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Is there any way to mod defensive pacts/threat? For example if a catholic ruler declares holy war against muslims other catholic/christian rulers won't side with the muslims.
 
So I have a bit of a map modding question that is more or less just wanting confirmation on something. When I expand the game map to the east positions out west aren't impacted at all but if I expand the map south all the positions are then messed up even though I went to expand the map in the same exact way as I did before. Does CK2 just handle that axis differently?
 
Can I make a religious head not from that particular religion?

Basically I'm thinking about making a submod for CKII AGOT which creates a religious head for the Old Gods religion and the Beyond the Walls Old Gods, which are different religions - plan is to make two kingdom tier titles for the religious head of each religion which would be held by the same person, which obviously means that one of the religions will be headed by someone not of that faith - will this create weird problems, and will the game code even allow it?
 
I'm trying to create a mod that forces certain gender succession laws on all vassals of imperial governments, but characters that get kingdom viceroyalties automatically change all their demesne titles to agnatic-cognatic primogeniture. I've tried to change it by giving them an event, but while it works for duke-level viceroys, kingdom viceroys are always agnatic-cognatic primogeniture no matter what.

Does anyone know of a way to change this? Is this forced agnatic-cognatic primogeniture in some file that can be edited?
 
Is there any way to mod defensive pacts/threat? For example if a catholic ruler declares holy war against muslims other catholic/christian rulers won't side with the muslims.
Have you tried changing these values in defines.lua? Maybe a value above 1 makes it impossible for them to join.
Code:
    EVERY_DEFENSIVE_PACT_JOIN_THREAT = 0.95,                    -- If threat is this high, members of all defensive pacts against a target will join
    EVERY_DEFENSIVE_PACT_EXCEPT_HEADS_JOIN_THREAT = 0.75,        -- If threat is this high, members of all defensive pacts against a target will join, except religious heads that only joins when their own group is attacked
    OTHER_DEFENSIVE_PACT_JOIN_THREAT = 0.5,                        -- If threat is this high, other religious groups band together when attacked, if it's lower every defensive pact acts on it's own
 
I'm having some trouble overwriting localization for a wonder-based targeted decision, specifically the decision to send an alcoholic gift. The game will use the text from my mod's localization file only if I remove the vanilla LT.csv file. Otherwise, it continues to use the vanilla text. Has anyone else experienced this kind of issue?
 
I want to change the rule of the Byzantine Empire (for testing) to tribal, feudal, laws for late adminsitration, law not to revoke titles, where do I change these things?
 
I'm trying to figure out how to make it so a character was crowned by a specific pope, or prince bishop. Adding the trait is easy, but it doesn't name any character specifically like it would if the coronation was done in game.

I'm also trying to figure out the same thing for baptisms as well.
 
How would I go about changing the title for a religious head? I want to fix the Dalai Lama being called a generic Duchy-level title instead of the Dalai lama if they're a woman.
It may be as simple as making a localization string for HEAD_DALAI_LAMA_female. You *might* need to then add title_female="HEAD_DALAI_LAMA_female" to the religious head's title (d_bon_reformed in your case).
 
So I have a file with a bunch of events, and all of them work up until event 29. Obviously something is wrong with the event (which is causing the others to simply not be loaded into the game) as in game the event appears like this:
upload_2019-4-18_23-37-58.png


Its just got blank options despite me creating some in the exact same format as every other event I've made:
Code:
character_event = {
    id = falmer.29
    desc = EVTDESC_falmer_29
    picture = GFX_evt_snow_prince_moesring
    border = GFX_event_normal_frame_religion
  
    trigger = {
        OR = {
            has_landed_title = { c_riften }
            liege = { culture = falmer }
        }
        NOT = {
            has_character_modifier = in_seclusion
            has_character_modifier = excavate_rifton_start
        }
        culture = falmer
    }
  
    mean_time_to_happen = { months = 6 }
  
    option = {
        name = EVTOPTA_falmer_29
        hidden_tooltip = {
            random_list = {
                50 = { character_event = { id = falmer.30 days = 50 random = 50 } }
                50 = { character_event = { id = falmer.31 days = 50 random = 50 } }
            }
            narrative_event = { id = falmer.32 days = 200 random = 50 }
        }
    }
  
    option = {
        name = EVTOPTB_falmer_29
    }
  
    after = { set_character_flag = excavate_rifton_start }
}

So clearly I have made a mistake somewhere and if anyone can spot where I went wrong that would be appreciated.

EDIT: Actually I just figured it out. It was because I was doing has_landed_title = {} instead of has_landed_title =
Ignore this :confused:
 
Last edited:
I am working on a small mod for hereditary immortality, which does work as expected. However I am getting the trait assigned to random characters at game start, then lowborn characters also getting the trait. I thought either birth = 0 or random = no would do the trick but no luck. AI = no does work but prevents any character but my own to have the trait. Any ideas?

Code:
hereditary_immortality = {
    inherit_chance = 100
    personality = yes
    immortal = yes
    random = no
   
    diplomacy = 10
    stewardship = 10
    martial = 10
    intrigue = 10
    learning = 10
    combat_rating = 100
    health = 100

}
[\code]
 
I am working on a small mod for hereditary immortality, which does work as expected. However I am getting the trait assigned to random characters at game start, then lowborn characters also getting the trait. I thought either birth = 0 or random = no would do the trick but no luck. AI = no does work but prevents any character but my own to have the trait. Any ideas?

Code:
hereditary_immortality = {
    inherit_chance = 100
    personality = yes
    immortal = yes
    random = no
  
    diplomacy = 10
    stewardship = 10
    martial = 10
    intrigue = 10
    learning = 10
    combat_rating = 100
    health = 100

}
[\code]
inherit_chance = 100 and random = no *should* work. They're used by the horse & cat traits for exactly that purpose. I'm sure birth defaults to 0, since those traits *don't* use it.

It seems odd that you have it flagged as a personality trait. I could see that leading to the trait being pruned from people with too many personality traits, but it shouldn't lead to *more* people getting it.
 
inherit_chance = 100 and random = no *should* work. They're used by the horse & cat traits for exactly that purpose. I'm sure birth defaults to 0, since those traits *don't* use it.

It seems odd that you have it flagged as a personality trait. I could see that leading to the trait being pruned from people with too many personality traits, but it shouldn't lead to *more* people getting it.

I was using a guide on making traits that included personality = yes, and I was under the impression that it was needed for the trait to show-up at all. Anyway I removed it to see what happens and it solved the problem. I put it back in to double-check and the issue returned. I couldn't tell you why the personality flag caused this (still very new at modding), but thanks for your help.
 
How to add 'maintenance' to great works (wonders)? Also, what's AI loot factor of great works?

Instead of wonder stacking penalty, I want to add maintenance to great works instead and make AI loot it if they can't maintain it and it's not profitable (think of it like Great Pyramid, the ruler of Egypt looted it to get materials from it because it's not profitable and no one uses it at the time)
 
Hello all, got a question regarding an event that doesn't fire on_marriage. I've got your classic
Code:
on_marriage = {
    events = {
        event.16
    }
}
which is supposed to fire
Code:
character_event = {
    id = event.16
    desc = "EVTDESCevent.16"
    picture = "GFX_evt_Marriage"
    is_triggered_only = yes
    trigger = {
        ROOT = { ai = yes }
        FROM = {
            spouse = { has_character_modifier = dummy }
        }
    }
    immediate = {
        FROM = {
            spouse = { character_event = { id = event.15 } }
        }
    }
#options and stuff
}
I inserted the immediate to check if the event was firing at all (your character has the dummy modifier), but it doesn't seem to be. Any help? Thanks.