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What causes Bishops to be able to pay taxes to the pope? My religion has no head, but according to the tooltip, Bishops can pay to the religious head instead of me. Not sure if it actually 'does' something since one doesn't exist, but I'd like to remove it to be certain.

Sort of related : I have a modded Society, and it shows up fine, but it has two issues :

one, the "reformed" version of my pagan religion apparently does not exist from the society's perspective. It comes up in conditions as "noreligion"; however the Validator confirms the religion exists, and I can convert to the reformed version just fine. Edit : Seems to be resolved now, showing up fine.

Two, I can't actually join the Society. The button is there, the conditions are confirmed as met, and the button lights up, but clicking on it does nothing. The Validator does not show up any issues with the Society, and there are plenty of spaces for members. Anything that might cause that behaviour?
 
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What causes Bishops to be able to pay taxes to the pope? My religion has no head, but according to the tooltip, Bishops can pay to the religious head instead of me. Not sure if it actually 'does' something since one doesn't exist, but I'd like to remove it to be certain.

Sort of related : I have a modded Society, and it shows up fine, but it has two issues :

one, the "reformed" version of my pagan religion apparently does not exist from the society's perspective. It comes up in conditions as "noreligion"; however the Validator confirms the religion exists, and I can convert to the reformed version just fine.

Two, I can't actually join the Society. The button is there, the conditions are confirmed as met, and the button lights up, but clicking on it does nothing. The Validator does not show up any issues with the Society, and there are plenty of spaces for members. Anything that might cause that behaviour?

You need to create an event for joining the society to actually be able to enter it.
 
Would it be possible to define exactly where a mercenary fleet should appear when you raise it? I gave the Abbasid Empire two historical fleets in CM, but when they are raised, they appear in the Persian gulf. I separated Mesopotamia from the gulf by placing Basra under Arabia, but it made no difference. I assume it's because the gulf is closer than the Mediterranean, so it defaults to there?

http://i.imgur.com/4uh3r3S.jpg
 
Would it be possible to define exactly where a mercenary fleet should appear when you raise it? I gave the Abbasid Empire two historical fleets in CM, but when they are raised, they appear in the Persian gulf. I separated Mesopotamia from the gulf by placing Basra under Arabia, but it made no difference. I assume it's because the gulf is closer than the Mediterranean, so it defaults to there?

http://i.imgur.com/4uh3r3S.jpg

I think it goes for the sea zone closest to the capital. You could replace the merc fleets with a decision to raise event troops raised in a specific sea zone instead.
 
I think it goes for the sea zone closest to the capital. You could replace the merc fleets with a decision to raise event troops raised in a specific sea zone instead.
That works, thank you.

While I'm here, does anybody have any idea how PI raised Lake Baikal so that it wasn't a jagged pit?
 
You do? Ah, that explains it, then :) I assumed it would just be handled generically. I'll take a look :D
Entry into my Society is working now, but I have another small problem... When I am no longer suitable, I get the "wrong" message showing up. I traced the event back, and found which one it is, but I'm wondering now : how do people usually handle this situation, so that multiple society mods do not override one another?

Also, due to other parts of my Mod, I can end up with everyone currently in the Society dead, and it does not seem to repopulate... Is there a way to "automate" that, or will I have to have an event to populate it if it's below a set number?
 
Anyone have any idea as to what could be causing crashing in relation to trade routes? Specifically a route I have, when added, causes a crash at random during play.

The crash only occurs so long as the trade route is included in the mod. It functions correctly ingame but a crash still happens nonetheless. Logs give nothing useful (only an exception on crash, the usual).

Any help would be appreciated, thanks!
 
Anyone have any idea as to what could be causing crashing in relation to trade routes? Specifically a route I have, when added, causes a crash at random during play.

The crash only occurs so long as the trade route is included in the mod. It functions correctly ingame but a crash still happens nonetheless. Logs give nothing useful (only an exception on crash, the usual).

Any help would be appreciated, thanks!
You tried using the validtator and see if it spits out any errors about them?
 
Anyone have any idea as to what could be causing crashing in relation to trade routes? Specifically a route I have, when added, causes a crash at random during play.

