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The zeroed opinion modifier does continue to appear in game as a zero, I'll take a look to see if I can't flag that as being a hidden opinion.
Look at the prepared invasion targeting opinion modifiers. I believe it's called / close to preparing_to_invade_me. That one's hidden, I think. If it doesn't have hidden = yes or something like that, check out whether there's anything else odd about how it's defined (and report back!).

Or just try adding 'hidden = yes' to some new test opinion modifier, then apply it via event, then check the personal diplomacy tooltip between the two characters. It's possible the modifier option is named something else, but hidden = yes seems really damn obvious and consistent.

There is the possibility that there is no way to hide it by definition alone but only as an argument (hidden = yes) when applying the opinion modifer. In that case, my assertion that you could hide a hard-coded but zeroed-out opinion modifier would be wrong.
 
Look at the prepared invasion targeting opinion modifiers. I believe it's called / close to preparing_to_invade_me. That one's hidden, I think. If it doesn't have hidden = yes or something like that, check out whether there's anything else odd about how it's defined (and report back!).

Or just try adding 'hidden = yes' to some new test opinion modifier, then apply it via event, then check the personal diplomacy tooltip between the two characters. It's possible the modifier option is named something else, but hidden = yes seems really damn obvious and consistent.

There is the possibility that there is no way to hide it by definition alone but only as an argument (hidden = yes) when applying the opinion modifer. In that case, my assertion that you could hide a hard-coded but zeroed-out opinion modifier would be wrong.
I'd actually like to hide the old hard coded opinion modifiers. However, I haven't opened up my modding stuff yet. It might be awhile before I try this out. Don't hold your breath.
 
Dear CK2 Community and Developers,

I would like to be able to add cultural localization for titles without changing the checksum and thus without editing the landed titles file. The reason is that this way, one could make a purely cosmetic and gameplay-neutral cultural localization mod that is immediately compatible with Multiplayer, Achievements/Ironman as well as other mods. To begin with, I would like to provide the community with a light mod that includes the work on cultural names that I have made for my personal mod (see the link in the signature).

I imagine that the way to do this would be very simple. Currently, cultural names for titles are managed by the Landed Titles file. However, adjectival forms are managed via localization, for instance in the game files the Welsh culture's specific adjectival localization of the Duchy of Lancaster is currently provided by the v1_09.b.csv file in the localization folder via the line:

Code:
d_lancaster_adj_welsh;Rhegedian;rheged;Rhegedisch;;Rhegediano;;;;;;;;;x

all I ask is to allow the localization files to be read so that cultural names themselves can be taken from a localization file written, for instance, like this

Code:
d_lancaster_welsh;Rheged;Rheged;Rheged;;Rheged;;;;;;;;;x

which possibly overrides the information in Landed Titles. This, by the way, would also have the nice side effect of allowing cultural names to differ by the language the game is played in.
 
Look at the prepared invasion targeting opinion modifiers. I believe it's called / close to preparing_to_invade_me. That one's hidden, I think. If it doesn't have hidden = yes or something like that, check out whether there's anything else odd about how it's defined (and report back!).

Or just try adding 'hidden = yes' to some new test opinion modifier, then apply it via event, then check the personal diplomacy tooltip between the two characters. It's possible the modifier option is named something else, but hidden = yes seems really damn obvious and consistent.

There is the possibility that there is no way to hide it by definition alone but only as an argument (hidden = yes) when applying the opinion modifer. In that case, my assertion that you could hide a hard-coded but zeroed-out opinion modifier would be wrong.
None of the opinion modifiers in the game have any form of "hidden = yes" in them, and adding "hidden = yes" does not hide opinion modifiers. So there doesn't seem to be a way to hide the hardcoded modifiers.
 
None of the opinion modifiers in the game have any form of "hidden = yes" in them, and adding "hidden = yes" does not hide opinion modifiers. So there doesn't seem to be a way to hide the hardcoded modifiers.
That leaves the final, unhelpful to your particular use case, option that I mentioned: hidden = yes as an argument to an opinion = { ... } effect. E.g., event/decision code for a made-up targeting opinion modifier:

Code:
opinion = {
  who = from
  modifier = opinion_plotting_to_kill_me
  hidden = yes
}

Again, this is just coming from some half-forgotten recess in my mind, so I could be wrong (again). But I'm pretty damn sure that there are hidden opinion modifiers that you can use for targetting purposes (establishing a hidden-to-the-player semantic relationship from one character to another, particularly interesting in combination with the inherit = yes flag that can be used directly in the opinion modifier definition). I know the engine itself supports them (prepared invasion is an example, but it's not a good one, because it isn't applied by anything moddable). I've seen them in save games. It is analogous to the hidden = yes argument you can pass to add_(character|province)_modifier (which is just a modifier, no ability to connect two character objects).

In any case, it doesn't help you right now, as you're trying to hide hard-referenced opinion modifiers and not dynamically-applied ones.
 
Dear CK2 Community and Developers,

I would like to be able to add cultural localization for titles without changing the checksum and thus without editing the landed titles file. The reason is that this way, one could make a purely cosmetic and gameplay-neutral cultural localization mod that is immediately compatible with Multiplayer, Achievements/Ironman as well as other mods. To begin with, I would like to provide the community with a light mod that includes the work on cultural names that I have made for my personal mod (see the link in the signature).

