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Is it possible to localise the names of city and castle baronies depending on government? It's possible for all other tiers, but the same format doesn't work for baronies.

These works:

Code:
imperial_empire_of;Imperium of;;;;;;;;;;;;;x
imperial_kingdom_of;Praetorian Praefecture of;;;;;;;;;;;;;x
imperial_duchy_of;Province of;;;;;;;;;;;;;x
imperial_county_of;Diocese of;;;;;;;;;;;;;x

but this doesn't:

Code:
imperial_barony_of;Castrum;;;;;;;;;;;;;x

Why?
At the barony level, it is broken out into barony_of, city_barony_of, temple_barony of, family_palace_barony_of, vice_royalty_barony_of, tribal_barony_of. I don't know if imperial_ prefix will work on those.
 
Does anyone know how to fix a society when it refuses to display either the Devil name or God name, such as in the description for sacrificing people?:

ZovUhj4.jpg


I'm pretty sure it has something to do with the customizable_localisation folder, but everything I do doesn't insert anything. I'm playing as a custom religion and society, but I have it setup correctly as a trigger. Here's what I currently have:

Code:
defined_text = {
   name = GetDWDevil # Returns a an appropriate name for the Devil

   text = {
       localisation_key = String_Satan
       trigger = {
           OR = {
               society_member_of = liliths_chosen
               religion = lilith
           }
       }
   }
}

According to Paradox's localisation file, I'm using the correct code. Paradox's file reads:
prisoner_dark_sacrifice Sacrifice to [From.GetDWDevil]
 
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At the barony level, it is broken out into barony_of, city_barony_of, temple_barony of, family_palace_barony_of, vice_royalty_barony_of, tribal_barony_of. I don't know if imperial_ prefix will work on those.

It seems like it doesn't. I wonder if it's an oversight.
 
Does anyone know how to fix a society when it refuses to display either the Devil name or God name, such as in the description for sacrificing people?:

ZovUhj4.jpg

Nevermind, I figured it out, although I'm not sure it's the most efficient solution: I included a copy of Paradox's 00_customizable_localisation.txt file in my mod folder and edited the GetDWDevil section to accommodate my custom society and religion. I wish I didn't have to include the entire file, but oh well.
 
Hi! I'm having trouble with some opinion modifiers, and can't seem to find the code for them.

I'm specifically looking for the "Desires the (Title) of X" and "Wants control of the (Title) of X"

Even a link to a comprehensive list would be helpful. Thanks!
 
Hi! I'm having trouble with some opinion modifiers, and can't seem to find the code for them.

I'm specifically looking for the "Desires the (Title) of X" and "Wants control of the (Title) of X"

Even a link to a comprehensive list would be helpful. Thanks!

I believe those would be the "de_jure_liege_hog" and "de_jure_liege" opinion modifiers.
 
Hello =)!
Question: i would love to have my Nomad vassals to pillage everything in their clan land and every holding i give to them (with no vassals so personally hold the holding) or.... even better revoke the holding and pillage what kind of event/decision event do i have to create?! what should i do to make my vassals act like this...

Code:
#concept

Pillage_everything = {
  potential = {
    #Conditions on characters to check
    hold castle
    hold temple
    hold city
  }
  trigger = {
    #Conditions for modifier to activate
   hold a not nomad holding = pillage
  }
   
}
 
I don't see any vanilla add_province_modifier command with hidden=no, only ones with hidden=yes, or no hidden at all. Try leaving that commented out. Also, make sure TSE_Hillfort_1 is properly defined.
Thanks for the response; no luck unfortunately. It's like as soon as the Modifier is added (and it's appearing correctly) it just kills anything else, even if it comes before it :S I've ran it through the Validator with no issues, and even tried splitting the add_province_modifier into the event which fires this one, and adding a delay to the Province Event (making it fire a few days later). Still no luck. The Modifier is defined and localised, and all shows up fine :/
 
So, I'm trying to mod the converter by adding some more religious icons to the dds files, but when I do the file with where the width aren't 32 or 64 pixels, it comes with an error saying, "Image width and height must be multiple of four". How do I get around this issue? Thanks.
 
Hi!

Is it possible to change a character's beard and hairstyle through events? If so, how?

