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I also have a second issue, I have created a new religious doctrine and a new wonder. The wonder exists at the start of the game and the doctrine does appear in the reformation tab; however the GFX files don't seem to be working, as the images I set for them do not show up in-game.

upload_2019-5-7_21-58-58.png

upload_2019-5-7_21-59-57.png

upload_2019-5-7_22-1-20.png

Here is the code for the GFX file, the wonder and the doctrine:

Code:
spriteTypes = {

    ##== WONDERS ==##
    spriteType = {
        name = "GFX_wonder_strip_carthage_harbour_large"
        texturefile = "gfx\\interface\\wonder_interface\\wonder_strips\\wonder_stages_carthage_harbour_large.dds"
        noOfFrames = 5
    }
    spriteType = {
        name = "GFX_wonder_strip_carthage_harbour_medium"
        texturefile = "gfx\\interface\\wonder_interface\\wonder_strips\\wonder_stages_carthage_harbour_medium.dds"
        noOfFrames = 5
    }
    spriteType = {
        name = "GFX_wonder_strip_carthage_harbour_small"
        texturefile = "gfx\\interface\\wonder_interface\\wonder_strips\\wonder_stages_carthage_harbour_small.dds"
        noOfFrames = 5
    }
    
    ##== RELIGION THINGS ==##
    spriteType = {
        name = "GFX_religion_feature_molochs_flame"
        texturefile = "gfx\\interface\\religion_feature_molochs_flame.dds"
    }
}

Code:
wonder_carthage_harbour = {
    allow_construction = no
    picture = GFX_wonder_strip_carthage_harbour
    show_model = no
    is_in_water = yes
    potential = {
        FROMFROMFROM = { is_coastal = yes }
        OR = { culture = punic }
    }
    active = {
        ROOT = {
            OR = { culture = punic }
        }
    }
    flags = {
        is_historical
        is_destructible
        defensive
        cost_medium
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_cothon
        upgrade_piers
        upgrade_office_harbor
        upgrade_lighthouse
        upgrade_military_wharf
        upgrade_master_of_tides

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 250
        gold_cost_flat = 2450
        gold_cost_ticking = 5
        restore_time = 150
        loot_time = 100
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 2
        local_modifier = {
            local_tax_modifier = 0.025
            tradevalue = 25
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 100
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 2
        local_modifier = {
            local_tax_modifier = 0.025
            tradevalue = 25
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 2
        local_modifier = {
            local_tax_modifier = 0.025
            tradevalue = 25
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 2
        local_modifier = {
            local_tax_modifier = 0.025
            tradevalue = 25

        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            build_cost_modifier = 0.05
        }
    }
}

Code:
religion_doctrine = {
    buttons = { doctrine1 doctrine2 }
    
    religion_molochs_flame = {
        picture = GFX_religion_feature_molochs_flame
        trigger = {
            NOR = {
                has_selected_religion_feature = religion_peaceful
                has_selected_religion_feature = religion_proselytizing
                has_selected_religion_feature = religion_ritual_sacrifice
            }
            OR = {
                religion = canaanite_pagan
                religion = canaanite_pagan_reformed
            }
        }
        effect = {
            custom_tooltip = { text = tooltip_moloch_doctrine }
            custom_tooltip = { text = tooltip_moloch_doctrine_traits }
        }
        ai_will_do = {
            factor = 1
            modifier = {     
                factor = 0.1
                FROM = {
                    character = yes
                    NOR = {
                        trait = cruel
                        trait = impaler
                    }
                }
            }
        }
    }
}
 
From a quick glance, I see nothing wrong with your GFX or Wonder definition.

Although in your screenshot you have a wonder that has not yet reached stage 1 and for those we show no image.

Does it show the correct image in the construction view?
 
From a quick glance, I see nothing wrong with your GFX or Wonder definition.

Although in your screenshot you have a wonder that has not yet reached stage 1 and for those we show no image.

Does it show the correct image in the construction view?
Ah that helps, thanks. But it seems the issue was that the gfx file was actually .txt not .gfx :rolleyes:
 
How do I modify in-game calendar? How do I rename days and months, how do I rename the calendar name (for example a.U.c. in place of A.D.), can I modify it further (custom number of months in a year, days in a month and so on).
 
How do I modify in-game calendar? How do I rename days and months, how do I rename the calendar name (for example a.U.c. in place of A.D.), can I modify it further (custom number of months in a year, days in a month and so on).
You might be able to change the name by changing the localization, but I'm fairly sure that you can't change how it works in any way.
 
