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You'll have to tell us what you mean by 'suppressed'. Saved event targets are 're-assigned' by simply saving a new target under the same name, if that's what you're asking, and they can be cleared with clear_event_target.

There are easier versions to find the wealthies character out of any subset of characters in the game, see this page.
Sorry,
my wording wasn't clear. I wanted to overwrite the existing reference present in dpp_creditor_republic, so in essence, you've answered my question, so thanks.
What I don't understand was you reference to score_value, I can see how it can be used for discrete data (i.e. presence of traits, flags, etc.), but wealth is continuous, how would score_value help in this situation?
 
Sorry,
my wording wasn't clear. I wanted to overwrite the existing reference present in dpp_creditor_republic, so in essence, you've answered my question, so thanks.
What I don't understand was you reference to score_value, I can see how it can be used for discrete data (i.e. presence of traits, flags, etc.), but wealth is continuous, how would score_value help in this situation?

additive_exported_value_modifier is how.
 
I'm reasonably sure it doesn't exist since I can't find it, but just in case I'm missing something: I have some events where I'd like to use a couple of random (culture-specific, if it matters) male/female names in the localisation. Is there already something to the effect of GetRandomFemaleName defined in the game that can be used for this, or would it have to be created from scratch?
 
I'm reasonably sure it doesn't exist since I can't find it, but just in case I'm missing something: I have some events where I'd like to use a couple of random (culture-specific, if it matters) male/female names in the localisation. Is there already something to the effect of GetRandomFemaleName defined in the game that can be used for this, or would it have to be created from scratch?
I'm not aware of any such command (and I assume you already checked the wiki, because there's nothing obvious on there).

However, as a workaround, you could get a random name of the desired culture by: creating a random character of the desired culture (who will by definition have a random name); using normal modding commands (eg. event_targets, GetFirstName) to insert that random character's name in your event; and, finally, kill that character (so they don't impact the game).

If you go with this workaround, it would also be a good idea IMO to take steps to ensure the save file doesn't get too bloated. (Because I believe every character, living or dead, is stored in the save file - so, hundreds of thousands of dead characters would have a noticeable impact on save file size.) Eg: If this is a frequently-occurring event then you only need to generate the random character if the event will be seen by a player (AI don't care about missing localisation).

EDIT: That workaround may well be the "from scratch" you were imagining, in which case most of this post was completely unnecessary. Ah well.
 
I'm not aware of any such command (and I assume you already checked the wiki, because there's nothing obvious on there).

However, as a workaround, you could get a random name of the desired culture by: creating a random character of the desired culture (who will by definition have a random name); using normal modding commands (eg. event_targets, GetFirstName) to insert that random character's name in your event; and, finally, kill that character (so they don't impact the game).

If you go with this workaround, it would also be a good idea IMO to take steps to ensure the save file doesn't get too bloated. (Because I believe every character, living or dead, is stored in the save file - so, hundreds of thousands of dead characters would have a noticeable impact on save file size.) Eg: If this is a frequently-occurring event then you only need to generate the random character if the event will be seen by a player (AI don't care about missing localisation).

EDIT: That workaround may well be the "from scratch" you were imagining, in which case most of this post was completely unnecessary. Ah well.

Yeah, I checked the wiki and didn't find anything.

Regarding the workaround with a created character, that sounds a lot easier than setting up something with hundreds (thousands?) of loc strings to cover every name in every namelist, so that sounds like the way to go about this.
 
Regarding the workaround with a created character, that sounds a lot easier than setting up something with hundreds (thousands?) of loc strings to cover every name in every namelist, so that sounds like the way to go about this.
FWIW, another disadvantage of the manual code-all-the-names approach is that it doesn't support other mods - it won't ever return any names which have been added, it may return names which are impossible in normal gameplay, and it'll fail with new unsupported cultures. (Eg: If you have a mod/submod which changes one particular culture group or map area.)
 
is it possible to change the game's logic regarding character naming? the default setting is that a culture has a pool of names, and some of those names are exclusive to one religion. for reasons too convoluted to go into now, this doesn't work optimally as regards historical immersion. I've thought about this quite long and hard, and what I think is the best solution is for the naming logic to go like this:

