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I have another problem:

I own all the DLC, but when i use a bookmark (self created) before 1066, i cant "custom start". The cursors (?) are greyed out...

defines.txt
Code:
start_date = 769.10.27
last_start_date = 1337.1.1
end_date = 1453.1.1

01_bookmarks.txt
Code:
BM_DIE_REINIGUNG = {
    name = "BM_DIE_REINIGUNG"
    desc = "BM_DIE_REINIGUNG_DESC"
    date = 770.1.1

    custom_start = yes
  
    era = yes                        ## Will be shown on Era screen.
    picture = GFX_pick_era_image_4
  
    selectable_character = {
        id = 1234567 # Sven von Staudinger
        age = 26
        name = ERA_CHAR_NAME_1234567
        title = d_osterreich
        title_name = Austria
      
        character = {
            dna = caabapabacm
            properties = ce0ehd00000
            religion="atheisten"
            culture="austrian"
            government = feudal_government
            dynasty=1111111
        }
    }
}
 
I own all the DLC, but when i use a bookmark (self created) before 1066, i cant "custom start". The cursors (?) are greyed out...
I think it's supposed to be that way. I can't custom start before 1066 either.
 
Does there exist any flag or modifier in the game which can completely prevent a catholic bishop from ascending to the position of Pope? Or do I need to edit the entire catholic faith to do something like that?
 
Greetings,
this time I don't have answers, but a question myself. The wiki section about councilor modding is non-existing, and I have a hard time finding any info about it.
So my question is:
  • Is it possible to have more than 4 councilor actions?
It doesn't matter if the AI would use them, as I want them to be accessible only to the player. But they should show up in the UI and be clickable.
And if yes, then obviously also: How do I mod that, i.e. which files (interface?) do I need to edit?
 
Greetings,
this time I don't have answers, but a question myself. The wiki section about councilor modding is non-existing, and I have a hard time finding any info about it.
So my question is:
  • Is it possible to have more than 4 councilor actions?
It doesn't matter if the AI would use them, as I want them to be accessible only to the player. But they should show up in the UI and be clickable.
And if yes, then obviously also: How do I mod that, i.e. which files (interface?) do I need to edit?
I believe you can,although the interface will look ugly.
 
Greetings,
this time I don't have answers, but a question myself. The wiki section about councilor modding is non-existing, and I have a hard time finding any info about it.
So my question is:
  • Is it possible to have more than 4 councilor actions?
It doesn't matter if the AI would use them, as I want them to be accessible only to the player. But they should show up in the UI and be clickable.
And if yes, then obviously also: How do I mod that, i.e. which files (interface?) do I need to edit?
Yep, you'll need a few files:

common/job_actions < this is where you define the action itself, what conditions it uses, etc.
common/job_titles < Each Job has an 'actions' list, you'll need to add your newly defined job here.
gfx < obviously for your icon; like Omniscient says, it looks a bit ugly, so you'll probably need to find and edit the 'job panel' piece, too.
interface < defining your icon
localisation < because obviously :p
events < not tested this, but based on work with Settle Tribe, etc. you'll need to set the events and condition them to only fire when the job is active.

For the below, I just basically duplicated and edit the 'Improve relations' one.

tumblr_p1ki7nluiK1wbmjojo1_1280.png


Edit : Minor note, it seems editing the background isn't as 'easy' as you'd assume : the jobs 'group together' when you add more, so just adding a new 'slot' won't work. You'll have to re-edit the whole row :/
 
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Thanks a lot!
Indeed the modifiers look a bit strange... but at least I know all the files I need to edit. I shall play around with them a bit, and maybe I'll just replace an existing job.
 
Yep, you'll need a few files:

common/job_actions < this is where you define the action itself, what conditions it uses, etc.
common/job_titles < Each Job has an 'actions' list, you'll need to add your newly defined job here.
gfx < obviously for your icon; like Omniscient says, it looks a bit ugly, so you'll probably need to find and edit the 'job panel' piece, too.
interface < defining your icon
localisation < because obviously :p
events < not tested this, but based on work with Settle Tribe, etc. you'll need to set the events and condition them to only fire when the job is active.

