We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Is there some limit on which Definitions can be used for a Province? (i.e., the number/colour combo in the 'map/definitions' file)
Using high-value numbers (3001, for example) seems to work fine; but somewhere along the line Provinces stop accepting a ruler--they show up with their correct name, and in their correct place, but they ignore the history/titles file, and don't generate a ruler when the game starts. They just show up as a land-province with 'no character'.
---
Unrelated : Are Ruler/Concubine 'interactions' hard coded? Or is it an event that I could edit so that I can alter the chance of a concubine becoming pregnant?
Unrelated : Are Ruler/Concubine 'interactions' hard coded? Or is it an event that I could edit so that I can alter the chance of a concubine becoming pregnant?
New Query: Have they taken out 'multiple pregnancies'? You used to be able to fire the "impregnate" command from an event multiple times, and produce guaranteed twins/triplets; now all I am getting is one child every time...
New Query: Have they taken out 'multiple pregnancies'? You used to be able to fire the "impregnate" command from an event multiple times, and produce guaranteed twins/triplets; now all I am getting is one child every time...
Fellow modder @Mouchi has designed just the thing you need: The Province identifier tool (link is to latest version, previous ones had some problems).
Works like a charm, also has a search functionality and I can confirm it is very helpful
Fellow modder @Mouchi has designed just the thing you need: The Province identifier tool (link is to latest version, previous ones had some problems).
Works like a charm, also has a search functionality and I can confirm it is very helpful
How to you make a title inactive at start? I though it was by setting it to inactive in the history/titles/<title name>.txt, but that doesn't seem to work.
Just looking at it, I can tell you that you'll want to have a block for castle holdings that use the Tower line of buildings (White-Gold, Crystal-Like-Law, Green-Sap, Adamantine) as well as certain unique buildings (Vivec's Palace, Castle Volkihar Fortifications and so on). There's also the cultural buildings. Some cultures don't use certain main-line buildings - Bosmer for example have no cavalry whatsoever and rely on extra infantry buildings to compensate.
How to you make a title inactive at start? I though it was by setting it to inactive in the history/titles/<title name>.txt, but that doesn't seem to work.
One thing you can do is go into the history of that particular title (or make a new file for it) and assign a date with holder = 0 which will make the title have no holder and therefore be inactive.
One thing you can do is go into the history of that particular title (or make a new file for it) and assign a date with holder = 0 which will make the title have no holder and therefore be inactive.
the title information is located in the file <mod>/common/landed_titles/IF_titles.txt. The entry is as such:
Code:
d_saint_alban = {
color={ 241 47 15 }
color2={ 255 255 255 }
graphical_culture = holygfx
capital = 69 # Bedford
title = "GRANDMASTER"
foa = "GRANDMASTER_FOA"
# Always exists
landless = yes
holy_order = yes
mercenary_type = knights_hospitaler_composition
# Parent Religion
religion = insular
culture = briton
# Cannot be held as a secondary title
primary = yes
# Extra income due to donations, etc
monthly_income = 4 # (Must be an integer between 1 and 512)
}
The title history is located in the <mod>/history/titles/d_saint_alban.txt. It's contents are:
Code:
20.1.1={
holder=0
active = no
}
I have tried changing the date, using holder=0 and active = no both together and alone, copying the entire history/titles folder path straight from the vanilla path, making the d_saint_alban.txt both from scratch and via copying another title, even changing the name of the title, yet nothing seems to work. I'm of half a mind to try and see if the game is somehow just ignoring history files in my mod directory.
UPDATE: I got it to work. I literally just copied the files over into a new mod folder and everything magically worked.
Hi!, a few questions about CoAs. =).
(Christian ruler)
I created a dynasty coat of arms with the ingame editor, opened the save game and I see the "code" of that CoA.
so...
1.- Is there anyway to use THAT code for titles above baronies? (Empires, Kingdoms...) or it MUST to be a TGA file?
2.- If I can't use it, is there anyway to "extract" that dynasty CoA to a TGA file?
3.- If I can't extract it, is there any utility to create a TGA CoA for use in CK2?.
4.- If there is no utility, is there any free and user friendly editor for TGA files that I could use?.
Damm it, I have failed the release : I have put my config so it search the games according my paths. @Auirus : Simply delete ressources/config.xml and it should work
How do you create custom nomadic government ? I tried creating custom nomadic government and changing into it causes game over for nomads and king and duke tier nomadic realms for feudal.
Hi!, a few questions about CoAs. =).
(Christian ruler)
I created a dynasty coat of arms with the ingame editor, opened the save game and I see the "code" of that CoA.
so...
1.- Is there anyway to use THAT code for titles above baronies? (Empires, Kingdoms...) or it MUST to be a TGA file?
2.- If I can't use it, is there anyway to "extract" that dynasty CoA to a TGA file?
3.- If I can't extract it, is there any utility to create a TGA CoA for use in CK2?.
4.- If there is no utility, is there any free and user friendly editor for TGA files that I could use?.