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Is there any chance that the trigger-system from descriptions and option names might be implemented for event pictures as well? So we can have alternative event pictures based on more conditions than just culture or religion?
You can already in a triggered description block:
Code:
desc = {
    picture = GFX_1
    trigger = { abc }
}

Look at the ZE.12040 event for an example in context
 
I'm unsure if these goes here or in Gars' thread, but I would like to request information on what logic the CB commands like "subjugate_or_take_under_title" use. Like what is the difference between that one and "vassalize_or_take_under_title", for example.Wiki is silent.
It's a bit difficult to cover all scenarios of the conditions but what subjugate_or_take_under_title tries to do in addition to vassalize_or_take_under_title is that it tries to keep the original vassals under the conquered target if the conquered target becomes a vassal under the one that subjugated her/him. I hope that at least gives some insight in the difference.
 
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I just found out that Enforce Realm Peace can't be disabled without making a law that disables it. Would it be possible to get a define to easily get rid of it?
What would the point in that be? It is not even remotely difficult to just append the disabling of the realm peace law onto an existing law or even more easily just changing the law that decides whether it is on or off to switch it off regardless of which option it is on.
 
@Divine also, just asking the question here in addition to the above, is there any way we could have the ability to change/create/remove regions via event?
If you are referring to the scripted regions in "map/geographical_region.txt" then they're currently not modifiable after game start. I don't see any direct obstacles for that addition though.
 
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That's the one, if you could add something so we could trigger on and off by event/decision that'd be brilliant!

Also, any thoughts on being able to change dejure title capitals through title history (not event)?

I'll try to fit it in on my todo list.
About de jure capitals I think it might be a bit messy. It might need some really thorough error-logging if the game assumes some relations with the de jure capitals. It would at least require quite a bit of investigations. So I see that as a bigger task, it would be nice to know in advance if it would enable any unique features that are interesting but impossible right now.
 
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@Divine, I'm wondering would it be possible to add mod support for bicameral and tricameral chambers for the council? It could be deactivated in vanilla, but can be activated via the defines.lua file. A bicameral and tricameral would allow modders to be able to more accurately simulate legislative assemblies (Witenagemot / Parliament / Estates General) that existed during the CK2 time period. Using my More Councillors mod for example, granting a vassal the Peer minor title would allow said vassal to vote depending on the type of title they hold, either in the upper chamber (bicameral), the lower chamber (bicameral), the 1st chamber (tricameral), the 2nd chamber (tricameral), or the 3rd chamber (tricameral). Landed members of your inner council (chancellor, marshal, steward, spymaster, court chaplain) based on the type of title they hold would be automatically be part of either the upper / lower chambers (bicameral) or the 1st / 2nd / 3rd chambers (tricameral).
While I agree that it sounds cool and also interesting for the complexity and simulation part it does seem like a huge task. Especially since the voting part is already quite intricate so unfortunately I don't really see this happening any time in a long while.
 
Would it be possible to allow us access to the naming box that appears when a child is born for use in other things. Mainly the creation of characters through create_character where you can either define a specific name or let it be random, it would be nice to have a line with customise_name = yes which then gives the liege of that newly created character (if not an ai) the ability to rename them through that pop up box.
I am mostly thinking of this when you have event chains create yourself a child but you cannot decide on the name, or in the terms of AGOT when you make a Dragon it gets stuck with a random name and doesn't let you personally name it.
 
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Would it be possible to allow us access to the naming box that appears when a child is born for use in other things. Mainly the creation of characters through create_character where you can either define a specific name or let it be random, it would be nice to have a line with customise_name = yes which then gives the liege of that newly created character (if not an ai) the ability to rename them through that pop up box.
I am mostly thinking of this when you have event chains create yourself a child but you cannot decide on the name, or in the terms of AGOT when you make a Dragon it gets stuck with a random name and doesn't let you personally name it.
This sounds interesting.

@Divine so I was lurking in the Stellaris mod forums and noticed an interesting development with a look towards including the ability to add a new UI element linked to a script effect. IF this functionality is implemented into Stellaris, would we be able to see a similar functionality added to CKII? I can think of many things that could be better represented by their own UI elements than placing them inside the intrigue menu.

https://forum.paradoxplaza.com/foru...ow-to-make-a-new-ui-button-do-a-thing.931324/
This is potentially a super-useful tool if we manage to make it in a proper way for Stellaris. I'd happily port it to our different projects but due to the different coding of our GUI systems it might not be feasible. That said it's definitely on par with different script syntax as save_event_target that we would want to spread to all of our projects.
 
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If you have any good suggestions for army triggers I can look into it. The way sub-units and armies are handled however most of the time makes it clunky to work with and that might make me prioritize other suggestions that are faster to implement.
 
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I think it would be easy to create a set_earmark effect to complement the earmark field in create_army effect.
200 damage has the problem with deciding what part of the army that should take the damage, I guess initial implementation might just be even distribution.

Most likely I'll get some time to focus more on CK2 stuff sometime during next week. So I'll investigate then.
 
