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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.
 
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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.
 
@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?
 
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.
 
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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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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.


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.


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.


Does the currently existing effect "plot_succeeds" fit your needs?


Is this an issue introduced with 2.6.1(Reaper's Due)?
I was not aware that plot_succeeds actually made the plot succeed the wiki is kinda strange, suggesting that it does not make the plot succeed directly.
 
Also, a way to script truces would be useful.

add a new opinion modifier with non_aggression_pact = yes. then give out that opinion modifier for a desired number of time.

How about adding min_year and max_year pre-triggers?
Those would be helpful for optimizing historical events. Lot of which don't fit under any existing pre-triggers.

you can do that with a global flag. If you aim at specific stuff you can just set it in history files.

but optimising historical events would only be useful if there are a lot of them that check something like "year = 1250"
easiest way is to put them on yearly pulse and be done with it.
 
I was not aware that plot_succeeds actually made the plot succeed the wiki is kinda strange, suggesting that it does not make the plot succeed directly.
The problem is that the plot doesn't have an effect that *does* what the plot intends to do. For instance, nowhere in the plot to kill a character is there an action that kills them. The success clause of the plot evaluates true when they are dead, which presumably happens in some event. It then fires the plot's effect clause, which generally just cleans up flags and such. The killing plot doesn't actually do the killing.

As I understand the plot_succeeds effect, it just skips the test of whether the target is dead (or whatever is appropriate to the plot) and fires the plot effect anyway, and ends the plot. You *could* edit that plot's effect clause to kill the target if he isn't already dead, preferably firing some event to let the plotter know the plot worked. Then plot_succeeds would indeed *do* the plot. But you'd have to do that to each sort of plot you want to force success of. Alternately, wherever you would be calling plot_succeeds, just kill the target (or whatever the plot does) there, then the plot has succeeded. For this, you have to know what the plot is supposed to do, so it can't generically execute the plot.
 
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@Divine could we get the ability to successfully apply movement modifiers to sea provinces, or someway to disable movement through specific provences untill specific conditions are met?
 
Something for culture modding that switches the order of the surname and given name, so we can better add Eastern cultures.
 
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Landless characters (e.g. mercenaries) joining revolts seem to be broken - they enter the war as an ally of the faction leader rather than a (temporary) vassal, and upon any conclusion of the war they always become independent. Would it be possible to make this work properly? I think we could softcode it so it works but it would be better if it was fixed.
 
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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.
The definition of the councillor titles (in 00_job_titles.txt) has a gain_effect = {} clause.

What trouble are you having in scoping to twins?
 
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The definition of the councillor titles (in 00_job_titles.txt) has a gain_effect = {} clause.
That's perfect. Thank you! Hadn't ever looked in there, had been assuming that it'd only be useful for adding new jobs.

What trouble are you having in scoping to twins?
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..
 
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My suggestion: Revamp the Crusades so that everyone gets a piece of the cake in accordance to their contribution.

Have been long awaiting - this since the game's release, actually.
This isn't about moddability, unless you are suggesting a command that does this.
 
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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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Could we get trigger conditions for disease outbreaks? It would be helpful to be able to make specific cultures or trait holders immune to diseases, especially for mods like the Warhammer mod.