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Maybe an obvious question, but did you run the Validator?


For the set_coa command, did you try using a count+ tier title as the source? (Eg: b_hagiasophia = { set_coa = d_zzzbaronycoas_hagiasophia }.) (If you can't set one barony's CoA via title modding, I don't know why you'd expect to be able to set a different barony's CoA and then copy it... ;-p )
I did run the Validator.

I did try using a duke title, yes. It still did nothing on the barony, but testing on a county or duchy title set their flag to a blank black instead.

According to the wiki, you should be able to set a barony title's coat of arms. There's even a vanilla example of it, albeit only the one.
 
Hello again! Would anyone happen to know how to add a character to an existing bloodline in the history/character file? I would like a character to inherit a blood line but not be directly descended from them.
 
Hello again! Would anyone happen to know how to add a character to an existing bloodline in the history/character file? I would like a character to inherit a blood line but not be directly descended from them.
I don't know exactly how this would work in history files, since I've never worked with them, but as far as a command to use in an event or decision, you want add_to_bloodline (which adds a scoped character to a target bloodline) or add_bloodline_member (which adds a targeted character to the scoped bloodline).
 
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I did run the Validator.

I did try using a duke title, yes. It still did nothing on the barony, but testing on a county or duchy title set their flag to a blank black instead.

According to the wiki, you should be able to set a barony title's coat of arms. There's even a vanilla example of it, albeit only the one.
FWIW, my initial reaction before checking the wiki was that baronies cannot have custom CoA. Either this initial reaction was completely wrong... or maybe I'm remembering a similar answer from a few years ago...

If you found an example in the base game, maybe it's worth seeing whether you can make it work? And, if you can, you could then make tiny tiny modifications to try to nudge the base game example towards your desired end state?
 
Hello again! Would anyone happen to know how to add a character to an existing bloodline in the history/character file? I would like a character to inherit a blood line but not be directly descended from them.
Yes - we did this in the Faerun mod. Here's the character block for Agrosh Tarrik 'the Scaled', usurper king of Impiltur.
Code:
24059 = {
    name = Agrosh
    dynasty = 3803 # Tarrik
    father = 24058 # Duke Errendil Tarrik (possessed by Eltab)
    mother = 24187 # Varlora Shimmercrag
    trait = creature_human
    trait = half_fiend
    religion = abyssal_cult
    culture = cambion
    688.1.1 = {
        birth = yes
        culture = impilturan
        effect_even_if_dead = {
            set_real_father = 66230 # Eltab
            c_66230 = {
                any_owned_bloodline = {
                    add_bloodline_member = ROOT
                }
            }
        }
    }
    708.1.1 = {
        give_nickname = nick_the_scaled
    }
    726.1.1 = { add_spouse = 66229 } # Soneillon
    729.1.1 = {
        death = {
            death_reason = death_battle
            killer = 24227 # Belthar Garshin
        }
    }
}
The story here is that his ostensible father Errendil was possessed by Eltab, a demon. Eltab is a playable character with a bloodline, so we wanted this historical character to appear as having been part of that bloodline. The bit that does the magic is the effect_even_if_dead clause, especially the bit that starts c_66230 =. That scopes to the character with ID 66230 (which is Eltab), and then chooses all his bloodlines (he only has one) and then adds ROOT (which is Agrosh) to it.

One thing to note is that if a bloodline doesn't permit bastards to inherit it, then you can't add a bastard to it, even by this method. (We tried this with another historical character and a different bloodline, and it just didn't work. In the end we created a new, legitimate member of the bloodline to pass it on to the later generations.)

nd
 
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Yes - we did this in the Faerun mod. Here's the character block for Agrosh Tarrik 'the Scaled', usurper king of Impiltur.
Code:
24059 = {
    name = Agrosh
    dynasty = 3803 # Tarrik
    father = 24058 # Duke Errendil Tarrik (possessed by Eltab)
    mother = 24187 # Varlora Shimmercrag
    trait = creature_human
    trait = half_fiend
    religion = abyssal_cult
    culture = cambion
    688.1.1 = {
        birth = yes
        culture = impilturan
        effect_even_if_dead = {
            set_real_father = 66230 # Eltab
            c_66230 = {
                any_owned_bloodline = {
                    add_bloodline_member = ROOT
                }
            }
        }
    }
    708.1.1 = {
        give_nickname = nick_the_scaled
    }
    726.1.1 = { add_spouse = 66229 } # Soneillon
    729.1.1 = {
        death = {
            death_reason = death_battle
            killer = 24227 # Belthar Garshin
        }
    }
}
The story here is that his ostensible father Errendil was possessed by Eltab, a demon. Eltab is a playable character with a bloodline, so we wanted this historical character to appear as having been part of that bloodline. The bit that does the magic is the effect_even_if_dead clause, especially the bit that starts c_66230 =. That scopes to the character with ID 66230 (which is Eltab), and then chooses all his bloodlines (he only has one) and then adds ROOT (which is Agrosh) to it.

