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Thanks a lot. Can also see over the add_friend and add_rival? They don't seem to work in the history files. Scripted friends/rivals won't show up on either character.

From what I can see in the code, they should work.
 
How are they suppose to be used then? Could you give us an example?

I've tried this:
Code:
1100.1.1={
        add_friend=X
        }

I suppose it's not enough.

EDIT:

One have to do like this for it to work, apparently:
Code:
1100.1.1={
        effect={
                   add_friend=X
        }
}

Yeah, same as with opinion, there are no history command for add_friend, so you have to set it as a regular effect.
 
I've looked into making diplomatic actions moddable but it looks like it would be way too complicated to do.
 
Moved to "Implemented in an upcoming patch":
  • Add an on_create_title on_action with the title as the FROM or FROMFROM scope
  • A way to disable random traits on a per-character level (disallow_random_traits = yes)
 
Moved:
  • A local_speed_modifier, changing how long it takes troops to move through a province (text edited to not mention buildings)
  • Ability to specifically modify sea to land movement times and vice versa
  • A new on_action "on_new_holder". Would give the title as FROMFROM, the new ruler as ROOT, and the previous ruler as FROM (ROOT = FROM if the title is created rather than inherited/usurped)
  • More modifiable demesne limit
 
Sorry about it taking me this long to get the OP updated.
Anyway, I've now updated it with everything from the 15th of May (the last day Gars added to his log) and later I'm sorry if I've missed anything.
Added suggestions:
  • Let the .mod file define necessary DLC, giving the user a warning if they try to enable the mod without the indicated DLC
  • Add a toggle to make cultural naming dependent on the province owner rather than top liege
  • Allow defining groups of unit types for combat tactics and other modifiers (E.G., technology)
  • Export the weighting for fertility when it comes to accepting marriage proposals
  • Export a toggle to have count-tier realms use dynastic names, not just duchies and above
  • Add a can_use_title_gui section for CBs so that conditions based on the title itself can also be displayed
  • Allow non-republican realms to use the merchant republic mechanics
  • Add an on_startup on_action
  • Add an on_save_loaded on_action
  • Add a has_minor_river condition
  • Make it possible to denote that specific cultures are not to use patrician clothing (E.G., patrician_clothing = no)
  • Allow overriding event localisation dynamically (E.G., "if = { limit = { culture = norwegian } text = EVT1000.norwegian })
  • Allow localising building names and descriptions based on culture/religion
  • Allow inserting arbitrary numbers into custom tooltips (E.G., having [GetCustomTooltipValue] be replaced by a value parameter (value = 100, or value = variable))
  • Allow non-patrician buildings to boost stats
  • Add a change_gender = male/female command
  • ​Add a can_be_destroyed section for titles. If the conditions aren't met, the title cannot be destroyed
  • Make founder-named dynasties probabilistic instead of binary. (E.G., founder_named_dynasty = 0.5 giving a 50% chance of dynasties of that culture being founder-named)
  • Add a set_dna command
  • Allow defining multiple capitals for titles. If the first capital isn't within the realm, the second will be used and so on
  • Add a dynastic_naming flag for titles, making the title always use a dynastic name
  • Add a destroy_holding command
  • Add a ai_incest_chance parameter for religions that allow incestuous marriage, affecting how likely the AI is to accept/offer an incestuous marriage
  • Export the assignment of education traits to an event called by on_adulthood. It is currently hardcoded
  • Export a toggle for whether merchant republics benefit from legalism's bonus to demesne size. Currently they don't
  • Add FEUDAL_GOLD_TO_MONTHLY_PRESTIGE
  • Allow localising nicknames based on culture/religion/gender
  • Make the calendar scriptable (many fantasy worlds to not use the Gregorian calendar). Custom number of months, and custom number of days for each individual month
  • Add an optional ai_delay section for decisions, making the AI wait an arbitrary number of days before taking a decision, further modifiable with multipliers (similar to ai_will_do)
  • Allow making arbitrary cultures related. E.G., Frisian being related to both English and Dutch, thus only receiving the penalties associated with being in the same group. Preferably allowing several levels of relation
  • Everything in Crackd's last post
I would really like a gfx_clothes_culture for console and savegame and mods .

So can make some more mixed look in a court .

And can_hold_palace , to simplify by just making a 00_palace.txt (without having to go scrib a lot stuff)
basic engine is already recognising 00_palace.txt .

Anyway to extend the republic overlay for all cultures ? Even if the last page is empty and a gold sink !
If you could clarify what you mean that'd be appreciated.
Being able to edit the hard coded born in the purple mechanics would be useful.
In what way?
I saw this in another thread but being able to create special unchanging portraits could be useful (like Muhammad's)
Can't this be done by triggering a portrait overlay on top of the portrait based on the character ID or a character flag?[/quote]

I'd also like to see the ability to mod births of specific characters into the game. Like an event that would force a woman to become pregnant with that specific child so after 9 months when they're born it'll be a character from the history files instead of a random character. This could be used to make specific important highborn characters always get birthed instead of just spawning them (like causing Cersei to always birth Joffery in GoT, or Senna to always birth Korra in Avatar LoK).
Can't you essentially do this by event by having a dummy "pregnant" trait that doesn't cause the actual pregnancy mechanic to happen, then spawning the child by event?
Deciding if a religion can send missions by court chaplain would be nice. I mostly just want reformed pagans to convert their neighbors peacefully instead of the sword.
You can already mod the requirements for sending your court chaplain, and all the other councilors, on missions.
move dynamic localisation outside of landed_titles
Already on the list:
  • Ability to change title/ruler localisation based on culture/religion from outside the landed_titles file, so that mod compatibility is easier to maintain. E.G., by putting it in localisation instead: "d_lancaster_welsh;Rheged;Rheged;Rheged;;Rheged;;;;;;;;;x"
Separate the feature whereby a dynasty using auto-generated coat of arms uses it own coat of arms as the coat of arms of it's main title from the dynasty name feature.