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Yeah but they have dumped everything into one massive file anyway.
Thats not a suggestion for improve moddability then is it? That is just you wanting to have paradox organise things in separate files.
If you only modify a few cbs then you can just as easily take those cbs and put them into a new file of your own then each time paradox updates the normal cb files you just remove the cbs you have in your separate file and you then only have to update your ones.
 
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Except it is an issue for modability if I have made a single change to a CB ten I have to keep the entire file in my mod, and that it also means sifting through a lot of code every path to realise what are their changes and what is my modding.
And? My solution is still viable
 
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I read that in the patch notes that religions that AI characters that have a religion with Divine Blood will now rarely use the mechanic. I wanted to know if it could it be possible to allow the factor that decides whether the AI does incestuous marriages or doesn't.
Already a define, DIVINE_BLOOD_INCEST_FACTOR = 1 where 1 is normal and smaller numbers lead to the ai being less likely to do incest marriages
 
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We would like to have the option to disable and override vanilla decisions by re-using their names and altering them in separate files instead of copy the whole file.
I think it's necessary because otherwise we're forced to copy the entire file and it yields potential conflicts with other mods which also include the same vanilla file. as well it has maintenance concerns with future patches to check every time whether the file is still up to date or not.
I'll try to take a look into it. It would be preferable if we managed to create a single system for overriding single elements like this but that's probably not inside my scope for a long time.

Suggestion: add a show_event_target = xxx field to events, so that instead of showing FROM portrait, the event target saved as xxx is shown.

Rationale: When (back in 2014) save_event_target was introduced, it almost made obsolete the need to use "ping" events to preserve scopes. However, you still need to use them if you want to show a particular portrait in the right side of the event page. This suggestion would get rid of that need altogether.
It would be a great thing if we manage to get a system for managing the portraits in the events. I'll see if we can get a solution for it.

Now that the 2.6.1.1 hotfix is out and that patch 2.6.2 is being worked on, I was wondering if it's possible to finally fix both Enatic and Enatic-Cognatic succession so that if a realm is using either one of the aforementioned laws, unlanded men won't be able to be granted landed titles? Also would it be possible for Enatic and Enatic-Cognatic realms to have an Unlanded Daughter / Unmarried Son prestige penalty as an incentive to land daughters and marry off sons and a Male Ruler / Male Heir opinion malus to represent the nobility's concern over either having a King on the throne of an Enatic / Enatic-Cognatic realm and or having a son be the heir to an Enatic-Cognatic realm in the absence of legitimate / legitimized daughters (female bastards could potentially come into play in such a situation) since a female character hits menopause ingame at age 45.
Unfortunately this is quite a daunting task to fix retro-actively because our succession-code and relations code is quite delicate unfortunately and years of development based on the false premise that everything would be Agnatic-centered has caused a number of gender dependent coding all over the game. I'll make sure that the issue is known to the team however. Just to clarify, it is something I would love to fix but since the task is huge I think it will not be a top priority thing right now.

@Divine could we possibly get a command to force succeed whatever plot is being plotted. Just a way to force it to advance to success, with a random success event for the plot perhaps?
Does the currently existing effect "plot_succeeds" fit your needs?

Please make it so that long province/county names aren't just cut off in the middle when they're too long. It's bugging me out.
Is this an issue introduced with 2.6.1(Reaper's Due)?
 
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Various on_actions (such as on_birth) still don't work properly for twins: those only trigger for one of the two. ...and since that's been broken for more than an year, it'd be nice if we had some way to define the ratio of twin births. So it could set it to zero while we wait for this to be fixed.

I've spent way too much time trying to work around that problem, still haven't figured out how to give them proper traits at birth 100% of time without on_actions. Can't always even scope from the other twin, for various reasons.

Also, speaking of on_actions, it'd be nice to have on_actions for councillor appointments. I have a few events that need to fire for newly appointed councillors, and checking those with MTTH events seems too CPU-intensive.
That's perfect. Thank you! Hadn't ever looked in there, had been assuming that it'd only be useful for adding new jobs.


No idea, I just can't make it work. I've tried scoping to the other twin with on_birth and on_post_birth, like this:
Code:
if = {
   limit = {
     trait = twin
   }
   any_sibling = {
     limit = {
       trait = twin
       NOT = { age = 1 }
     }
    ... #run the required events
   }
}

Tried plenty of other things too. Works for about 95% of twins, but there's still some that slip through, never get the required traits, and then end up breaking various events. Urgh. No matter how much time I spend trying to troubleshooting it, I haven't been able to figure out where the remaining 5% come from. Maybe they're generated with create_character instead of being born, but if so, I haven't been able to track that down.

Edit: ...though maybe the other twin has already somehow died by the time on_post_birth gets run, and so that scope never gets run. I'll have to check that..
on_birth is currently run for both children in a twin couple. on_post_birth is not run for both children in a twin couple.
 
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@Divine

Could you take a look at these issues (link). The biggest issue is the spacing between the portraits in the dynasty/realm tree is not mod-able.
If you could pm me the relevant pictures and .gfx files I could try to take a closer look at it. The old gui-system is however hard-coded in nasty ways in some places but I'll try to see what is possible from the current situation.
 
Added:
  • Allow <religion>_opinion to be dynamic and not just work for vanilla religions like christian_opinion or muslim_opinion
 
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