The crash only occurs so long as the trade route is included in the mod. It functions correctly ingame but a crash still happens nonetheless. Logs give nothing useful (only an exception on crash, the usual).

Any help would be appreciated, thanks!

The code looks alright to me. Maybe it is something to do with the path, making the game crash when the path is checked i.e. for whether any part of it is blocked?
 
How do I reference the owner of an artifact to determine if he is alive.

AFAIK: If the artifact exists, it must have an owner, who must be alive.
 
AFAIK: If the artifact exists, it must have an owner, who must be alive.
Yea I found a way to get that to work by using flags. Well I have an event problem

Code:
character_event = {
    id = DAWN.3
    desc = "EVTDESCDAWN.3"
    picture = GFX_sword_of_the_morning
    major = yes
    is_triggered_only = yes

   
    only_playable = yes
   
    trigger = {
        NOT = {
            has_global_flag = DAWN_event_3
        }
    }
    major_trigger = {
        FROM = {
            has_artifact = dawn
        }
    }

    immediate = {
        set_global_flag = DAWN_event_3
    }
    option = {
        name = "EVTOPTADAWN.3"
        ai_chance = {
            factor = 1
            modifier = {
                factor = 1
                OR = {
                    trait = kind
                    trait = bleeding_heart
                    trait = honourable
                }
            }
        }
    }
    option = {
        name = "EVTOPTBDAWN.3"
        ai_chance = {
            factor = 1
            modifier = {
                factor = 1
                OR = {
                    trait = cruel
                    trait = heartless
                    trait = dishonorable
                }
            }
        }
    }
      after = {
         clr_global_flag = DAWN_event_3 #for when others wield it
      }
}
any idea why this wont work?

edit: Ingame when I do event DAWN.3 it doesnt exist
 
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Yea I found a way to get that to work by using flags. Well I have an event problem

Code:
character_event = {
    id = DAWN.3
    desc = "EVTDESCDAWN.3"
    picture = GFX_sword_of_the_morning
    major = yes
    is_triggered_only = yes

  
    only_playable = yes
  
    trigger = {
        NOT = {
            has_global_flag = DAWN_event_3
        }
    }
    major_trigger = {
        FROM = {
            has_artifact = dawn
        }
    }

    immediate = {
        set_global_flag = DAWN_event_3
    }
    option = {
        name = "EVTOPTADAWN.3"
        ai_chance = {
            factor = 1
            modifier = {
                factor = 1
                OR = {
                    trait = kind
                    trait = bleeding_heart
                    trait = honourable
                }
            }
        }
    }
    option = {
        name = "EVTOPTBDAWN.3"
        ai_chance = {
            factor = 1
            modifier = {
                factor = 1
                OR = {
                    trait = cruel
                    trait = heartless
                    trait = dishonorable
                }
            }
        }
    }
      after = {
         clr_global_flag = DAWN_event_3 #for when others wield it
      }
}
any idea why this wont work?

edit: Ingame when I do event DAWN.3 it doesnt exist
If the game says an event doesn't exist it can mean there are some bad bracketing near it, look at the previous event and make sure the brackets are all correct
 
What do I need to edit to make my dynasty members stop going off and raising armies to carve out their own realms?

hl_raiding_adventurers_events.txt and adventurers_the_old_gods.txt.
 
Hello guys, I've got a simple question: is there a way to customize the time before any law change, and how if yes? I'm trying to find an answer everywhere but I can't manage to find one.

The custom law I'm planning to use is a de_jure_laws with law_type = obligations.
 
Hello guys, I've got a simple question: is there a way to customize the time before any law change, and how if yes? I'm trying to find an answer everywhere but I can't manage to find one.

The custom law I'm planning to use is a de_jure_laws with law_type = obligations.

I don't think you can set that per law.

You can change it for laws with these defines, though:

Code:
   NORMAL_LAW_CHANGE_COUNCIL_MONTHS = 60,
   NORMAL_LAW_CHANGE_ABSOLUTISM_MONTHS = 120,
   CROWN_LAW_CHANGE_MONTHS = 600,