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Ok, one last question for today:

Event from my spouse:
religion = FROM
set_secret_religion = ROOT

I am atheisten, she is hellenic. After the event, I am hellenic, but the "secret religion" is "noreligion". Gnah... Should this be "THIS" instead of "ROOT"?
 
Ok, one last question for today:

Event from my spouse:
religion = FROM
set_secret_religion = ROOT

I am atheisten, she is hellenic. After the event, I am hellenic, but the "secret religion" is "noreligion". Gnah... Should this be "THIS" instead of "ROOT"?

What exactly are you trying to achieve here? Are you trying to set your secret religion to your spouse's current religion, or to your current religion? I'm guessing that what's happening is that you're trying to set your secret religion to your own secret religion. Since you don't currently have a secret religion, this sets your secret religion to no religion.
 
Ah, ok, i wanted to change my normal religion into my secret one and convert to the one my wife has.

Try this:

Code:
set_secret_religion = { target_type = public target = ROOT }
religion = FROM
 
Hey, just asking again, has anybody here had any luck adding new decisions to the new Offmap Power menu? I've kept trying, but I can't seem to add decisions to any of the buttons there.
Make sure to specify which button you are actually adding it to like the vanilla decisions have.
 
Make sure to specify which button you are actually adding it to like the vanilla decisions have.

Thanks for the quick reply. I have, and I posted my code just a couple pages back. My decision isn't showing up under the gifts menu. I've based it off the vanilla gift decision, and I spent some time stripping down the decision to it's most basic form, trying to find out what's going wrong. This is what I've got right now:

Code:
#PAYING TRIBUTE DECISIONS (GAIN GRACE)
offmap_decisions = {

    spirit_grace_send_gift = {
        only_playable = yes
        button_name = offmap_gifts
        ai_check_interval = 12

        potential = {
            is_offmap_tag = offmap_spirit_world
        }

        from_potential = {
            mercenary = no
            holy_order = no
            is_landed = yes
        }

        allow = {
            FROM = {
                show_scope_change = no
                scaled_wealth = { value = 4 min = 500 }
                prisoner = no
                NOT = { trait = incapable }
                is_inaccessible_trigger = no
            }
        }
        effect = {
            FROM = {
                sound_effect = china_grace_gain
                scaled_wealth = { value = -4 min = -500 } #If this changes the ai chances should probably be adjusted
            }
        }

        revoke_allowed = {
            always = no
        }

        ai_will_do = {
            factor = 1
            modifier = {
                factor = 0.1 # slow down
            }
            modifier = {
                factor = 0.1
                FROM = { NOT = { monthly_income = 11 } } #I.e. it would take more than 4 years to collect the 500 gold
            }
        }
    }
 
}
 
Thanks for the quick reply. I have, and I posted my code just a couple pages back. My decision isn't showing up under the gifts menu. I've based it off the vanilla gift decision, and I spent some time stripping down the decision to it's most basic form, trying to find out what's going wrong. This is what I've got right now:

Code:
#PAYING TRIBUTE DECISIONS (GAIN GRACE)
offmap_decisions = {

    spirit_grace_send_gift = {
        only_playable = yes
        button_name = offmap_gifts
        ai_check_interval = 12

        potential = {
            is_offmap_tag = offmap_spirit_world
        }

        from_potential = {
            mercenary = no
            holy_order = no
            is_landed = yes
        }

        allow = {
            FROM = {
                show_scope_change = no
                scaled_wealth = { value = 4 min = 500 }
                prisoner = no
                NOT = { trait = incapable }
                is_inaccessible_trigger = no
            }
        }
        effect = {
            FROM = {
                sound_effect = china_grace_gain
                scaled_wealth = { value = -4 min = -500 } #If this changes the ai chances should probably be adjusted
            }
        }

        revoke_allowed = {
            always = no
        }

        ai_will_do = {
            factor = 1
            modifier = {
                factor = 0.1 # slow down
            }
            modifier = {
                factor = 0.1
                FROM = { NOT = { monthly_income = 11 } } #I.e. it would take more than 4 years to collect the 500 gold
            }
        }
    }
 
}
Have you made sure to have that button actually be in your offmap?
 
Have you made sure to have that button actually be in your offmap?

It's listed in the entry of the my offmap power.

