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Well, you could create cultures or religions that are only uaed for the purpose of mapmode display, hit a decision to comvert all provinces to the appropriate display religion, then have an even convert them back. A horrendous kludge, of course.
Yeah a horrible hack, mainly why I did not say to do it. The revolt risk is bad enough but you can at least easily remove revolt risk from your games but religions and cultures are used for lots of other stuff.
 
Is there a way to make a type of special troop immune to attrition? The undead shouldn't be starving to... death.

Not that I know, but you can make event troops inmune to attrition. And probably the undead are better represented with event troops than with levies.

Next problem:

I wanted to have on_actions. I use namespace in the custom-made events. Not one event started.

The events can be triggered via console, they work, but not on-action. With normal IDs (eg 190000) it works.

Weird; probably a missing/exceeding bracket in rhe on_action file, or a misnamed on action itself. Maybe post your code?
 
Yeah a horrible hack, mainly why I did not say to do it. The revolt risk is bad enough but you can at least easily remove revolt risk from your games but religions and cultures are used for lots of other stuff.

Thanks. I made a suggestion in the suggestions thread. Do Paradox developers look at it or implement some of them?
 
Can a Christian heresy be reformed? Like, if Arianism's parent religion is Catholicism, is it possible to treat Arianism as an unreformed religion to be reformed and given a new icon, new name, new organization, and separate from Catholicism?
 
Reformation is hard-coded as a Pagan mechanic. It might be possible to make a reformed version and an unreformed version, then rebuild the whole reformation mechanic manually. You'd probably have to have the reformed version be its own branch of Christianity to stop it from appearing as a heresy, then change parent religions around when you reform. Don't know how to make them lose the +20 Moral Authority for being a reformed religion, short of a maintenance event that applies a -20 MA penalty repeatedly.
 
Alright guys, I thought this should be easy but I cannot seem to find an example of this anywhere or if it's possible. I have an event I'd like to call from another event.

Example:
Code:
    option = {
        if = {
            limit = {
                trait = traitA
            }
            remove_trait = traitA
            add_trait = traitA
            
            mymod.2 #call second event that presents user with visible options to choose from
        }
      }

The validator doesn't seem to like this and tells me: Error: Token "}" as line 29, column 3 must be an equals sign.

If I comment out mymod.2, this error goes away and the code validates just fine. How do I go about properly calling another event here? In 00_on_actions.txt you call it simply by giving the id, which I thought would be the same here. Is the validator just giving me a false positive or am I missing something about this process?
 
Thanks guys, I was confused by how you call events in the actions section. Since you only have to put the name of the event and no "character_event =.." within that section.
 
Can someone help me with my question.



Reformation is hard-coded as a Pagan mechanic. It might be possible to make a reformed version and an unreformed version, then rebuild the whole reformation mechanic manually. You'd probably have to have the reformed version be its own branch of Christianity to stop it from appearing as a heresy, then change parent religions around when you reform. Don't know how to make them lose the +20 Moral Authority for being a reformed religion, short of a maintenance event that applies a -20 MA penalty repeatedly.
 
I added "namespace = blahblah" to on_actions and changed the trigger in the event and now it works. Wonderful...
You do not need to add namespace = blahblah to the on_actions file itself. That line is only needed in the file you are defining the events in.

Thanks. I made a suggestion in the suggestions thread. Do Paradox developers look at it or implement some of them?
Yep some do get implemented
 
Reformation is hard-coded as a Pagan mechanic. It might be possible to make a reformed version and an unreformed version, then rebuild the whole reformation mechanic manually. You'd probably have to have the reformed version be its own branch of Christianity to stop it from appearing as a heresy, then change parent religions around when you reform. Don't know how to make them lose the +20 Moral Authority for being a reformed religion, short of a maintenance event that applies a -20 MA penalty repeatedly.
It's been quite a while since the discussion I recall about this, but apparently reformation is *not* actually hard-coded as pagan-only. The post was a bit fuzzy on details…

https://forum.paradoxplaza.com/foru...uick-questions.589686/page-1246#post-20428897
 
Greetings,
so I have a question about law modding. I'm pretty new to this, but I got a law set up. Problem is, it doesn't work as I want it to - it only appears at all for the top liege, when I want it to
  • be settable by any independent ruler
  • apply to him and all his vassals
How would I go about doing this?
Would a crown law be the way to go? But I am under the impression that these only work for kings and up, when I want even a count to be able to decide this law, so long as he is independent. Also, they should apply to the entire realm, not just a part of it.
Or must I make a normal law that applies to everyone, but forbid character's that are not-independent from changing it, and also copy their liege's law choice unto them?

I'd be glad for some insight on the issue ^^
 
So I fire my mod event from on chronicle start using the following:
Code:
#character
on_chronicle_start = {
    events = {
        #Refresh traits chosen in character designer to fix immortal age bug
        twoimmortal.1
    }
}

For whatever reason this won't launch the event. If I use testevent, it evaluates as I would expect. If I run it using the event command, it pops up and works exactly as I expected.

Here is my event code:
Code:
namespace = twoimmortal
character_event = {
    #Remove and re-add immortal firstimmortal and secondimmortal traits on startup
    #    allows the character to be age locked to whatever was selected
    #    in ruler designer.
    id = twoimmortal.1
    title = EVTTITLVNL2
    desc = EVTDESCAtwoimmortal.2
  
    #desc = {
    #    trigger = { trait = firstimmortal }
    #    text = EVTDESCAtwoimmortal.2
    #}
  
    #desc = {
    #    trigger = { trait = secondimmortal }
    #    text = EVTDESCBtwoimmortal.2
    #}
  
    picture = GFX_event_normal_frame_intrigue
    is_triggered_only = yes
    ai = no
  
    trigger = {
        OR = {
            trait = secondimmortal
            trait = firstimmortal
        }
    }
  
    option = {
        trigger = { trait = firstimmortal }
        name = EVTOPTAtwoimmortal.2
        random_playable_ruler = { add_trait = secondimmortal }
    }
  
    option = {
        trigger = { trait = secondimmortal }
        name = EVTOPTBtwoimmortal.2
        random_playable_ruler = { add_trait = firstimmortal }
    }
  
    option = {
        name = EVTOPTCtwoimmortal.2
    }
  
    after = {
        if = {
            limit = { trait = firstimmortal }
            remove_trait = firstimmortal
            add_trait = firstimmortal
            add_trait = brave
        }
      
        if = {
            limit = { trait = secondimmortal }
            remove_trait = secondimmortal
            add_trait = secondimmortal
            add_trait = brave
        }
    }
}

Any ideas on why this would be? Is there something I need to set to make this work as expected? Do events fired from on_chronicle_start get displayed or are they always hidden?

Edit: My mod asks the user if they want to give the opposite of their trait to a random playable ruler. This is for RP purposes. After that, it refreshes the trait so that your portrait won't age. This is only important for characters designed in the ruler designer. For characters not done this way, I'll have another way to gain the traits within the game.