• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Is it possible to create seasonal land bridges? Vanilla has a couple of land bridges, and I wonder if it's possible to make them not passable all year round.
Unfortunately not - all map features are fixed. (Believe me, if you could change map features dynamically, Faerun would be using that.)

nd
 
  • 1
Reactions:
Is there a rule on how many numbers are allowed for decimal numbers?
 
Is it possible to create seasonal land bridges? Vanilla has a couple of land bridges, and I wonder if it's possible to make them not passable all year round.
Unfortunately not - all map features are fixed. (Believe me, if you could change map features dynamically, Faerun would be using that.)

You might be able to do something with the local_movement_speed province modifier, if you rearrange the map to support it.

Imagine provinces A-B-C, where B is your land bridge and is only connected to A and C. Set up a recurring province_event which applies local_movement_speed -10000% to B during winter and +10000% during summer. Then, in theory, passage would be impossible in winter and near-instantaneous during summer.

Note that armies will still be able to move into B at a normal speed during winter - they just won't be able to move out. So, you probably want to provide a very generous supply limit in B so the AI doesn't accidentally destroy its own armies via attrition. Similarly, the ability to build anything in B might end up being very overpowered. So, if I was doing this, I would model this province B as an administrative concept rather than an actual province - empty and useless, except to facilitate the land bridge.

Disclaimer: This is entirely theoretical - I have no idea if it will work in practice!

EDIT: To avoid the situation where hostile armies can approach from A and C to fight in B, it may be better to structure this kind of seasonal passage as A-B1-B2-C.

EDIT2: As you might have gathered, I'm thinking about this from the perspective of mountain passes rather than strait crossings (and I suspect OP intended the latter). The only additional wrinkle with strait crossings is you'd need to put the special crossing provinces inside an impassible sea zone (or similar), to prevent anyone from docking ships there, or landing troops, etc. This seems possible - as long as the game engine permits strait crossings to cross multiple sea zones (ie. the two linked provinces don't have to be adjacent to the same sea zone), and I have no idea whether we can do that.
 
Last edited:
  • 1
Reactions:
You might be able to do something with the local_movement_speed province modifier, if you rearrange the map to support it.

Imagine provinces A-B-C, where B is your land bridge and is only connected to A and C. Set up a recurring province_event which applies local_movement_speed -10000% to B during winter and +10000% during summer. Then, in theory, passage would be impossible in winter and near-instantaneous during summer.

Note that armies will still be able to move into B at a normal speed during winter - they just won't be able to move out. So, you probably want to provide a very generous supply limit in B so the AI doesn't accidentally kill itself. Similarly, the ability to build anything in B might end up being very overpowered. So, if I was doing this, I would model this province B as an administrative concept rather than an actual province - empty and useless, except to facilitate the land bridge.

Disclaimer: This is entirely theoretical - I have no idea if it will work in practice!

EDIT: To avoid the situation where hostile armies can approach from A and C to fight in B, it may be better to structure this kind of seasonal passage as A-B1-B2-C.

EDIT2: As you might have gathered, I'm thinking about this from the perspective of mountain passes rather than strait crossings (and I suspect OP intended the latter). The only additional wrinkle with strait crossings is you'd need to put the special crossing provinces inside an impassible sea zone (or similar), to prevent anyone from docking ships there, or landing troops, etc. This seems possible - as long as the game engine permits strait crossings to cross multiple sea zones (ie. the two linked provinces don't have to be adjacent to the same sea zone), and I have no idea whether we can do that.

I don't think you actually interact with the province you're crossing and that the province being crossed just is used to tell the game where to draw the strait crossing.
 
  • 2
Reactions:
Another question unrelated to the possibility of creating sea-crossing land bridges that freeze over in winter and thus become passable.

Is it possible to mod how traits are displayed on the character interface? Separating traits into rows for "education and personality", "physical", etc.
 
I can't seem to make the chodhood focus settings to work in defines, namely CHILDHOOD_FOCUS_ALERT_AGE and CHILDHOOD_AUTO_EDUCATION_FOCUS_AGE.

I wanted to not have to set a focus and instead deal with wathever the children had grown into, so I set the CHILDHOOD_AUTO_EDUCATION_FOCUS_AGE to trigger one year ealier than CHILDHOOD_FOCUS_ALERT_AGE (so I would only get an alert if the setting didn't work), and I do get alerts! All the time. I tried a setting for kids below 12 and after 12 and none is working. Could it even work for the 6+ years focus? Any ideas of what I'm doing wrong?
 
Hi I'am playing the mod pharaohs and consuls and run into this weird problem. Where most of the land is green with (no character) and can't even move in or no provinces exist.
While some provinces that is even claimed by some faction still have (no character) and can't do anything.

Is there a way for me to mod it myself or rather change in files so the map get's normal again? if so I'am willing to do so
20240309102857_1 (1).jpg
20240309103412_1 (1).jpg
 
Hi I'am playing the mod pharaohs and consuls and run into this weird problem. Where most of the land is green with (no character) and can't even move in or no provinces exist.
While some provinces that is even claimed by some faction still have (no character) and can't do anything.