One thing to note is that if a bloodline doesn't permit bastards to inherit it, then you can't add a bastard to it, even by this method. (We tried this with another historical character and a different bloodline, and it just didn't work. In the end we created a new, legitimate member of the bloodline to pass it on to the later generations.)

nd
This sort of worked but it has another character as the finder of the bloodline. Is that supposed to happen?
 
This sort of worked but it has another character as the finder of the bloodline. Is that supposed to happen?
The founder of the bloodline will be whoever has the create_bloodline command in their history. In our case, that was also Eltab, and if the added character isn't a lineal descendant of the founder, there's no reason not to scope to the founder by ID when adding them. What is your intended outcome?

nd
 
The founder of the bloodline will be whoever has the create_bloodline command in their history. In our case, that was also Eltab, and if the added character isn't a lineal descendant of the founder, there's no reason not to scope to the founder by ID when adding them. What is your intended outcome?

nd
I would like a brother of the character to have the bloodline but keep the character as the founder. I think you are saying if they are not directly descended from the character it will create a new bloodline?
 
I would like a brother of the character to have the bloodline but keep the character as the founder. I think you are saying if they are not directly descended from the character it will create a new bloodline?
No, that should work. In the brother's history, on the date that the founder founds the bloodline (or perhaps the day after), have an effect_even_if_dead block that scopes to the founder directly by ID, then adds ROOT to his bloodlines, exactly as shown. If you've copied my example very exactly, it's possible you're trying to add the brother to the bloodline before it's founded.

nd

ETA: Can you post the history blocks for the founder and the brother, please?
 
No, that should work. In the brother's history, on the date that the founder founds the bloodline (or perhaps the day after), have an effect_even_if_dead block that scopes to the founder directly by ID, then adds ROOT to his bloodlines, exactly as shown. If you've copied my example very exactly, it's possible you're trying to add the brother to the bloodline before it's founded.

nd

ETA: Can you post the history blocks for the founder and the brother, please?
Yes. Here is what I did:

# Character with bloodline

9188007={
name=Jeanne
dynasty=848
female = yes
dna="ba0fd0kbfa0"
properties="d00a0b0000000000000000000000000000000000000"
father = 9188009
mother = 9188010
culture=frankish religion=catholic
martial=7 diplomacy=5 stewardship=7 intrigue=8 learning=4
trait = joan_arc
trait = fair
trait = beloved
trait = resilient
trait = calm_voice
trait = groomed
trait = just
trait = blessed
trait = nimble
trait = zealous
trait = soft_voice
trait = chaste
trait = honest
trait = brave
trait = trusting
trait = theologian
trait = strategist
trait = brilliant_strategist
trait = inspiring_leader
trait = aggressive_leader

1213.9.2={ birth=yes create_bloodline = {
type = joan_arc
has_dlc = "Holy Fury"
} }
1234.5.12= { give_nickname = nick_darc
}
1250.3.17={ death=yes add_trait = beatified }
}

# Brother

9188011={
name=Pierre
dynasty=848
father = 9188009
mother = 9188010
culture=frankish religion=catholic
1217.8.3={ birth=yes
effect_even_if_dead = {
c_9188007 = {
any_owned_bloodline = {
add_bloodline_member = ROOT
}
} } }
1267.8.14={ death=yes }
}
 
OK, that all looks correct and parallel to what I did. What's not working the way you want it to in the output?

nd
Joan of arc should be the founder but she isnt her brother is. The game made two different bloodlines, is it because she is female?
20240824175123_1.jpg
 
Joan of arc should be the founder but she isnt her brother is. The game made two different bloodlines, is it because she is female?View attachment 1179014
That doesn't look like it was founded by either of them - the date and name are wrong. Can you show me Julien's character history block, please?

nd
 
That doesn't look like it was founded by either of them - the date and name are wrong. Can you show me Julien's character history block, please?

nd
Ah you are correct.

