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It's not possible to create new event windows: the association between the scripting command (narrative_event = { ...} ) and gui windowType (EventWindowNarrative) is done in the code.
But wouldn't it be possible to make an existing one bigger ?
You'd have to experiment with the sizes, maxHeight and positions in \interface\eventwindow.gui and resize the associated backgrounds and borders.
Does anyone here know if its possible to mod in a new, longer, event type? Neither narrative_event nor character_event_long have enough room for the text I need.
If you need even more text than that, you pretty much need to chain the events.
There's a trick that you could do with event images, but it's usually not worth the trouble because it's hard to do right and you can't add localization to it. Default image size is 450x150. If you use a larger image, it'll show up outside of the event frame (or overlap some elements of it). So you can technically show stuff outside of the event window. Such as extra text (but you'd need to extend the frames yourself to make it look good), bonus pictures, comments, whatever.
Dunno if that made any sense.
...maybe it'd be easier to explain if I just post a screencap to demonstrate it.
I did that, but the "figure out" part is a bit challenging due to the lack of comprehensive guides for modding CK2. I'd like some further assistance please.
potential = {
is_playable = yes
has_global_flag = charlemagne_hre
independent = yes
OR = {
religion = catholic
religion = fraticelli
}
OR = {
culture = german
culture = dutch
}
e_hre = {
has_holder = no
}
e_france = {
has_holder = no
}
}
allow = {
is_adult = yes
prisoner = no
NOT = { trait = incapable }
prestige = 1000
realm_size = 180
has_landed_title = k_germany
any_demesne_title = {
tier = KING
NOT = {
title = k_germany
}
}
scaled_wealth = 2
}
effect = {
scaled_wealth = -2
if = {
limit = { has_nickname = no }
give_nickname = nick_the_great
}
primary_title = {
e_hre = {
grant_title = ROOT
copy_title_laws = PREV
add_law = succ_feudal_elective
}
}
any_demesne_title = {
limit = {
tier = KING
NOT = {
title = k_germany
}
}
destroy_landed_title = THIS
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1
}
}
1 - my guess is the form_the_hre key is unique and tied to the HRE. Even though what I need to mod is pretty much EXACTLY what is going on with the form hre decision, I'm not sure I can just start the code with this key. So what can I use if not this to make code for forming a predefined realm?
OR does it not even matter what the key is named because it's enough it is in the decisions file?
2 - in "potential" bracket, what does the has_global_flag do and do I need it?
3 - in "allow", what does any_demesne_title do?
4 - what does "scaled wealth" do?
5 - what does revoke_allowed do?
6 - what does ai_will_do do?
Another code already existing that I might use is the form_new_kingdom. It has all the make dejure stuff I need
part of the code:
create_title = {
tier = KING
landless = no
temporary = no
custom_created = yes
culture = ROOT
holder = ROOT
base_title = THIS
copy_title_laws = yes
}
Can I just swap custom_created = yes or base_title or something with something else to make it create a predefined kingdom? How?
Yes. Or it least I think it should. Go to the file and you will notice that most of titles have a list of names that is set to change depending on which culture the holder has.
1 - my guess is the form_the_hre key is unique and tied to the HRE. Even though what I need to mod is pretty much EXACTLY what is going on with the form hre decision, I'm not sure I can just start the code with this key. So what can I use if not this to make code for forming a predefined realm?
OR does it not even matter what the key is named because it's enough it is in the decisions file?
It's just the name of the decision. You can name it whatever, but it needs localization. Example: if the above decision lacked localization, it'd show up as form_the_hre in the decision menu.
It's just the name of the decision. You can name it whatever, but it needs localization. Example: if the above decision lacked localization, it'd show up as form_the_hre in the decision menu.
when I put replace_path = "decisions" in my .mod file, the intrigue tab ends up blank
I just want to add one thing to the game with my mod, do I need the replace_path in .mod or can I go without it?
Also, I would like my mod to work with another mod. Again, no changes to this other mod or the vanilla game, I just want to add a new thing - does this complicate things?
Don't add replace_path. Until you *know* you need it, you almost certainly don't. Simply give your file a name different from all the vanilla decision file names.
(Hint: replace_path replaces *all* the vanilla files in the specified folder. That's why the intrigue tab went blank: you eliminated all the vanilla decisions.)
I did that, but the "figure out" part is a bit challenging due to the lack of comprehensive guides for modding CK2. I'd like some further assistance please.
I'm gonna be honest with you, all of the questions you asked (except the first one) are painfully obvious just by thinking for a couple seconds. And the wiki is extremely thorough, I don't know what else you want.
any_demense_title is a Scope used in Conditions. If you don't know what that means, I suggest reading the wiki pages on those two concepts.
What do you think has_global_flag does? It almost certainly does what it *sounds* like it does. These scripts aren't some kind of secret and cryptic cipher that requires initiation. The vast majority of it does what it sounds like.
Is there a province_scope command that removes any disease present in the province?
Also, what does the command reduce_disease do? I saw it in the wiki but I can't find an instance of it in the game files.
EDIT: Actually, I did find this command in the game files, for a steward event. But I still can't figure out what it does.
EDIT 2: On further investigation, the command reduce_disease seems to reduce the 'duration of a disease'. Am not sure how that works. Do diseases have a fixed duration?
The aim is to grant a new kingdom (Bosnia for testing purposes, later a new fictional one I'll mod in) to a holder of 2 or more kingdoms (here the idea was merging Galicia, Leon and Castile under one kingdom tier "Crown of Castile", which is currently Bosnia for testing purposes).
Galicia, Leon and Castile should be destroyed after receiving Bosnia, and all de jure lands of those forementioned kingdoms instantly drift into the newly created Bosnia located in Spain.
...
What happens, however is Bosnia is granted, Leon is destroyed, Leon's de jure lands go to de jure Castile.
Is there a way where I can display the event_pictures is a clear manner? I managed to open .dds files in gimp but I struggle to skim over them in a fast way and not open every file separate. How do you chose the right picture?
I've tried looking for this but haven't been able to find it. For a character when i'm setting who they are married to, ie.
add_spouse = 320906001 #Guðröðr
how do i set a marriage to be matrilineal in the code?
I've tried looking for this but haven't been able to find it. For a character when i'm setting who they are married to, ie.
add_spouse = 320906001 #Guðröðr
how do i set a marriage to be matrilineal in the code?
In the preferred_holdings part are you allowed to have multiple preferred holdings? (for example, a merchant republic owning Constantinople, but having the barony of Constantinople as the main holding instead of the random cities)