I imagine that the way to do this would be very simple. Currently, cultural names for titles are managed by the Landed Titles file. However, adjectival forms are managed via localization, for instance in the game files the Welsh culture's specific adjectival localization of the Duchy of Lancaster is currently provided by the v1_09.b.csv file in the localization folder via the line:

Code:
d_lancaster_adj_welsh;Rhegedian;rheged;Rhegedisch;;Rhegediano;;;;;;;;;x

all I ask is to allow the localization files to be read so that cultural names themselves can be taken from a localization file written, for instance, like this

Code:
d_lancaster_welsh;Rheged;Rheged;Rheged;;Rheged;;;;;;;;;x

which possibly overrides the information in Landed Titles. This, by the way, would also have the nice side effect of allowing cultural names to differ by the language the game is played in.
I think this is a fantastic request and should be added to the OP, because encoding cultural (and religious) title names all over landed_titles.txt has come to be a huge, untenable mess (of extended-range characters too, no less), and the text is all literally localisation by definition, should be able to vary with selected language, Paradox is mixing presentation with definition/logic in landed_titles.txt, and because it would enable the kind of mod Ciccillo describes, a purely aesthetic/text mod to work without altering the checksum, as it should always be for such mods.
 
I think this is a fantastic request and should be added to the OP, because encoding cultural (and religious) title names all over landed_titles.txt has come to be a huge, untenable mess (of extended-range characters too, no less), and the text is all literally localisation by definition, should be able to vary with selected language, Paradox is mixing presentation with definition/logic in landed_titles.txt, and because it would enable the kind of mod Ciccillo describes, a purely aesthetic/text mod to work without altering the checksum, as it should always be for such mods.
Thanks for the support! :)

Plus, I imagine it would be a very easy thing to do/code on Paradox' side!
 
Thanks for the support! :)

Plus, I imagine it would be a very easy thing to do/code on Paradox' side!
Added to the list:
"Ability to change title 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""
 
Added to the list:
"Ability to change title 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""
Thanks!!!
 
Here is a list of requested succession law types I put together a little while back, may as well include it in the list: http://forum.paradoxplaza.com/forum/showthread.php?741234-A-collection-of-requested-succession-types

A few things I requested in the previous patch thread, again it is probably useful to have them in one place:
  • Option to define religions that can only have matrilineal marriages (the option to define whether or not matrilineal marriages are possible has been added)
  • Option to have only female priests in a religion.
  • Option to have randomly generated female mayors, or only female mayors.
  • A similar system for defining whether or not a specific government can use matrilineal marriages, similar to how it works for religions.
 
Here is a list of requested succession law types I put together a little while back, may as well include it in the list: http://forum.paradoxplaza.com/forum/showthread.php?741234-A-collection-of-requested-succession-types

A few things I requested in the previous patch thread, again it is probably useful to have them in one place:
  • Option to define religions that can only have matrilineal marriages (the option to define whether or not matrilineal marriages are possible has been added)
  • Option to have only female priests in a religion.
  • Option to have randomly generated female mayors, or only female mayors.
  • A similar system for defining whether or not a specific government can use matrilineal marriages, similar to how it works for religions.
All added.
 
Weirdly enough, I though this one was already implemented in one of the latest patches
Code:
Add condition "other_religion_marriage = yes/no" in religions (allow marrying members of other religious groups)
[code]
but I have just re-read de religion files and it seems like i have dreamed of it.

Anyway, one I wanted to add (if it is already avaiable please tell me so, but I think it is not) is the ability to modify under what conditions can a character build a trade post (so that, for example he can't if he has/hasn`t certain traits, etc, and also the ability to modify under which conditions can a character raid (so that, for example, mercenaries can raid).

Also, ability to modify under which conditions you can build one type of holding in a free slot or not (so you need to have, say, a city if you want to build your next castle, or a castle and a city to be able to build temples, but not the other way, etc.
 
Weirdly enough, I though this one was already implemented in one of the latest patches
Code:
Add condition "other_religion_marriage = yes/no" in religions (allow marrying members of other religious groups)
[code]
but I have just re-read de religion files and it seems like i have dreamed of it.[/QUOTE]

The command is [B]intermarry = other_religion_name[/B] in the religion definition.
 
I can't recall if I asked this in this thread already (I know I asked in the other petition thread), but I'd like to request a dynasty_head scope, to aid in dynasty management and scripting events and plots specifically involving your dynasty.
 
I would like for both the papal succession and decadence mechanics to be made moddable (for those modders who want to create custom religions).
 
Seconded. I would love to see this happen.
 
Isn't the papal election already moddable...?

Kind of. It really isn't that robust There's really only a few things that can be modded. Namely who can be a Cardinal, and how much set list of factors affect who is a pope. Right now, for instance, I believe it would be impossible to make a new trait makes someone more or less likely a becoming pope. That prevents a lot of cool things that could be done with the cardinal system.
 
An on_action on_new_holder on_new_title_holder in title scope. Maybe with previous holder in FROM with new holder in ROOT, previous holder in FROM (FROM = ROOT for a new creation), and the title in FROMFROM.

The intended application is to enable title-specific mechanics. For example the Roman Empire would use this to grant the Augustus trait to a character as soon as they get the title, rather than several days later.

For Augustus an event with MTTH = 1 day is acceptable. But if I wanted to add a negative effect, the player could abuse the time before the event fires to circumvent its effect. (I'm thinking specifically of penalizing levy size before you use a decision to hold a coronation, which you could circumvent by raising levies before the penalty is applied.)
 
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