Currently I've written this:

Code:
character_event = {
    id = TOG.9001
    title = EVTTITLE_TOG_9001
    desc = EVTDESC_TOG_9001 # I am king over a united Norway!
    picture = GFX_evt_viking_battle_oldgods
    border = GFX_event_normal_frame_war

    is_triggered_only = yes
   
    trigger = {
        has_dlc = "The Old Gods"
        has_landed_title = k_norway
        has_character_flag = is_harald_fairhair
        has_global_flag = fairhair_wars
        prisoner = no
        NOT = { year = 900 }
        NOT = { has_nickname = nick_fairhair }
    }
   
    option = {
        name = EVTOPTA_TOG_9001 # Bring me a razor and a comb!
        remove_nickname = nick_shockhair
        give_nickname = nick_fairhair
        add_trait = fair
        properties = "0b0cac"
        prestige = 200
    }
}

Audax Validator says that "properties" is an invalid node. What node am I supposed to use, if there even is one?
 
Hi!

Is it possible to change a character's beard and hairstyle through events? If so, how?

Currently I've written this:

Code:
character_event = {
    id = TOG.9001
    title = EVTTITLE_TOG_9001
    desc = EVTDESC_TOG_9001 # I am king over a united Norway!
    picture = GFX_evt_viking_battle_oldgods
    border = GFX_event_normal_frame_war

    is_triggered_only = yes
  
    trigger = {
        has_dlc = "The Old Gods"
        has_landed_title = k_norway
        has_character_flag = is_harald_fairhair
        has_global_flag = fairhair_wars
        prisoner = no
        NOT = { year = 900 }
        NOT = { has_nickname = nick_fairhair }
    }
  
    option = {
        name = EVTOPTA_TOG_9001 # Bring me a razor and a comb!
        remove_nickname = nick_shockhair
        give_nickname = nick_fairhair
        add_trait = fair
        properties = "0b0cac"
        prestige = 200
    }
}

Audax Validator says that "properties" is an invalid node. What node am I supposed to use, if there even is one?
You cannot change dna or properties by command. You can change the weighting used for different portrait properties based on different conditions like traits etc. in the interface/portrait_properties folder
 
My full-conversion mod is crashing on launch; I'm not entirely sure what is causing the issue, but I believe it's probably related to the latest CK2 update as it was working previously and I have not made any changes to my mod. Any ideas as to what might be causing the crash on launch - is there an error log or something I can check?

Thanks for the help.
 
Alright so I've been thinking the last few days about a workaround for having a republic vassal without it turning into a merchant republic. Would it be possible to create a custom theocracy that functions like a republic?

Another idea I had was the idea of making it possible to have an Open Elective vassal law which would force vassals to not pass their title on after death to an heir (like viceroyalities) but randomly generate a new character to take the title instead of requiring the liege to appoint a new person every time the title holder dies. (like a republic)

If so, would it be possible to make it a law that only the liege could enact? For example, if I'm the Byzantine Emperor, Could I have a law called "Open Election" which would effect Kingdom and Duchy vassals?

I have no idea how to do this if it is possible.
 
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My full-conversion mod is crashing on launch; I'm not entirely sure what is causing the issue, but I believe it's probably related to the latest CK2 update as it was working previously and I have not made any changes to my mod. Any ideas as to what might be causing the crash on launch - is there an error log or something I can check?

Thanks for the help.

Crashing on launch after an update is usually related to not updating the interface or defines.
 
So, I'm trying to mod the converter by adding some more religious icons to the dds files, but when I do the file with where the width aren't 32 or 64 pixels, it comes with an error saying, "Image width and height must be multiple of four". How do I get around this issue? Thanks.

Just bumping because this got buried at the end section of the previous page (not trying force attention or anything ;)).
 
I remember seeing that error a while ago. I think it's specific to DDS files. In most cases, the game will also accept png or tga files instead. Have you tried using one of those formats?
 
So, I'm trying to mod the converter by adding some more religious icons to the dds files, but when I do the file with where the width aren't 32 or 64 pixels, it comes with an error saying, "Image width and height must be multiple of four". How do I get around this issue? Thanks.
What size picture are you trying to use, and why?
 
Hi good night! im currently starting modding myself and came across a bug. I've created a custom character, created a dynasty for him. All works fine til he has kids, the name shown is " RANDOM Jes " instead of " RANDOM FAMILY " but once i put the cursor above the face the name is correct.
Any idea why it does this? If there's any doc you need to see just ask
 

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You cannot change dna or properties by command. You can change the weighting used for different portrait properties based on different conditions like traits etc. in the interface/portrait_properties folder

Thanks for the reply.
Any tips on how I write that code? So far I've had no luck. I've tried making certain hair & beard-styles have a modifier which applies it to Harald Fairhair if he has the character flag "king_fairhair", but he does not change hairstyle in-game when he gets that character-flag, so it's probably not the right way to approach it.