9188008={
name=Julien
dynasty=848
dna="kjdinflfkdj"
culture=frankish religion=catholic
martial=7 diplomacy=5 stewardship=8 intrigue=8 learning=4
add_trait=mastermind_theologian add_trait=zealous add_trait=patient add_trait=temperate add_trait=proud
add_trait=envious
father=9188011 #Robert
1243.8.3={ birth=yes
create_bloodline = {
type = joan_arc
has_dlc = "Holy Fury"
} }
1293.8.14={ death=yes }
}

I have removed the bloodline but now the D'Arc has no bloodline at all.
 
Ah you are correct.

9188008={
name=Julien
dynasty=848
dna="kjdinflfkdj"
culture=frankish religion=catholic
martial=7 diplomacy=5 stewardship=8 intrigue=8 learning=4
add_trait=mastermind_theologian add_trait=zealous add_trait=patient add_trait=temperate add_trait=proud
add_trait=envious
father=9188011 #Robert
1243.8.3={ birth=yes
create_bloodline = {
type = joan_arc
has_dlc = "Holy Fury"
} }
1293.8.14={ death=yes }
}

I have removed the bloodline but now the D'Arc has no bloodline at all.
You've tagged Julien's father as 'Robert', but the character ID indicates Pierre. If Pierre is showing correctly with the bloodline, try replacing the add_bloodline_member command with propagate_bloodline_from.

nd
 
You've tagged Julien's father as 'Robert', but the character ID indicates Pierre. If Pierre is showing correctly with the bloodline, try replacing the add_bloodline_member command with propagate_bloodline_from.

nd
Yes his name was originally robert but I changed it. Unfortunately, the bloodline is not showing on Pierre but i did try it both member and from and it didnt work. I may just make Juliens mother Joan. Just a bit of slight incest.
 
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Can anyone help me please? I'm trying to remake my total conversion mod from scratch, however the game keeps crashing at Loading Databases for some reason. Can't find anything in error log, Validator shows nothing, map files are in right format. There are not many files so far, so I'm kinda lost where should I look for errors.
 

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Can anyone help me please? I'm trying to remake my total conversion mod from scratch, however the game keeps crashing at Loading Databases for some reason. Can't find anything in error log, Validator shows nothing, map files are in right format. There are not many files so far, so I'm kinda lost where should I look for errors.

In case you only checked the error.log, it is sometimes worth checking the other logs as well. I have very occasionally seen important errors in those logs which didn't make it into the main error.log.

Next, I suggest you compare all of the logs produced for "startup without any mods without errors" vs "startup with your mod but it crashes", to get an idea of the last thing the game was trying to do before it crashed. The last entry in these kinds of logs is usually either the thing that crashed - or the final thing that succeeded before the crash occurred.

Another thing possibly worth checking out is that you have several replace_path folders specified in your .mod file which do not exist in the mod folder itself (eg. common/trade_routes). They all seem like reasonable things to exclude for a total conversion mod with a different map... but I think you probably still have to provide a blank/dummy file in most of these cases (eg. a blank trade routes file).

Finally, I guess you could manually go through all of the subfolders of the main game logic folders (eg. common\*, history\*, map\*) and think whether any of those subfolders also need to be specified in your mod. (Usually, I'd advocate removing things until the mod works... but in your case, I think it's more worthwhile to think about whether you forgot to include something important.)
 
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I have a question about the on_action trigger on_assassination_disc.

The Event modding page doesn't specify for sure, but it sounds like this is whenever a spymaster uncovers a murder plot. Is that correct?

For context, I want to make a custom notification event for uncovering plots against close family members of the player. I turn off plot-uncovering notifications, because there are far too many of them in the later game, but I'd still like to be aware of any plots to murder my close family members.
 
I have a question about the on_action trigger on_assassination_disc.

The Event modding page doesn't specify for sure, but it sounds like this is whenever a spymaster uncovers a murder plot. Is that correct?

For context, I want to make a custom notification event for uncovering plots against close family members of the player. I turn off plot-uncovering notifications, because there are far too many of them in the later game, but I'd still like to be aware of any plots to murder my close family members.

No, this and several other on_actions are related to the hardcoded assassination diplomatic interaction, which can still be enabled by game rule.