You might be able to change the name by changing the localization, but I'm fairly sure that you can't change how it works in any way.
Thank you very much :) I've already did a check in my localisations, but my newb eye don't see correct lines. Where should I go if I would want to change said calendar stuff?
 
How do I modify in-game calendar? How do I rename days and months, how do I rename the calendar name (for example a.U.c. in place of A.D.), can I modify it further (custom number of months in a year, days in a month and so on).

You might be able to localize the crap out of this so that to the player the date appears to be completely different. For example, to create a different year and months length (300 day year or etc) you could have a global variable that ticks up every day, then use customizable localization to return the correct year, month, and day based on division of the global variable. You just need to find every single in-game reference to the date and replace with your customizable localization. If it's hardcoded anywhere though you're screwed. For instance, in main.gui it's shown in this textbox:
Code:
instantTextBoxType = {
            name = "topbar_date"
            position = { x = -261 y = 44 }
            textureFile = ""
            font = "vic_18"
            borderSize = {x = 0 y = 0}
            text = "UI_MISSING_TEXT"   
            maxWidth = 200
            maxHeight = 32   
            format = left
            fixedsize = yes
            Orientation = "UPPER_RIGHT"           
        }
The game knows by hardcoding to replace "UI_MISSING_TEXT" with the date, but you might be able to short that out by putting your own text code (e.g. "MY_CUSTOMIZABLE_DATE") in there, or by deleting the "topbar_date" textbox and adding a new textbox of your own in the same spot. In fact I kind of want to try this myself now just to see if it can be done...
 
If I want to make prevent some character from receiving a trait via event (i.e. make the immune to getting ill), where would I add the potential code? Is the potential code even the correct way to do it?

Thanks so much for any assistance.


Code:
    option = {
        name = EVTOPTA_emf_religion_2613 #I will touch him
        piety = 50
        random_list = {
            10 = {
                add_trait = ill
                hidden_tooltip = {
                    character_event = { id = 38290 } #notification
                }
            }
            10 = { add_trait = pneumonic }
            10 = { add_trait = has_tuberculosis }
            10 = { add_trait = has_typhoid_fever }
            10 = { add_trait = has_typhus }
            10 = { add_trait = has_measles }
            10 = { add_trait = has_small_pox }
            10 = {
                modifier = {
                    factor = 0
                    NOT = { year = 1300 }
                }
                add_trait = has_bubonic_plague
            }
            25 = {
                modifier = {
                    factor = 2
                    health = 4
                }
                modifier = {
                    factor = 2
                    health = 6
                }
                modifier = {
                    factor = 2
                    health = 8
                }
            }
        }
        hidden_tooltip = {
            change_variable = { which = "theosis_ambition" value = 2 }
        }
    }


Code:
        potential = {
            OR = {
                NOT = { trait = zimmune }
            }
        }
 
If you are wanting the option to not appear at all, then your code should be
Code:
trigger = {
   NOT = { trait = zimmune }
}

If you want the option to appear, but not give the traits, then you need to put the entire random_list section in an if block
Code:
if = {
   limit = { NOT = { trait = zimmune } }
   random_list = {
      # Stuff
   }
}
 
If you are wanting the option to not appear at all, then your code should be
Code:
trigger = {
   NOT = { trait = zimmune }
}

If you want the option to appear, but not give the traits, then you need to put the entire random_list section in an if block
Code:
if = {
   limit = { NOT = { trait = zimmune } }
   random_list = {
      # Stuff
   }
}

Thank you again for your help. I really appreciate it.
 
Looking on the Wiki I saw there is a command that can be used in a script to change a characters sex.
I have no idea how to create scripts so wondering if someone could help me set one up so I can use the console to run it and change sex of newborn children when I want.
Primarily useful when I'm first setting up a new game and various people of interest keep having wrong sex children for what I'm wanting to see. repeatedly reloading the save to have a mother give birth again so the RNG flips to other sex quickly gets old not to mention time consuming.
 
Trying to mod localization of ruler titles, running into a bit of trouble. I've successfully modded the ruler title itself and the "rank of" thing, but...

RW9JeOR.png


How do I change the title that's at the very end of a character's name? It still says Sultanate above, when ideally I'd like to change it to "Great/Grand Emirate".
 
