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I would like to request a way to remove the unborn_child modifier from pregnant women.

Edit:

Also, I would like to request the addition of the scopes "any_tributary" and "random_tributary", and either of these conditions: "is_suzerain" or "has_tributary".
 
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It would be nice to be able to script usurpation conditions for titles (much like creation conditions), as well as longer county names (currently, they cut off at about 16-17 characters because the province interface isn't big enough; it would be nice to have it so that it just continues on with a ... on the interface, but the title itself still shows the full name).
 
The ability to reference saved event targets in localization. Something like:

Code:
[event_target:my_event_target.GetTitledFirstName]
You can reference event targets in localisation, you literally just do [whatever_event_target.GetTitledFirstName] and that works perfectly fine
 
You can:
Code:
my_event_target.GetTitledFirstName]
 
I was working on Umbra Spherae mod and I was trying to fix some history errors in horse lords so that I need to remove wrong character and dynasties from game. To do this, I need to copy the whole file containing what I want to remove to the mod folder and remove it. I don't like this way because:
  1. I need to add many redundant information into my mod.
  2. If the file I copied get changed in official folder (for example the history errors are fixed), then I need to renew the copied file in mod folder, which is hard without writing a program. Many modders are not programmers though.
I suggest if possible, we can add a new type of file called .diff with format like this.

For example, suppose I want to remove a dynasty from 00_dynasites.txt (we should separate 00_dynasties.txt into many files according to culture)

we can have 00_dynasties.txt.diff

DEL 112233
MOD 112234 =
{
name = "change a name"
culture = "whatever"
religion = "whatever"
}

The file means delete 112233 and change 112234. So that the player only need to put the difference.
 
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I was working on Umbra Spherae mod and I was trying to fix some history errors in horse lords so that I need to remove wrong character and dynasties from game. To do this, I need to copy the whole file containing what I want to remove to the mod folder and remove it. I don't like this way because:
  1. I need to add many redundant information into my mod.
  2. If the file I copied get changed in official folder (for example the history errors are fixed), then I need to renew the copied file in mod folder, which is hard without writing a program. Many modders are not programmers though.
I suggest if possible, we can add a new type of file called .delta with format like this.

For example, suppose I want to remove a dynasty from 00_dynasites.txt (we should separate 00_dynasties.txt into many files according to culture)

we can have 00_dynasties.txt.delta

DEL 112233
MOD 112234 =
{
name = "change a name"
culture = "whatever"
religion = "whatever"
}

What happens today when redefining a dynasty with same id but different values, in another file with a different name ?

Partial override works in some folders like religion or landed_titles.
 
What happens today when redefining a dynasty with same id but different values, in another file with a different name ?
That shouldn't happen, dynasty should always go to dynasty file, which is 00_dynasties.txt now.
Partial override works in some folders like religion or landed_titles.
I don't know much about religion and landed_titles folders but could you give me a example?
 
I was working on Umbra Spherae mod and I was trying to fix some history errors in horse lords so that I need to remove wrong character and dynasties from game. To do this, I need to copy the whole file containing what I want to remove to the mod folder and remove it. I don't like this way because:
  1. I need to add many redundant information into my mod.
  2. If the file I copied get changed in official folder (for example the history errors are fixed), then I need to renew the copied file in mod folder, which is hard without writing a program. Many modders are not programmers though.
I suggest if possible, we can add a new type of file called .diff with format like this.

For example, suppose I want to remove a dynasty from 00_dynasites.txt (we should separate 00_dynasties.txt into many files according to culture)

we can have 00_dynasties.txt.diff

DEL 112233
MOD 112234 =
{
name = "change a name"
culture = "whatever"
religion = "whatever"
}

The file means delete 112233 and change 112234. So that the player only need to put the difference.

Please never overwrite any of vanilla's dynasties for the US mod. If you want to make some changes such as religion, culture or spelling in the file you can, please just never remove any vanilla dynasties; also just make a second file listing which changes you made to it, similar to the listed changes file found in the cultures folder. Thanks. ;)
 
Please never overwrite any of vanilla's dynasties for the US mod. If you want to make some changes such as religion, culture or spelling in the file you can, please just never remove any vanilla dynasties; also just make a second file listing which changes you made to it, similar to the listed changes file found in the cultures folder. Thanks. ;)
So that i need to fix previous commit
 
With the new army targeting scopes, I want the ability to apply a modifier to that specific army! Make it happen and the world will become awesome. Things like changing the org_regen, attrition, being applied directly to the selected army itself.
 
Please make it so you can dynamically change the names of landed titles via culture groups instead of just cultures. For instance a county's name changes when controlled by someone with the West Germanic culture group as opposed to just Saxon.
 
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In order of encountered "would have been useful"s to have for my latest project:

  • The ability to store a reference to a scope as a variable.
  • Using any_title in an allow = {} block without it crashing.
  • The ability to compare, or modify variables under different names in different scopes.
  • Some form of reverse_set_variable, so you can set a variable in a different scope to the value of that variable in your current scope.
  • A way to copy a reference to an earlier scope onto the scope stack.
    Using PREV = {} and their ilk moves the stack pointer back, which means you can't refer to a scope you put on the stack later. So the following doesn't work for generating a unique identifier:
    Code:
    ROOT = {
        any_title = {
            limit = { check_variable = { which = title_id which = PREV } }
            PREV = { set_variable = { which = title_id which = PREV } }
        }
        change_variable = { which = title_id value = 1 }
    }
    Substituting ROOT={ for PREV={ would work here, but I don't always want to do it for the target of the decision.
    I've ended up doing the following, which is far from ideal, as it makes setting the ID polynomial on the number of titles:
    Code:
    ROOT = {
        any_title = {
            limit = { check_variable = { which = title_id which = PREV } }
            any_title = {
                limit = { title = PREVPREV }
                set_variable = { which = title_id which = PREV }
            }
        }
        change_variable = { which = title_id value = 1 }
    }
  • Some clarification of where new_title is valid. It appears to be tied to the current scope, and is cleared on scope exit.
  • The ability to set a custom title's title prefix (e.g. High King rather than cultural variant of King) or whether it's a short name.
  • demesne_size and vassal_limit working in a character modifiers applied via triggered_modifiers