For the below, I just basically duplicated and edit the 'Improve relations' one.

tumblr_p1ki7nluiK1wbmjojo1_1280.png


Edit : Minor note, it seems editing the background isn't as 'easy' as you'd assume : the jobs 'group together' when you add more, so just adding a new 'slot' won't work. You'll have to re-edit the whole row :/
Thanks a lot!
Indeed the modifiers look a bit strange... but at least I know all the files I need to edit. I shall play around with them a bit, and maybe I'll just replace an existing job.
I'm guessing that the sprite "action_box" in domestic_court.gui could be expanded to the left to help with that. Probably add 40 to the width, and subtract 40 from the position x.
 
I'm guessing that the sprite "action_box" in domestic_court.gui could be expanded to the left to help with that. Probably add 40 to the width, and subtract 40 from the position x.

Pretty much. 40 seems basically 'correct', but the background will still need altering a little to get the alignment spot on (couldn't seem to get it with just altering the pixels.
tumblr_p1kqct1HE11wbmjojo1_540.png
 
̶I̶ ̶w̶a̶n̶t̶ ̶t̶o̶ ̶s̶c̶o̶p̶e̶ ̶t̶o̶ ̶a̶ ̶d̶e̶ ̶j̶u̶r̶e̶ ̶k̶i̶n̶g̶d̶o̶m̶ ̶o̶f̶ ̶a̶n̶ ̶e̶n̶e̶m̶y̶ ̶p̶r̶o̶v̶i̶n̶c̶e̶ ̶b̶o̶r̶d̶e̶r̶i̶n̶g̶ ̶m̶y̶ ̶r̶e̶a̶l̶m̶,̶ ̶t̶h̶e̶n̶ ̶s̶a̶v̶e̶ ̶t̶h̶e̶ ̶s̶c̶o̶p̶e̶ ̶a̶s̶ ̶a̶n̶ ̶e̶v̶e̶n̶t̶ ̶t̶a̶r̶g̶e̶t̶.̶
̶I̶'̶v̶e̶ ̶g̶o̶t̶ ̶s̶o̶m̶e̶t̶h̶i̶n̶g̶ ̶l̶i̶k̶e̶ ̶t̶h̶i̶s̶ ̶b̶u̶t̶ ̶i̶t̶ ̶d̶o̶e̶s̶n̶'̶t̶ ̶w̶o̶r̶k̶:̶
Code:
event_target:enemy_target = {
                random_realm_title = {
                    limit = {
                        tier = count
                        location = {
                            any_neighbor_province = {
                                holder_scope = {
                                    OR = {
                                        character = ROOT
                                        top_liege = ROOT
                                    }
                                }
                            }
                        }
                    }
                    dejure_liege_title = { #dejure duchy
                        dejure_liege_title = {  #dejure kingdom
                            save_event_target_as = cb_target
                        }
                    }
                }
            }
̶H̶e̶l̶p̶,̶ ̶p̶l̶e̶a̶s̶e̶ :confused:

EDIT: Nevermind, found the stupid error in this code :rolleyes:
 
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I have a character with the little incapable icon (NOT the trait) stuck beside their portrait. But they have no health-related traits, nor do they have any relevant character flags or modifiers in the save file. They also appear to be fully functional in that they aren't disqualified from normal activity like an incapable person.

Is there a way to clear this stuck "incapable" icon? It's kind of bugging me. What type line in the save file dictates its presence?
 
Since switching over to Jade Dragon, I've noticed I no longer have those icons at the bottom of the screen for active wars. You know, the ones that normally have the enemy leader's portrait, and a percent value denoting progress towards victory or defeat. The ones you can click to jump to the war overview screen.

Is this some new option or setting in Jade Dragon? Or if not, and it may be a bug, what interface file normally governs their presence on the GUI (so I can figure out if it's missing or overridden by a mod).
 
.. before 1066, i cant "custom start". The cursors (?) are greyed out...

defines.txt
Code:
start_date = 769.10.27
...
That works for me in unmodded CK2
Code:
start_date = 769.1.1

I don't think your bookmark matters.
 
Last edited:
Since switching over to Jade Dragon, I've noticed I no longer have those icons at the bottom of the screen for active wars. You know, the ones that normally have the enemy leader's portrait, and a percent value denoting progress towards victory or defeat. The ones you can click to jump to the war overview screen.

Is this some new option or setting in Jade Dragon? Or if not, and it may be a bug, what interface file normally governs their presence on the GUI (so I can figure out if it's missing or overridden by a mod).