Code:
if (culture = levantine)
    if (religion_group = christian)
        select name from Levantine_Christian
    else if (religion_group = muslim)
        if (religion = sunni)
            select name from Levantine_Sunni
        else if (religion = shia)
            select name from Levantine_Shia
    else select name from Levantine_* //where * is a pool with non-religion-specific names

is it possible to do this?
 
is it possible to change the game's logic regarding character naming? the default setting is that a culture has a pool of names, and some of those names are exclusive to one religion. for reasons too convoluted to go into now, this doesn't work optimally as regards historical immersion. I've thought about this quite long and hard, and what I think is the best solution is for the naming logic to go like this:

Code:
if (culture = levantine)
    if (religion_group = christian)
        select name from Levantine_Christian
    else if (religion_group = muslim)
        if (religion = sunni)
            select name from Levantine_Sunni
        else if (religion = shia)
            select name from Levantine_Shia
    else select name from Levantine_* //where * is a pool with non-religion-specific names

is it possible to do this?

No, you can only specify that various names in a culture are only available if for characters of a certain religion group.

The alternative is manually crafting events to manually rename all characters on birth and whenver they change culture/religion. I doubt anyone would like to do that, however.
 
is it possible to change the game's logic regarding character naming? the default setting is that a culture has a pool of names, and some of those names are exclusive to one religion. for reasons too convoluted to go into now, this doesn't work optimally as regards historical immersion. I've thought about this quite long and hard, and what I think is the best solution is for the naming logic to go like this:

Code:
if (culture = levantine)
    if (religion_group = christian)
        select name from Levantine_Christian
    else if (religion_group = muslim)
        if (religion = sunni)
            select name from Levantine_Sunni
        else if (religion = shia)
            select name from Levantine_Shia
    else select name from Levantine_* //where * is a pool with non-religion-specific names

is it possible to do this?

There are two options, one that's easy and one that's hard; whether you can use the easy one depends on whether there are names that are associated with religion X for culture A and with religion Y for culture B.

The easy one is if it is the same as in the vanilla case, where a cultural namelist can contain names that are religion-specific (technically religion group-specific per the wiki, but it seems it works for individual religions) and names that aren't; a randomly generated or newborn character will not get any religion-specific names that don't match their religion.


The harder option is to set up e.g. a levantine_sunni culture, using prompt_name to force a rename restricted to that culture as appropriate. However, there are a few things to be aware of with this:

- The naming prompt is weirdly implemented (most likely because it touches on hardcode); it is not a proper event, and thus it is not possible to e.g. use a decision to open the prompt and then fire an event informing the realm that you've changed your name.

- You'll need to figure out where to hook it in on your own; I assume you want to cover everything from newborns to event-spawned characters to automatically spawned characters,

- As far as I know there is no way to tell a character "Keep your old name if it also is in this list", meaning you might get renaming when you shouldn't have renaming.

- There's a bug with prompt_name when it comes to religious names (which is vanilla's only non-artefact-related use case): A character picking a religious name gets the base name from the religion list, not the cultural version of it, which can result in very stupid things happening.
 
Okay, so an interface modding question: Is it possible to add a scrollbar to a window (or part of a window containing some elements) that doesn't normally have one, e.g. the Focus view or the reformation screen? I've had no success (the best I've managed is to make a scrollbar that doesn't scroll the window), though admittedly I'm very inexperienced when it comes to .gui files.
 
Okay, so an interface modding question: Is it possible to add a scrollbar to a window (or part of a window containing some elements) that doesn't normally have one, e.g. the Focus view or the reformation screen? I've had no success (the best I've managed is to make a scrollbar that doesn't scroll the window), though admittedly I'm very inexperienced when it comes to .gui files.

All I know is that Paradox have added support for scroll bars to various parts of the interface in the past, and that I've been unable to manually do so myself in the College of Cardinals screen, to display more cardinals. Then again, I am also very inexperienced in GUI modding in CK2, so perhaps something more can be done without developer intervention.