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Has the method for disactivating county-level titles changed?

This is the effect which doesn't work:
Code:
        FROM = {
            # any_demesne_title mercenary = yes doesn't work
            any_mercenary_band = {
                limit = {
                    holder_scope = {
                        character = FROM
                    }
                }

                activate_title = { title = THIS status = no }
                unsafe_destroy_landed_title = THIS
                
                # Workaround a bug with count tier titles that don't dissolve automatically.
                # Attempting to grant the title will effectively destroy it.
                create_legion_commander_effect = yes
                new_character = {
                    grant_title = PREV
                }
            }
        }

I know it was already bugged before, but now it seems to not work at all.
 
From what I tried, I'm not sure that deactivating county-level titles works at all at the moment. I've been resorting to giving the title to the holder of an otherwise unused landless title, since that should at least avoid interacting with anything.
 
From what I tried, I'm not sure that deactivating county-level titles works at all at the moment. I've been resorting to giving the title to the holder of an otherwise unused landless title, since that should at least avoid interacting with anything.
That would explain it! Thank you for this answer, because I had been trying to figure out how it could be deactivated since a while back, and if it doesn't work at all there was no risk that I would be able to find a solution... :rolleyes:
 
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?

What size picture are you trying to use, and why?

The issues were anything with the width of 42 and 56 as its height for the religious icons. I have solved the issue when I switched from Adobe Photoshop to Paint.net where the latter supports the extension natively and just allowed me to save in those sizes.
 
So, I'm trying to change it so peasant revolts are against the owner of the province instead of the independent top liege (because its annoying to have constant peasant revolts due to some local ruler closing a fair or something), but even after I remove references to the top_liege from the code and change it so it should work on just the owner, nothing changes and revolts are still against the top_liege.
Here is what I have (for the DOW section of the event):
Code:
ROOT = {
    owner = {
        reverse_war = {
            target = PREVPREV
            casus_belli = peasant_revolt
            thirdparty_title = ROOT # The county
        }
        reverse_opinion = {
            who = PREVPREV
            modifier = opinion_evil_tyrant
        }
        if = {
            limit = { independent = no }
            liege = { ROOT = { set_defacto_liege = PREV } }
        }
    }
}
 
It's impossible to declare war on a vassal unless you have the same liege as your target - the game will always instead redirect the declaration of war to the top liege. You'd have to make it so that the peasant revolt leader is a vassal of the whoever the owner's liege is in order to declare war directly like that.
 
Is it possible to check in code whether a marriage/betrothal proposal will be accepted, or at least what the modifiers would be?

No. Accessing the underlying logic for most diplomatic interactions is impossible (aside from tweaking values in the defines).

So how would I populate a society at the start of the game? These people need to have a custom trait that no one has at the start of the game.

If you need the society to be populated, and you need to have the trait to be in it, I would suggest using an on_startup event to assign the trait to suitable people and then forcing them into the society.
 
Does anyone know anything about font modding? For the Seven Kingdoms mod we're considering changing the font to the font found in the Game of Thrones TV show.
Your best bet would be to ask the guy who does the CK2 UI font mod but also using the likely copyrighted font is probably a really good way to get your stuff taken down.
 
Not sure if it's a Mod issue, or not... For some reason when I'm starting a new game, the Character Search is blank when filtered for Invite To Court = Yes; and it remains like this even late into the game, unless I change something like the Religion/Culture to mine, and then back to Any, at which point maybe like 5 people will appear. It used to be there'd be a LOT of people. I can't see anything that would affect this in any of my Mods, and have no idea where to start to even try and find the reason.

So, is this kind of normal, or is there a rough area someone could point to that might be a cause?
 
Not sure if it's a Mod issue, or not... For some reason when I'm starting a new game, the Character Search is blank when filtered for Invite To Court = Yes; and it remains like this even late into the game, unless I change something like the Religion/Culture to mine, and then back to Any, at which point maybe like 5 people will appear. It used to be there'd be a LOT of people. I can't see anything that would affect this in any of my Mods, and have no idea where to start to even try and find the reason.