The interface file waroverview.gui has the following entry :
Code:
### ENTRY for who you are at war with beside the minimap.
 windowType = {
  name = "waricon"
  backGround =""
  position = { x = 0 y = 0 }
  size = { x = 70 y = 40 }
  moveable = 0
  dontRender = ""
  horizontalBorder = "0"
  verticalBorder = ""
  fullScreen = no
  Orientation = "UPPER_LEFT"
  
  iconType = {
   name ="at_war_with_bg_liegeonly"
   spriteType = "GFX_at_war_with_bg_liegeonly"
   position = { x= -17 y = -32 }
   Orientation = "UPPER_LEFT"
  }
  iconType = {
   name ="at_war_with_bg"
   spriteType = "GFX_at_war_with_bg"
   position = { x= -17 y = -32 }
   Orientation = "UPPER_LEFT"
  }

  guiButtonType = {
   name = "leader_portrait"
   quadTextureSprite = "GFX_char_34"
   position = { x = 0 y = -20 }
   pdx_tooltip = "CHARACTER_TOOLTIP"
   pdx_tooltip_delayed = "CHARACTER_TOOLTIP_DELAYED"
  }


  guiButtonType = {
   name = "leader_portrait_frame"
   quadTextureSprite = "GFX_charframe_34"
   position = { x= -5 y = -26 }
   Orientation = "UPPER_LEFT"
  }

  guiButtonType = {
   name = "leader_shield"
   quadTextureSprite = "GFX_shield_small"
   position = { x = -14 y = -6 }
   Orientation = "UPPER_LEFT"
  }
  
  instantTextBoxType = {
   name = "warscore"
   position = { x = -4 y = 22 }
   textureFile = ""
   font = "vic_18_black"
   borderSize = {x = 0 y = 0}
   text = "UI_MISSING_TEXT" 
   maxWidth = 40
   maxHeight = 20 
   format = centre
   fixedsize = yes
  }
 }

From that, I would assume it is gfx/interface/at_war_with_bg,dds which shows up beside the minimap when you're at war, with maybe something like 'waroverview_percent_small.dds' attached; that would be just a guess, but it seems likely based on what I'm reading here, and piecing things together.
 
The interface file waroverview.gui has the following entry
Yeah, I fixed it. It was an issue with the size. For some reason making the buttons half the size made the buttons entirely invisible. Odd bug.

Another, unrelated question:

What file or bit of code governs lifting excommunication? For some reason, I can't find the phrase "remove_trait = excommunicated" anywhere in the game's entire moddable text files, even though there are several instances of "add_trait = excommunicated"
 
:
Does anyone know why this decision is not being allowed?
Code:
allow = {
   is_playable = yes
   ai = no
   c_desmond = {
    OR = {
     any_province_holding = {
      holding_type = castle
     }
     capital_holding = {
      holding_type = castle
     }
    }
   }

I originally just had 'any_province_holding', and I've confirmed that c_desmond has a Castle, both as a Capical Holding, and as a normal Holding, but in both cases it comes up as unfulfilled in the requirements. I also tried moving it to the Potential Scope (in case for some reason it did not work with allow, but it just did not appear at all.


Sorry I'm late to the party, but unless I've done my maths wrong you have one too few right brackets.
 
@Thezezeal & @jursamaj: Thanks again to both of you!
That was really helpful, now I can start implementing my ideas without having to overwrite vanilla stuff.
 
Pretty much. 40 seems basically 'correct', but the background will still need altering a little to get the alignment spot on (couldn't seem to get it with just altering the pixels.
tumblr_p1kqct1HE11wbmjojo1_540.png
I figured it would need 40 added because that's the width of the "action_entry" defined shortly after "action_box". :)

For what it's worth, I looked back in my archives, and version 2.4.1 had "action_box" width of 336, it is now 396. And the old one also had 'spacing = 2'. Also, the old "action_entry" was only 38 wide, and 38+2=40.
 
I'm having issues figure out the color system for cultures. I'm used to the RGB system since I can just use any web color wheel to figure out what color I want, but the "XX.XX.XX" formula is throwing me off.

I also discovered that the CK2-to-EU4 convert doesn't recognize modded cultures and just assigns them as blank. How do I go about fixing this?