You might be able to localize the crap out of this so that to the player the date appears to be completely different. For example, to create a different year and months length (300 day year or etc) you could have a global variable that ticks up every day, then use customizable localization to return the correct year, month, and day based on division of the global variable. You just need to find every single in-game reference to the date and replace with your customizable localization. If it's hardcoded anywhere though you're screwed. For instance, in main.gui it's shown in this textbox:
Code:
instantTextBoxType = {
            name = "topbar_date"
            position = { x = -261 y = 44 }
            textureFile = ""
            font = "vic_18"
            borderSize = {x = 0 y = 0}
            text = "UI_MISSING_TEXT"  
            maxWidth = 200
            maxHeight = 32  
            format = left
            fixedsize = yes
            Orientation = "UPPER_RIGHT"          
        }
The game knows by hardcoding to replace "UI_MISSING_TEXT" with the date, but you might be able to short that out by putting your own text code (e.g. "MY_CUSTOMIZABLE_DATE") in there, or by deleting the "topbar_date" textbox and adding a new textbox of your own in the same spot. In fact I kind of want to try this myself now just to see if it can be done...
This is fascinating. Do you think it would be possible (with a small UI tweak) to add an additional line to the date box, to show an additional localisation key calculated from the year value? (I wouldn't want to replace any other date elements elsewhere - I have already successfully localised the month names.)

nd
 
I can't make my vassal a merchant republic I think it's something to do with my experimental custom government, any idea what that is? Any help is appreciated

turkish_government = {
preferred_holdings = { CASTLE CITY }
allowed_holdings = {
CASTLE
CITY
FORT
HOSPITAL
}
allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture
TRIBAL
}
accepts_liege_governments = { # Gets the wrong religion modifier instead
merchant_republic_government
theocracy_government
feudal_government
chinese_imperial_government
}
free_revoke_on_tiers = {
duke
king
}
potential = {
OR = {
controls_religion = no
religion_group = muslim
has_religion_feature = religion_temporal_head
AND = {
religion = norse_pagan_reformed
has_religion_features = no # Old saves, and campaigns without HF, need the Fylkirate to continue working
}
}
NOT = { religion_group = muslim }
NOT = { is_government_potential = roman_imperial_government }
NOT = { is_government_potential = order_government }
AND = {
culture_group = altaic
OR = {
religion = tengri_pagan_reformed
religion = tengri_pagan
}
higher_tier_than = BARON
}
NAND = {
tier = EMPEROR
primary_title = { has_title_flag = pretender_chinese_empire }
OR = {
culture_group = chinese_group
culture = khitan
culture = tangut
culture = jurchen
has_character_flag = chinese_imperial_government_preserve
}
}
is_patrician = no
}

color = { 173 235 255 }

dukes_called_kings = yes
barons_need_dynasty = yes

can_build_tribal = no
vassal_limit = 25

ignore_in_vassal_limit_calculation = {
tribal_government
}
capital_move_delay = 180
free_retract_vassalage = yes
vassal_government_opinion_penalties = no
}
}


I don't want to double post, so I edit this one. Is it possible to tie an artifact with a certain trait? Like when I get Yada Tashy artifact, I automatically get some certain trait? If not, is it possible to make artifacts effective when it comes to succesion voting? Like when liege holds certain artifact, they more/less likely to vote for his pick?
 
Trying to mod localization of ruler titles, running into a bit of trouble. I've successfully modded the ruler title itself and the "rank of" thing, but...

RW9JeOR.png


How do I change the title that's at the very end of a character's name? It still says Sultanate above, when ideally I'd like to change it to "Great/Grand Emirate".


The localization keys for that are things like "kingdom_muslim" and so forth, and there's a another set with e.g. "kingdom_of_muslim". You can add religions, cultures, religion groups, culture groups, "city" for republics and "temple" for theocracies to the key. Not sure if the order matters, but you can check the vanilla keys and copy the order they use. Make sure to define keys that might already exist in vanilla in a file whose name comes alphabetically before the vanilla file names, or they won't override the vanilla settings.
 
This is fascinating. Do you think it would be possible (with a small UI tweak) to add an additional line to the date box, to show an additional localisation key calculated from the year value? (I wouldn't want to replace any other date elements elsewhere - I have already successfully localised the month names.)

nd
I'm pretty sure it would be possible. Don't take my word for it though, because I haven't done that much UI modding.
 
Is there a scope that includes all the landed characters in a sub-realm and the liege? According to wiki, any_realm_lord does not scope to the liege, and I can't find a scope that seems to fit the bill. I am trying to calculate the winner of a competition that includes both vassals and the liege.