So, is this kind of normal, or is there a rough area someone could point to that might be a cause?

Check if this is the only diplomatic action that is mis-behaving (Demand religious conversion, Invite to plot, ...).
This used to be a weird behavior of the engine when something is wrong elsewhere in a mod, possibly with landed_titles.
Activate the mods one by one to know the faulty one, then I'd use the validator to detect errors on that mod and also check for things in error.log.
 
Check if this is the only diplomatic action that is mis-behaving (Demand religious conversion, Invite to plot, ...).
This used to be a weird behavior of the engine when something is wrong elsewhere in a mod, possibly with landed_titles.
Activate the mods one by one to know the faulty one, then I'd use the validator to detect errors on that mod and also check for things in error.log.
Thanks, I seem to have found the cause with that, although still not sure why :/
It seems my new Religions are breaking their entire group. Without them, I can invite fine, and if I change Religion I can; but somehow these religions are blocking it (even under "any religion"), and not just for themselves but all others in the group :/ Still, at least I have a source, thanks! :D
 
So how would I populate a society at the start of the game? These people need to have a custom trait that no one has at the start of the game.

I would personally recommend not populating the society at the start of the game in that case. Have it start out inactive and let people who get the trait activate it and automatically join.

If you particularly want it to be active from the start but don't want to allow people to be generated with the trait or add it in the histories (either giving it to existing characters or creating some new unlanded people just to be members) I think you could make the trait part of the "can_join_society" block but not put it in the potential block and add people without the trait in the initial population phase. Though you'd have to manually curate it if you want to remove people when they lose the trait.
 
How do I make a custom chain of events for my custom title?

Edit: Is there a way to make the Flag stay the same no matter whom is holding it? If you are a Muslim or Not.
 
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Hello all !

So, I'm trying to mod something but I've got two problems (at the moment ^^)

1- I have a trait that can be inherited through an event chain, here is one of the options (I have as many IF as I have traits (gold_father, gold_son1, gold_son2, etc...)) :

if = {
limit = { father_even_if_dead = { trait = gold_father } }
random = { chance = 60 set_character_flag = hidden_gold_potential }
}

What I want is to set a missed_gold_potential character flag if the character didn't manage to get the hidden_gold_potential one, thus a special line (I haven't tested this one tho) :

if = {
limit = { father_even_if_dead = { has_character_flag = missed_gold_potential } }
random = { chance = 20 set_character_flag = hidden_gold_potential }
}

The idea is, ok my son didn't manage to get the trait (or at least the potential) but maybe my grand-children or great-grand-children will get it in time.
So is it possible to add a line in every IF option to make sure there's one of the two character flags in the end ?

2- The second question is : I can't manage to activate an event on adulthood.... Here's the beginning of the event :

character_event = {
id = gold.4

desc = EVTDESCgold.4
picture = GFX_evt_child_reading

is_triggered_only = yes

trigger = {
min_age = 16
max_age = 17
trait = gold_potential
NOT = {trait = gold_son2 }
NOT = {trait = gold_son3 }
NOT = {trait = gold_father }
}

mean_time_to_happen = {
days = 1
}

option = {
name = EVTOPTAgold.4
random_list = {....

I tried to copy a Vanilla event but it's not working. the on_actions file defines the gold.4 as an on_adulthood, unfortunately I can manage to have it working... Is there something i do wrong in the event ?


Thanks in advance for your help !!

EDIT : According to the "cheatbox", the event gold.4 doesn't exist. I have checked several times, I can't point the mistake. I have renamed it, changed it, it's now on_yearly_pulse, the game just can't see the event. I've spent the last two hours trying just to launch it by cheating "event gold.4" and the other names I've tried and it is not working.......
 
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