Is there a way for me to mod it myself or rather change in files so the map get's normal again? if so I'am willing to do so
View attachment 1195765View attachment 1195766
For specific solutions you probably should hit the mod up for help (if they are even still a thing). That said, provinces normally end up like that when they have a malformed history file. Can you share the history file for oxford?
 
A few related questions:

- Is it possible to hide other characters' lovers, similarly to how your spouse's lovers are hidden?

- Is it possible to un-hide a specific lover of your spouse?

- Is it possible to have multiple scopes in a dynamic flag, e.g. something like @root_knows_about_@this_and@from, and then check for those?
 
- Is it possible to hide other characters' lovers, similarly to how your spouse's lovers are hidden?

Weirdly, there was an almost-identical question on discord yesterday:
1727778171512.png


And I think I've had a similar question in the past (is there a way to tell if a lover is secret or public? no).

On reflection, if you can identify the events which create secret lovers, that might give you a clue.

- Is it possible to un-hide a specific lover of your spouse?

If scripted lovers are always public, you could simply remove then add the lover. (May need to also remove the ex-lover opinion modifiers.)

- Is it possible to have multiple scopes in a dynamic flag, e.g. something like @root_knows_about_@this_and@from, and then check for those?

No idea. On the surface, it seems like it might work, since IIRC the @ components are translated into character/province IDs by the game engine. However, you never know about engine limitations. So, all I can suggest is that you try it, and check in debug_mode to see if the character has had the flag added as expected.
 
Hi I'am playing the mod pharaohs and consuls and run into this weird problem. Where most of the land is green with (no character) and can't even move in or no provinces exist.
While some provinces that is even claimed by some faction still have (no character) and can't do anything.

Is there a way for me to mod it myself or rather change in files so the map get's normal again? if so I'am willing to do so
View attachment 1195765View attachment 1195766

That's the last 0.5A version, right ?

Looking at the files Oxford has a history file in history/titles, but nothing inside its file in history/provinces.

Keep in mind the mod remained in Alpha.
As far as in know the mod author stopped suporting it and went on to CKIII or intended to.
Last time seen here in march '24. The discord for it is also pretty quiet.

If you want to fix that, you'd have to make yourself accustomed with title modding, but actually
adding the usual stuff into the respective province file(s) should suffice.
Check the other files with content inside the province folder on how that looks and check common/landed_titles
for the correct barony names of the respective missing counties.

Also Info sources :
 
Last edited:
  • 1
Reactions:
Hello everyone, I have been trying to create a mod recently, it is similar to Random Hordes(https://steamcommunity.com/workshop/filedetails/?id=455245469), once the number of provinces within a independent character's scope more than 40, it will be invaded by a random cultural and religious adventurer every decade, for every 10 more provinces, the adventurer's strength will increase by a portion. But during testing, I found that these events did not seem to have been triggered normally.
This is my first time trying to create a mod, and I may have made some mistakes, but I couldn't detect it myself, I hope to receive your help.
 

Attachments

  • random_ck2.7z
    3,8 KB · Views: 0
Hello everyone, I have been trying to create a mod recently, it is similar to Random Hordes(https://steamcommunity.com/workshop/filedetails/?id=455245469), once the number of provinces within a independent character's scope more than 40, it will be invaded by a random cultural and religious adventurer every decade, for every 10 more provinces, the adventurer's strength will increase by a portion. But during testing, I found that these events did not seem to have been triggered normally.
This is my first time trying to create a mod, and I may have made some mistakes, but I couldn't detect it myself, I hope to receive your help.
According to the Validator, you've got two main types of critical error:
  • Lots of invalid use of actually_culture
  • Lots of events where you use FROM but FROM does not exist
1728252680696.png
 
Hello everyone, can anyone explain how to change the title prefix under administrative government? I tried to do this through flavorization, but it didn't work.

You're almost certainly in the wrong thread and subforum, as CK2 doesn't have an administrative government type (possibly excepting some mods).
 
According to the Validator, you've got two main types of critical error:
  • Lots of invalid use of actually_culture
  • Lots of events where you use FROM but FROM does not exist
View attachment 1198522
Thank you for letting me know about such a useful tool!
I have remade the mod, redesigned the events for ease of testing, and created a decision for testing purposes. At present, its operating condition basically meets my expectations, but I have found some other issues. Some rulers may encounter two invasion events at once, for example, the Umayyads of 769 will definitely experience this situation, although this situation is only a minority, I feel very uneasy.
 

Attachments

  • random_ck2.rar
    4,7 KB · Views: 0
Thank you for letting me know about such a useful tool!
I have remade the mod, redesigned the events for ease of testing, and created a decision for testing purposes. At present, its operating condition basically meets my expectations, but I have found some other issues. Some rulers may encounter two invasion events at once, for example, the Umayyads of 769 will definitely experience this situation, although this situation is only a minority, I feel very uneasy.
Well, you haven't put any conditions on the events. Something like this might be a good start:

Code:
character_event = {
    id = randominvasion.0001
    hide_window = yes
    is_triggered_only = yes
    trigger = {
        independent = yes
        is_landed = yes
        realm_size >= 100 # Invasions can only be triggered on *large* independent rulers
        war = no # Invasions can only be triggered on rulers who are at peace (among other things, this prevents a ruler from being targeted twice)
    }