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Hello all !
2- The second question is : I can't manage to activate an event on adulthood.... Here's the beginning of the event :
I'm not seeing a min/max_age condition on the Wiki? Edit: Ah, I see they're pre-triggers; I think they need to go before/outside of the "trigger = {" tag then, rather than inside it.

you may want to use the on_action of "on_adulthood" which should fire upon a character becoming an Adult; or instead use :

Code:
age = 16
NOT = {
   age = 17
}

Which I believe should correspond to "age greater than or equal 16, not age greater than or equal to 17".
---
My Question:

Does the AI reassign Councillors at the first chance it gets? I lowered the time between Job Changes, and it causes massive slow-down in my game. Normally I can get a year in about 60-seconds, even in a start where every Province is an independent realm; but once I activate my faster-job-change mod, that slows down to like 10-15 minutes for a year, as though the game were constantly doing things in the background...

Assuming that is the cause, and not just some kind of repeated-coincidence, is there a way to let the Player more quickly re-assign their Councillors, and not the AI?
 
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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.......
Have you actually defined the namespace "gold" for your event file?
 
Is there a way to make the title used by autocephalous Patriarchs work with custom localization?

I'm working on something that will have religions with Autocephaly mechanics for religions with female priests, as well as religions where the Patriarch title simply isn't appropriate. I can approximate Autocephaly behavior with Antipope mechanics and get what I want, but then the various religious heads hate each other and I can't have a Ecumenical Patriarch-like figure without Moral Authority plummeting and needing to do a bunch of things to prevent the "Antipopes" from pressing their claims on the controls_religion title.
 
Is there a way to make the title used by autocephalous Patriarchs work with custom localization?

I'm working on something that will have religions with Autocephaly mechanics for religions with female priests, as well as religions where the Patriarch title simply isn't appropriate. I can approximate Autocephaly behavior with Antipope mechanics and get what I want, but then the various religious heads hate each other and I can't have a Ecumenical Patriarch-like figure without Moral Authority plummeting and needing to do a bunch of things to prevent the "Antipopes" from pressing their claims on the controls_religion title.
The "Patriarch" title is localized with:
AUTOCEPHALOUS_REL_HEAD_TITLE;Patriarch;Patriarche;Patriarch;;Patriarca;;;;;;;;;x;;

You could try making a localization for AUTOCEPHALOUS_REL_HEAD_TITLE_religion, replacing "religion" with one of yours. If it works, you'll need to create one for each autocephalous religion that doesn't want "Patriarch".
 
Thanks for the answers !

I'm not seeing a min/max_age condition on the Wiki? Edit: Ah, I see they're pre-triggers; I think they need to go before/outside of the "trigger = {" tag then, rather than inside it.

you may want to use the on_action of "on_adulthood" which should fire upon a character becoming an Adult; or instead use :

Code:
age = 16
NOT = {
   age = 17
}

Which I believe should correspond to "age greater than or equal 16, not age greater than or equal to 17".

I think the problem comes from my computer not manage to find the event, otherwise, it should be firing while cheating.

Have you actually defined the namespace "gold" for your event file?

Yup, I've got the gold.1 and gold.3 perfectly working (gold.2 is for futher use), the namespace is OK.
 
Thanks for the answers !



I think the problem comes from my computer not manage to find the event, otherwise, it should be firing while cheating.



Yup, I've got the gold.1 and gold.3 perfectly working (gold.2 is for futher use), the namespace is OK.
Run the Validator on your events. I suspect that the reason it can't find the event is that the game can't recognize it as a valid event, due to stray brackets or an unrecognized command.
 
I'm trying to mod in a religion for a quick trying out ckII modding mod. But I'm having issues. I can activate it but it doesn't work, it should be able to be selected in the character generator.

Code:
name = "Agatha"
path = "mod/Agatha"
replace_path = "common/religions"
replace_path = "localisation"

Code:
agatha = {
        graphical_culture = westerngfx
        has_coa_on_barony_only = no
        playable = yes
        hostile_within_group = no
        ai_peaceful = yes
        ai_fabricate_claims = yes

       

        color = { 0.4 0.0 0.6 }

        hagatha = {
            graphical_culture = westerngfx
            color = { 0.6 0.3 0.7 }
            god_names = {
                GOD_AGATHA GOD_THE_HAGATHA
            }
            high_god_name = GOD_AGATHA_HAGATHA
            evil_god_names = {
                GERTRUDE
            }
            scripture_name = HOW_TO_HAGATHA
            priest_title = HAGATHA
            icon = 1
            piety_name = KARMA

            ai_convert_same_group = 1
            ai_convert_other_group = 2

            investiture = yes
            can_excommunicate = yes
            can_grant_divorce = yes
            can_hold_temples = yes
            can_grant_invasion_cb = invasion
            can_retire_to_monastery = yes
            priests_can_marry = yes
            feminist = yes
            female_temple_holders = yes
           
            religious_clothing_head = 0
           religious_clothing_priest = 1

           has_heir_designation = yes
           peace_piety_gain = 5.0
           raised_vassal_opinion_loss = no
           character_modifier = {stewardship = 3}
           character_modifier = {diplomacy = 4}
           allow_in_ruler_designer = yes
           hard_to_convert = yes           
        }
}

