I'm glad I checked then!No, this and several other on_actions are related to the hardcoded assassination diplomatic interaction, which can still be enabled by game rule.
Is there a useful on_action trigger for a plot then?
I'm glad I checked then!No, this and several other on_actions are related to the hardcoded assassination diplomatic interaction, which can still be enabled by game rule.
I'm glad I checked then!
Is there a useful on_action trigger for a plot then?
The biggest reason not to do it the way you did is because it will get destroyed if you ever validate the files. If the devs release a new version (which is slightly less likely than world peace breaking out) it will also destroy your work.Guys, help me, please) I created my own character traits and they work great, but I can’t find in which of the localization files I need to enter the name and description of the trait. I don’t want to make it a separate mod, I change it in the files of the game itself. I tried following the old guide “enter at the end of any localization file”, but it didn’t lead to anything. Traits are named as they appear in the "traits" file, for example "ultra_fair".
PS: Got it. I created a new localization file in csv format and wrote down my traits, adding them to the localization files of the game itself.
I help you, don't.Guys, help me, please)
.... I don’t want to make it a separate mod, I change it in the files of the game itself...
weight_multiplier = {
days = 1
modifier = {
factor = 2
is_female = yes
new_character = {
OR = {
religion_group = pagan_group
religion_group = zoroastrian_group
}
}
}
modifier = {
factor = 4 # Free prisoner
new_character = {
ROOT = {
prisoner = yes
employer = {
character = PREVPREV
}
}
}
}
modifier = {
factor = 1.2 # if new_char (the sieger) was a warrior lodge member
new_character = {
is_member_of_any_warrior_lodge_trigger = yes
society_rank > 1 #Must be rank 2 or higher
}
}
modifier = {
factor = 1.1 # if new_char (the sieger) has a particular Legendary bloodline
new_character = {
any_owned_bloodline = {
has_bloodline_flag = bloodline_reaver
}
}
}
}
# Fires for all characters presumed to be in the Holding at the time. Siege winner unit owner in the 'new_character' scope, lost holding title in FROM, local character in ROOT.
on_siege_over_loc_chars = {
events = {
#SoA.5406 # Shepherds' Crusade kills Jews and priests
}
random_events = {
1000 = 0 # Nothing happens
400 = SSI.61 # Aztec sacrifice
100 = 62100 # Character imprisoned
200 = TOG.1190 # Rebels kill character
}
}
|Siege stuff]
If you haven't already, I recommend checking out the Event modding, Scripting, and Scopes pages on the wiki. I well remember the task of wrapping my head around CK 2 modding to be quite daunting, but those pages help significantly.How to know what PREV and FROM refer to?
liege = {
job_chancellor = {
PREV = {
#This scope is one step back from the scope it's inside. The scope it is inside is job_chancellor, so one step back from that is the liege scope.
}
}
}
name = "orthodoxx"
path = "mods/orthodoxx"
name = "orthodoxx"
path = "mods/orthodoxx"
user_dir = "orthodoxx"
replace_path = "common/landed_titles"
replace_path = "localisation"
name = "orthodoxx"
path = "mods/orthodoxx"
user_dir = "orthodoxx"
extend = "common/landed_titles"
extend = "localisation"
Greetings,
I'm new to modding and can't get started with this. I ran the official test mode (comet event) successfully but once trying my own test, it won't work. The mod shows up on the launcher but won't affect anything. I tried making something very simple with changing the title of ecumenical patriarch to supreme patriarch. The title change should be simple by editing files "landed_titles" and "text1.csv".
The mod folder is in C:/users/documents/paradox interactive/crusader kings II/mod. The .mod file is in the mod folder and I have "common" (which includes a subfolder "landed_titles") and "localisation" folders in the "orthodoxx" folder. This should be right, but none of the .mod file combinations seem to work.
Code:name = "orthodoxx" path = "mods/orthodoxx"
or
Code:name = "orthodoxx" path = "mods/orthodoxx" user_dir = "orthodoxx" replace_path = "common/landed_titles" replace_path = "localisation"
or
Code:name = "orthodoxx" path = "mods/orthodoxx" user_dir = "orthodoxx" extend = "common/landed_titles" extend = "localisation"
Let's start with the first obvious basic mistake preventing the mod to be read, it's the "mod" folder ,not "mods",
hence should be :
path = "mod/orthodoxx"
Common mistake. Everyone done that at some point, no worries.
It's always these little oversights that drive modders nuts.
Incorrect spelling, brackets, spaces, missing or too many, for instance.
ai_will_do
factor.Is it possible to mod the willingness of the AI to create empire titles? It seems the AI sometimes has enough gold and provinces to create the titles but decide to spend its gold on something else and that's a bit sad.