborn), random, or culture. If you need a specific dynasty, set it in new_character after creation.
There are vanilla events that create_* with dynasty = THIS/ROOT (matching a character scope's dynasty) and dynasty = <number> (726 for Roland, 7282 for Widukind, plus 35 dynasties in events/interesting_muslims.txt and multiple ones in the Mongol Horde & Sunset Invasion events), and even a couple of created characters with specific dynasties in history files. It's *supposed* to work.
 
Is there a way to add conditions to how and when members can rank up in a given society? Like going from Rank 1 to Rank 2 if the character has age = x or prestige = y. The cost of currency to rank up is something also I'd like to change, but only for a single society.

Thanks!

Edit: I'd also like to know if there is a way to exactly define the starting leader of a society. I've checked the start_up_populace clause but I'm unable to find something that addresses this, I can only see a generic definition of ai characters that will start as members, but from my game experience, I always see the same Grand Master each game.
 
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There are vanilla events that create_* with dynasty = THIS/ROOT (matching a character scope's dynasty) and dynasty = <number> (726 for Roland, 7282 for Widukind, plus 35 dynasties in events/interesting_muslims.txt and multiple ones in the Mongol Horde & Sunset Invasion events), and even a couple of created characters with specific dynasties in history files. It's *supposed* to work.
Apparently NONE of these vanilla events are working properly in terms of assigning dynasties (as can be seen with Roland)--how do we ask Paradox to fix this? A bug report?
 
Is the weight/factor for AI deciding whether or not to use matrilineal marriage moddable?

I'm thinking of desiging a mod where if the realm has Enatic or Enatic-Cognatic succession, they would only accept matrilineal marriages, otherwise I realize the AI would just quickly switch out dynasties.
 
Is the weight/factor for AI deciding whether or not to use matrilineal marriage moddable?

I'm thinking of desiging a mod where if the realm has Enatic or Enatic-Cognatic succession, they would only accept matrilineal marriages, otherwise I realize the AI would just quickly switch out dynasties.
Nope, the best you can do is maintenance events on marriage or betrothal to cancel dumb marriages the ai makes.
 
People with portrait modding experience--I've successfully in my mod made the West Slavs use the East Slavic portraits, but with western clothing. It works perfectly, except for one particular problem--when characters with Turkish ethnicity convert to a West Slavic culture (like the Bolghars), they have no faces or bodies, merely clothing. This only happens for Turkish portrait ethnicity characters (Bolghars, Turks, etc.) Any ideas why this might be? Is there something special about how the Altaic cultures are defined portrait wise?
 
Quick question I thought I'd try asking here first. Been looking through forums and I can't find anything about it. I'm trying to change who is allowed to choose a focus. No I'm not trying to disable the AI from using it. Currently the AI will not pick a focus if they run a theocracy for example, I've tried going into the files and changing this, but to no avail. It almost seems to be hardcoded, can anyone confirm or give me the solution?
 
How do you add a cooldown to a decision? Currently I have a mod that is 90% done that let's you host a chariot game (it just starts the LoR.500 chariot event chain that fires randomly) but it has the issue that as long as you have the money required you can keep having chariot races one after the other, I was looking to make it be able to be used once per year.
 
How do you add a cooldown to a decision? Currently I have a mod that is 90% done that let's you host a chariot game (it just starts the LoR.500 chariot event chain that fires randomly) but it has the issue that as long as you have the money required you can keep having chariot races one after the other, I was looking to make it be able to be used once per year.
You would need to either create a hidden character modifier or use character flags. You can find more here: http://www.ckiiwiki.com/Scripting#Timers
 
I'm making a province event which is supposed to set a province modifier to the province. When I try it for modifiers from vanilla, it works just fine, but when I make my own modifier (in common/event_modifiers), the event shows up, but then the game crashes before I can press the option. Does anyone know what I'm doing wrong?
 
You would need to either create a hidden character modifier or use character flags. You can find more here: http://www.ckiiwiki.com/Scripting#Timers

Which one would be more compatable with other mods that also add character modifiers and the like? Or is it like modding EU4 where you just have something like "has_recently_hosted_chariot_race" as a custom character flag/modifier and as long as it doesn't match any other character modifier you're good?
 
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