Code:
buttons = {
        offmap_gifts = {
            is_active_trigger = {
                always = yes
            }
        }
        offmap_boons = {
            is_active_trigger = {
                offmap_spirit_world_boon_decisions_enabled_trigger = yes
            }
        }
        offmap_hostility = {
            is_active_trigger = {
                offmap_spirit_world_hostile_decisions_enabled_trigger = yes
            }
            display_trigger = {
                NOT = { offmap_spirit_world = { offmap_ruler = { dynasty = FROM } } }
            }
        }
        offmap_hostility2 = {
            display_trigger = {
                always = no
            }
        }
    }
 
in this case, the chance will generally be: 100/(100+1500) = 6.25%

Any event with a weight_multiplier block will adjust the weight for that event. so if the event in question has a weight_multiplier block that resolves to a multiplier of 5, for example, the chances change as follows: 500/(500+1500) = 25%

Be aware that each mod can also add events to the list of random events for an on_action trigger, so these chances can change depending on which mods are loaded and what you're doing with your own mod. With on_actions that have a lot of random events with a variety of weight multipliers the chances are influenced by all possible events, so it gets a bit tricky, but the best estimate is always the event's weight divided by the sum of all weights for that on_action trigger, including those that do not trigger an event.

Thanks
 
Can anyone figure out why some of these replacements don't happen while some do?
The ones which do not work (that I have noticed) are k_sapmi k_mesopotamia and d_sjaelland
 

Attachments

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It's listed in the entry of the my offmap power.

Code:
buttons = {
        offmap_gifts = {
            is_active_trigger = {
                always = yes
            }
        }
        offmap_boons = {
            is_active_trigger = {
                offmap_spirit_world_boon_decisions_enabled_trigger = yes
            }
        }
        offmap_hostility = {
            is_active_trigger = {
                offmap_spirit_world_hostile_decisions_enabled_trigger = yes
            }
            display_trigger = {
                NOT = { offmap_spirit_world = { offmap_ruler = { dynasty = FROM } } }
            }
        }
        offmap_hostility2 = {
            display_trigger = {
                always = no
            }
        }
    }
And it is using the interface that has one of those with it?
 
Is it a bug or hardcoded feature that unlanded minors cannot be relocated via move_character, force_host, or even reverse_banish? I've been trying to figure out a way to return alienated minors to their parents, but in all cases I've observed the child's liege changes (to the parent), while the host remains unchanged.
 
Funny enough though that line does not work for the titles left in the other file. Seriously maybe I should just get rid of my other_landed_title.txt because it simply does not seem to work as well as sticking them at the end of landed_titles.txt
Have you made sure nothing else in your other_landed_title.txt is messed up? An error in a file can mess up everything after that.


What do I save religion_icon_strips as?

I've tried dds dxt2-4 and get 'need to be multiple of 4' dxt1+5 and palette doesn't work. Tried targ and that doesn't work.
The error is saying the image needs to be a multiple of 4 high & wide. Changing the image format won't change it's width/height.


Is it possible to define an own scope like "lovers"?
No, you can't define actual scopes, but you can use existing ones with limit = { … } clauses to achieve many such effects.

For lovers, there are already any_lover & random_lover.


I was wondering if there was code making a character pregnant at the start of the game and wether it allows you to specify who the father is?
While I don't see the impregnate command used in the history files, you could try it.
 
Have you made sure nothing else in your other_landed_title.txt is messed up? An error in a file can mess up everything after that.
Yeah I found the error, it was in the title before the title that wasn't showing up. Not in every title after though just the one directly after the on with a flaw. I had used holder instead of holder scope.
 
The error is saying the image needs to be a multiple of 4 high & wide. Changing the image format won't change it's width/height.
If that's an error you're getting when saving, it an issue with DDS's DXT compression algorithm, which has to work in 4x4 blocks. Since this isn't used by png or tga, they won't have the same limitation.

EDIT: Speaking of which, does CK2 support DXT5/BC3, or just DXT3/BC1?
 
And it is using the interface that has one of those with it?

It's using the vanilla offmap_china interface, as far as I know. Everything on the interface appears, and supposedly works. It's just when I click the gift button, no decisions show up at all. Is there an interface file where I have to specify something more?

Code:
offmap_spirit_world = {
    name = spirit_world
    window_name = domestic_offmaps_window
    button_name = icon_offmaps_entry
    currency_name = TXT_GRACE
    currency_gain = monthly_grace
    currency_reset_on_dynasty_change = yes
    holder_title = title_spirit_emperor            # minor title used to identify a character as holder of this offmap power
    governor_title = d_fire_sages
    tier = emperor
    non_aggression_modifier = peace_deal_with_china
    coa_religion = earth_spirituality
    government = feudal_government
    beginning_of_history = 1.1.1
    sound = china_interaction_interface
    display_trigger = {
        always = yes
    }