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How to write a condition that checks other ruler opinion of played character? I wanted to make a condition for a decision that would require Emperor of Byzantium to have opinion of at least 60 towards played character. How can I do that?
Assuming the player character is the ROOT:
Code:
e_byzantium = {
    holder_scope = {
        reverse_opinion = {
            who = ROOT
            value = 60
        }
    }
}
 
Is it possible to get Russian/Cyrillic to display correctly for Character Names/Dynasties?
Not without creating custom fonts for the game to use, which would change what characters are available for use *everywhere* in the game. And I don't believe there's room in the font to have both European & Cyrillic at the same time.

It's unfortunate that the devs didn't include unicode support…
 
Not without creating custom fonts for the game to use, which would change what characters are available for use *everywhere* in the game. And I don't believe there's room in the font to have both European & Cyrillic at the same time.

It's unfortunate that the devs didn't include unicode support…
Ah, too bad :/
Thanks for the reply, though :)
 
Is it possible to add rebellious realm (something like rebellion for independence) on sometime of the start date?
 
How does the AI pick which artifact to equip?
I assumed it's by quality but I have the AI using a quality 2 artifact when he has another quality 4 artifact for the same slot.
 
I am trying to create the perfect wife for each one of my male family members by using event WoL.5065 to get a woman of the same culture and faith, and then editing her traits. Rather than type 20 console commands for each wife to add her traits, I am trying to use the 'run' command with a text file of the console commands in it. I get confirmation that the text file executes but nothing happens, so I was wondering if anyone knows where I'm going wrong.

Here is what my text file contains:

Code:
remove_trait intricate_webweaver x
add_trait midas_touched x
add_trait genius x
add_trait strong x
add_trait fertile x
add_trait tall x
add_trait perceptive x
add_trait imposing x
add_trait agile x
add_trait ambidextrous x
add_trait melodious_voice x
add_trait master_warrior x
add_trait robust x
add_trait shrewd x
add_trait hedonist x
add_trait zealous x
add_trait honest x
add_trait just x
add_trait charitable x

Where I replace 'x' with the character ID of the lady that pops up from event WoL.5065. I have also tested with simple commands like 'cash #', but still no luck.

Any help would be appreciated.
 
I'm trying to create an event that only fires at game-start and only affects apical ancestors. I've come up with the following:
Code:
trigger = {
    is_save_game = no
    any_character = {
        is_lowborn = no
        mother_even_if_dead = { always = no }
        true_father_even_if_dead = { always = no }
        has_children = yes
    }
}

My reasoning is that apical ancestors should have no in-game ancestry (i.e., no parents, grandparents, etc.), but do have posterity of their own. Does this look correct?
 
I'm trying to create an event that only fires at game-start and only affects apical ancestors. I've come up with the following:
Code:
trigger = {
    is_save_game = no
    any_character = {
        is_lowborn = no
        mother_even_if_dead = { always = no }
        true_father_even_if_dead = { always = no }
        has_children = yes
    }
}

My reasoning is that apical ancestors should have no in-game ancestry (i.e., no parents, grandparents, etc.), but do have posterity of their own. Does this look correct?

I don't think any_character includes dead ones... I'm also not sure if events can fire for dead characters (they are probably not even checked for them). What you could do is having an onstart event like this:

Code:
character_event = {
   id = YOURMOD.1000
   
   hide_window = yes
   only_playable = yes
   is_triggered_only = yes
   
   trigger = {
       is_save_game = no
       c_osterreich = { #triggers for the owner of a single province so that it triggers only once
           owner = { character = ROOT }
       }
   }

   immediate = {
       any_character = { #any living character
           apical_ancestor_effect = yes #checks if the character is an apical ancestor and if so does the appropriate effects; if not, checks the character's ancestors until the apical ancestor is found
       }
   }
}

And with a scripted effect like this:

Code:
apical_ancestor_effect = { #character scope
   if = {
       limit = {
           is_lowborn = no
           NOT = { has_character_flag = apical_ancestor_effects_done } #so that the effects aren't applied multiple times to the same apical ancestor
       }
       
       if = {
           limit = { #if is apical ancestor, do the appropriate effects
               mother_even_if_dead = { always = no }
               true_father_even_if_dead = { always = no }
               has_children = yes
           }
           
           #insert apical ancestor effects here
           
           set_character_flag = apical_ancestor_effects_done
       } else = { #if isn't an apical ancestor, check higher up in the character's family tree
           mother_even_if_dead = { apical_ancestor_effect = yes }
           true_father_even_if_dead = { apical_ancestor_effect = yes }
       }
   }
}
 
I don't think any_character includes dead ones... I'm also not sure if events can fire for dead characters (they are probably not even checked for them). What you could do is having an onstart event like this:

Would is_alive = no allow a check for dead characters?
 