}
Code:
agatha;Agatha;;;;;;;;;x
hagatha;Hagatha;;;;;;;;;x
GOD_AGATHA;Agatha;;;;;;;;;x
GOD_THE_HAGATHA;The Hagatha;;;;;;;;;x
GOD_AGATHA_HAGATHA;Agathan Hagatha;;;;;;;;;x
GERTRUDE;Gertrude;;;;;;;;;x
HOW_TO_HAGATHA;How to Hagatha;;;;;;;;;x
HAGATHA;Hagatha;;;;;;;;;x

Can anyone spot my error, I have it installed fine and it is selectable and opens, but it is nowhere to be found once ingame
 
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I am following this (probably deprecated tutorial for CK2 map modding): https://steamcommunity.com/sharedfiles/filedetails/?id=315314425

However, when I'm done, all of my provinces shows up as wasteland, and without the correct climate, even though I've added it into the climate file. I believe I am missing something they might've added in later. Any ideas?
That tutorial seems to be rather messy. The wiki description is far more simple and straightforward:

http://www.ckiiwiki.com/Map_modding#Adding_a_province

Adding a province requires to follow many steps. Here is a list of what needs to be done. [1]
  • Choose a colour that's not already taken. In case of uncertainty of how to find a new one, pick one of the already existing RGB values at the end of map/definition.csv.
  • Colour in the province on map/provinces.bmp. Make sure to only use solid colours, and no antialiasing, transparency, or anything else. If GIMP is used, follow the instructions on GIMP editing.
If everything was done right, when the game is opened it should be possible to see the new province in grey on the map.
  • Create a file with the number and name of the province in history/provinces/
  • Create a history file for the title in history/titles/.
  • Add an entry for the province in the appropriate common/province_setup/ file.
  • Add the name of the province in the appropriate localisation/ file for province names.
  • Add the name of the title in the appropriate localisation/ file for titles.
  • Add a coat of arms for the title in gfx/flags/. It needs to be 128x128 and saved as .tga
  • Fix the positions of the new province using the Nudge tool
 
I'm trying to mod in a religion for a quick trying out ckII modding mod. But I'm having issues. I can activate it but it doesn't work, it should be able to be selected in the character generator.

Code:
replace_path = "common/religions"
replace_path = "localisation"
How did you get the idea that you need these 2 replace_path elements?
 
I saw that you needed to do that somewhere... I am completely clueless in modding... how should it actually be done?
You should only ever use replace_path if you wish to overwrite every file in a set folder. Otherwise creating your own file in the same folder name is the way to do it.
 
You should only ever use replace_path if you wish to overwrite every file in a set folder. Otherwise creating your own file in the same folder name is the way to do it.
ok, I've removed them, I changed the Agatha.mod to this:
name = "Agatha"
path = "mod/Agatha.zip"

it still doesn't work at all, all the files have unique names as well now, the religion file is now agatha_religons.txt
still having issues...
I couldn't attach the .mod but all that's in it is above
 

Attachments

  • Agatha.zip
    5,5 KB · Views: 4
Could someone clarify what "non_interference" is used for in societies?
I'm not sure I understand the explanation in the wiki (http://www.ckiiwiki.com/Society_modding) correctly.
I understand the explanation as telling AI society members which other members they can't take hostile action against?

The following example would then mean that an AI society member might take hostile action against any society member that is not their friend?
non_interference = {
FROM = {
is_friend = ROOT​
}​
}
 
ok, I've removed them, I changed the Agatha.mod to this:
name = "Agatha"
path = "mod/Agatha.zip"

Didn't realy follow the discussion. but my 2cents anyway before bedtime...

assuming the mod isn't zipped when you try to load it , it should look as this:
name = "Agatha"
path = "mod/Agatha"

no extension....and right below inside that Agatha folder should be the common and localisation folders.

you probably know it, but anyway:
http://www.ckiiwiki.com/Modding
 
assuming the mod isn't zipped when you try to load it , it should look as this:
name = "Agatha"
path = "mod/Agatha"

no extension....and right below inside that Agatha folder should be the common and localisation folders.
It needs to be .zip I believe, because otherwise nothing happens. I added a character thing just to check, and the game only changed with the .zip... though it's unpopulated...
 
It needs to be .zip I believe, because otherwise nothing happens. I added a character thing just to check, and the game only changed with the .zip... though it's unpopulated...
path = BLAH should lead to a folder, if you are going to zip your mod you should do archive = mod/BLAH.zip
But archive should never be used as it is only useful for when you upload your mod onto the Steam Workshop and the Workshop automatically converts you uploaded folder into a zip and adjusts the .mod file correctly.
 
I saw that you needed to do that somewhere... I am completely clueless in modding... how should it actually be done?
No offense, but the "somewhere" is more important to me than your specific issue. That source really needs to be corrected, to try to stop this from happening (or at least reduce it).

As for your mod:
Your .cvs file should be .csv. That shouldn't break the mod completely, but your localization won't work at all. Likewise, each line in it *ought* to have 14 total semicolons, where you have 10. I don't know if the game is picky enough for that to break anything, but it doesn't hurt to fill it out.

In your religions file, you shouldn't need the secret_religion_visibility_trigger, as it's in the base religion file anyway. All the vanilla religion groups have ai_convert_same_group & ai_convert_other_group entries. As stated elsewhere, merge the 2 character_modifier clauses. Again, I don't know if any of that would break it.

The path in the .mod file: If the mod isn't zipped in your mod folder, it should be path = "mod/Agatha". If it *is* zipped, then it should be archive = "mod/Agatha.zip".

I can't see any other errors that stand out, but if you're going to get into modding, get The Validator. It will find many errors for you.