Bleh what a mouthful.

Basically I want to make it so - if you have auto-generated coats of arms above baronies, you get to use your own dynasty coat of arms (like most Muslims and Indians currently do) without having to have dynasty names.
Please elaborate; that sounds like it could potentially just be a bug of some sort.
 
add a command to spawn a trade post by event
Added "Add a build_tradepost command"

add the ability to localise holding names based on culture on religion (along with buildings, which is already in the list).
You can already localise holding names, like any title, based on culture. "Ability to change title localisation based on religion" is already on the list.

Allow set_graphial_culture to be used inside if clauses, and inside immediate clauses (right now trying that just either have no effect or make the game crash).
Report it as a bug; the list is for suggestions not bug reports.

add support for properly working titular baronies. (right now, if you create a titular barony by event it will get no flag, but a black sqaure without event the ability to ustomise it).
Also sounds like a bug.
 
Didin't mean title localisation, but holding tye localisation. E.G a astle being localised "castle" for a christian but "alcalat" for muslims. (And so on for temple, city, family palace and trade post).

I want, for example make a pirate religions so that pirates call their family_palace "hideout" instead of "palace" (independently of the title)
Added:
  • Allow localising holding types by culture/religion
 
I looked at your list of additions and I don't see my suggestion to ad an option for friendships to become alliances and common enemies to become alliances. Did I miss it or is there a reason you decided not to include it?
Essentially on the list already:
  • Moddable alliances (ability to set non-marriage alliances, change the rules for what constitutes an alliance, etc)
 
Moddable death reasons, currently you can make an invisible trait and make it into an illness and then on death give them the trait and have their death_reason = death_trait. However the issue with this is that one it doesn't show the killer on the tooltip you have to click the skull and two all of them have to follow the pattern of "Died..." so you can't make one like Was burned alive by So and So or other such things.
So my suggestion is have a file in common called death_reasons.txt and allow us to define a death reason then add in our own localisation.
 
Since this one wasn't added to the list for some reason:

A way to disable "from_dynasty_prefix" dynasties entirely, forcing randomly generated dynasties to take their names from common/dynasties instead.
Added:
  • A culture flag to force all random dynasty names to be taken from the pre-defined lists rather than using "of X"
Moddable death reasons, currently you can make an invisible trait and make it into an illness and then on death give them the trait and have their death_reason = death_trait. However the issue with this is that one it doesn't show the killer on the tooltip you have to click the skull and two all of them have to follow the pattern of "Died..." so you can't make one like Was burned alive by So and So or other such things.
So my suggestion is have a file in common called death_reasons.txt and allow us to define a death reason then add in our own localisation.
Added:
  • A way to add new death reasons without having to make a dummy
 
Not quite true; the "Died of" part is a separate localisation string that you can blank out and then write whatever you want. I've prepended all the traditional death reasons with "Died of", and then for some of my custom ones I've used things such as "Retired to the Country" or "Was claimed by Sheogorath".

Not that that negates a need for entirely customisable death reasons.
Now that is pretty interesting, is there a way to make it say Was sent to the void by Lord Bill of Whatever Land or Was crucified on 10th of the whatever 2450 by Lord Dude of Nobody land? From what I can see there is now way to add it to the tooltip.
Also what it the localisation key for the skull tooltip?
 
Depends. One of the following:
Code:
DEATH_BY_TRAIT
DEATH_BY_NATURE
DEATH_BY_MURDER
DEATH_BY_MURDER_UNKNOWN
DEATH_EXECUTION
DEATH_ACCIDENT
DEATH_BATTLE
DEATH_BATTLE_NO_KILLER
DEATH_DUNGEON
DEATH_SUICIDE
DEATH_RABBLE
DEATH_DUEL
DEATH_DUEL, DEATH_BATTLE, DEATH_EXECUTION and DEATH_MURDER are the only ones that will reveal the killer (which has to be coded in, in the event where the character dies.) DEATH_BY_TRAIT will take an additional key in the form <trait tag>_death. Only health traits will be used for DEATH_BY_TRAIT.
Ah fair enough, I usually just make invisible traits and use the death by trait one and use killer = FROM but it doesn't show the name of the killer, however I might be able to make it work now.
Regardless an easier way of defining our own death reasons would be easier :D
 
"Then it isn't random though... :p"


Why not?

In example with trait slow we have chance 10 for something and 5 for something else and without we have 1 for something and 5 for something else. Still random...
It isn't random it is a random that has been influenced by other factors.. For something to be random there can be no factors influencing it, when you have factors changing how random something is it is no longer give random outcomes as you can formulate a best way of achieving your desired outcome.