Would is_alive = no allow a check for dead characters?

I don't think so - if the scope skips dead characters then they won't be checked for conditions at all.
 
I don't think so - if the scope skips dead characters then they won't be checked for conditions at all.
I found this old thread, which seems to indicate that is_alive = no can in fact be used to check dead characters.
 
Copy from my thread:
So I was playing as the Saxons and decided to convert a Skjoldung (or whatever) to Saxon. And succeeded. So I thought to myself that I should rename their dynasty, since they do have an Anglo-Saxon name: Scylding. So I did. By it broke their historical CoA, which was to be expected. I thought I'd change it though a save-edit, but i encountered a problem: if the CoA religion is Catholic, the whole dynasty goes Catholic for no reason, and if it's Germanic then the CoA is Germanic thus not the preset one. Anyone knows how to change it properly?

Code:
102013=
{
    name="Scylding"
    culture="norse"
    religion="norse_pagan"
    coat_of_arms=
    {
        data={0 8 0 5 0 0 0}
        religion="catholic"
    }
    set_coat_of_arms=yes
}

P. S. Tried copying code from a fresh save, same thing.
P. P. S. Tried removing set_coat_of_arms=yes too.
P. P. P. S. Also tried removing the religion line, they still go Catholic.
Code:
102013=
        {
            coat_of_arms=
            {
                data={0 8 0 5 0 0 0}
                religion="catholic"
            }
            set_coat_of_arms=yes
        }
Code:
102013=
{
    name="Skjцldung"
    culture="norse"
    religion="norse_pagan"
    coat_of_arms=
    {
        data=
        {
0 8 0 5 0 0 0             }
        religion="catholic"
    }
 
I am trying to create the perfect wife for each one of my male family members by using event WoL.5065 to get a woman of the same culture and faith, and then editing her traits. Rather than type 20 console commands for each wife to add her traits, I am trying to use the 'run' command with a text file of the console commands in it. I get confirmation that the text file executes but nothing happens, so I was wondering if anyone knows where I'm going wrong.

Here is what my text file contains:

Code:
remove_trait intricate_webweaver x
add_trait midas_touched x
add_trait genius x
add_trait strong x
add_trait fertile x
add_trait tall x
add_trait perceptive x
add_trait imposing x
add_trait agile x
add_trait ambidextrous x
add_trait melodious_voice x
add_trait master_warrior x
add_trait robust x
add_trait shrewd x
add_trait hedonist x
add_trait zealous x
add_trait honest x
add_trait just x
add_trait charitable x

Where I replace 'x' with the character ID of the lady that pops up from event WoL.5065. I have also tested with simple commands like 'cash #', but still no luck.

Any help would be appreciated.
The commands are run as Script Commands, not console commands. Try this instead :
Code:
c_XYZ = {
  add_trait =  midas_touched
  add_trait =  genius
  add_trait =  strong
  add_trait =  fertile
  add_trait =  tall
  add_trait =  perceptive
  add_trait =  imposing
  add_trait =  agile
  add_trait =  ambidextrous
  add_trait =  melodious_voice
  add_trait =  master_warrior
  add_trait =  robust
  add_trait =  shrewd
  add_trait =  hedonist
  add_trait =  zealous
  add_trait =  honest
  add_trait =  just
  add_trait =  charitable
 }

change XYZ to the ID of the wife, but make sure you leave the c_ part there; it should then scope to her and add the traits.

---
Is it possible to make a CB that targets any province of a certain realm? My attempts so far have not worked--I get the 'declare war' option on the Province Holder, but can't attack because they are not Independent; and when I go to their top liege, the 'declare war' option is not there at all.
 
I found this old thread, which seems to indicate that is_alive = no can in fact be used to check dead characters.

It can of course, that's the entire purpose of the condition, the question is whether the scope will even go through dead characters to check them in the first place. In that thread the person asking the question was using that condition in the event trigger directly, not within an any_character scope as you wanted to. There's also no information on how he was triggering the event in the first place; apparently through an on_action, but it doesn't say which one.

In any case, if you think it should work why don't you just try it?
 
is_alive = no is only useful if the list itself collects dead characters to begin with, which I am 99% sure any_character does not do, imagine how even more resource intensive that list would be if it did.
 
is_alive = no is only useful if the list itself collects dead characters to begin with, which I am 99% sure any_character does not do, imagine how even more resource intensive that list would be if it did.

That's what I imagined... it would be tremendously expensive performance-wise if the scope did that, and I imagine that for most (or all) on action events dead characters aren't checked either, similarly for performance reasons.
 
Is the Varangian Guard coded to either be Norse pagan or orthodox? I've fumbled around with force converting commands but they only actually convert to orthodoxy. If so, is it possible to mod it so that they can be converted to any religion, or is it hardcoded for whatever reason?