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Indeed it doesn't work, I've just moved it back to "misc scripting" suggestions.
Seems it was in-between 2 suggestions about variables that have actually been implemented, so I'd guess it was a bad copy/paste.
I thought as much, shame as that would be incredibly useful!

Checking the list, I don't believe the following are implemented either:
Ability to specifically modify sea to land movement times and vice versa - how ?
Allow localising nicknames based on culture/religion/gender
Make it possible to check the culture/religion of a title as defined in landed_titles - not sure but if think it checks the culture/religion of the owner instead ?
Checking the culture of a title does work, it correctly cheks the culture of the title in landed_titles. Religion however doesnt. I'll split those two up.
 
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Great! So, the syntax for division is like multiplication, but with divide_variable? Can we also, e.g. multiply_variable = { which = var3 value = 2 }

Also, I suppose we can use change_variable = { which = var3 which = var2 } to add two variable together?

If so, an entire realm of oportunities has just opened to me....
So Thanks!
Yes to multiply, divide, etc. a variable by a value. Yes to adding 2 variables.

I have a personal mod that looks at each live character in the world, does some math based on their characteristics, and gives each traits to tell me which are the best for converting wards' religion & culture to my own.
 
Yes to multiply, divide, etc. a variable by a value. Yes to adding 2 variables.

I have a personal mod that looks at each live character in the world, does some math based on their characteristics, and gives each traits to tell me which are the best for converting wards' religion & culture to my own.

Doesn't thqt clog the engine? I once scripted a recuesive ecwnt just to count hoe many characters were alive at a time and it froze the game for eight seconds.
 
Doesn't thqt clog the engine? I once scripted a recuesive ecwnt just to count hoe many characters were alive at a time and it froze the game for eight seconds.
I use it as 2 decisions, one to add the traits, one to remove them. Yes, it takes a few seconds, but I'm OK with that. I always do it from pause, and assign a bunch of guardians at once.
 
  • Ability to specify, per religion, whether or not courtiers in pre-existing marriages can be appointed as bishops.
  • Ability to specify, per religion, whether or not marriages of courtiers are annulled upon being made bishops.
  • Ability to set "FOA" for minor titles. E.G., "My Prince" for rulers who have the "prince" minor title.
 
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Should be moved to implemented section:
  • "An option for minor titles to not be visible in the council screen granting interface but instead only to be given by event"
You can already do this by specifying "always = no" in the "allowed_to_grant" section of the title. It won't be shown in the honorary titles interface, but can still be granted by event.
 
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A set of trait modifiers which promote or demote heirs in the line of succession would be very useful for modding born in purple style traits for a non-ERE realm or alternatively letting children born of concubines have inheritance rights secondary to those of your wife's offspring. Would be a much needed step towards more moddable succession mechanics.
 
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Suggestion: give_religious_title command or for religious titles to be condensed under minor titles. As it stands now, there isn't any way to grant title_cardinal to anyone using a command. This is a really, really niche request, but it would be very useful for any theocracy modding.
 
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Suggestion: make localisation commanda (e.g. [Roog.GetBestName] work within traits, religions, cuktures, titles and modifier names and description.
That eould make things such as "Cult to Bob the Third", "Band of Bob thr Third" etc dybamically for any character (in my example, for a character named Bob).
 
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I added on to the list:
  • Ability to make a culture feminist = yes to negate negative opinion from female rulers or heirs in the same way it is possible in religions
 
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You cannot use more than 27 frames with portrait_properties, attempts to do so will just cycle back to frame 1 and so on. Should be increased.


Here is my static frames:

Code:
8 = {
    0 = {
        factor = 100
        modifier = {
            factor = 0
            OR = {
                trait = portrait1              
                trait = portrait2               
                trait = portrait3              
                trait = portrait4
                trait = portrait5
                trait = portrait6
                trait = portrait7
                trait = portrait8
                trait = portrait9
                trait = portrait10
                trait = portrait11
                trait = portrait12
                trait = portrait13
                trait = portrait14
                trait = portrait15
                trait = portrait16
                trait = portrait17
                trait = portrait18
                trait = portrait19
                trait = portrait20
                trait = portrait21
              
                trait = portrait85
                trait = portrait86
                trait = portrait87              
                trait = portrait88
                trait = portrait89 #27
               #trait = portrait90 #Invalid, further inputs reverts to portait1
            }
        }
    }

    1 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait1 } } } }
    2 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait2 } } } }
    3 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait3 } } } }
    4 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait4 } } } }
    5 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait5 } } } }  
    6 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait6 } } } }
    7 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait7 } } } }
    8 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait8 } } } }
    9 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait9 } } } }
    10 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait10 } } } }
    11 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait11 } } } }
    12 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait12 } } } }
    13 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait13 } } } }  
    14 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait14 } } } }  
    15 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait15 } } } }  
    16 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait16 } } } }
    17 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait17 } } } }
    18 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait18 } } } }
    19 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait19 } } } }
    20 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait20 } } } }
    21 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait21 } } } }
    22 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait85 } } } }
    23 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait86 } } } }
    24 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait87 } } } }
    25 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait88 } } } }
    26 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait89 } } } }
    #27 = { factor = 100 modifier = { factor = 0 OR = { NOT = { trait = portrait90} } } }
}
 
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Vectors, (x,y) (positive x is east, negative x is west, positive y is north and negative y is south of the province/character it's called from) that can determine the grapical relation between two obejects I mean it's already in there, just let us use it.
 
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