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Not a functional request (does not enable any new functionality), but would be nice for readability and potentially performance.
  1. Conditional has_character_flags_with_prefix = <prefix>, has_title_flags_with_prefix = <prefix> and has_province_flags_with_prefix = <prefix>. This would simplify forms of any_character = { PREV = { has_character_flag = example@PREV } } as well as potentially being faster (less any_ scoping). An alternative is to use a simple flag or a counter variable in addition, but that's a little unwieldy.
  2. Scoping command f_@flag_prefix@CHAR/TITLE/PROV that would scope to either the character, title, or province suffix on the dynamic flag starting with <flag_prefix>. So, if an entity has flag escaping_with_100023456 then f_@escaping_with_@CHAR = would be equivalent to c_100023456 =. Opinion modifiers can be used for this purpose, but this would be easier to manage (especially in combination with #1).
Dynamic flags are the only way to store general scope-like state outside of event chains, so it would be nice for a better way to use them for that purpose.

Edit: Upon reflection, the command in request 2 is not unique, as its possible that the scope has 2 or more flags of the form escaping_with_XXXXXX. That would be powerful but require care ... I need to think more about this.
 
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add_holding_slot = -1 works to remove holding slots--I've been using it for a while in a Mod that dynamically alters the starting slots of all Provinces.

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Not sure if anyone else would use it, or if it's just me, but I've been adding some Pagan religions, and something I was thinking... maybe have Religion_Flags and Culture_Flags defined in Religions and Cultures, and then has_religion_flag/has_culture_flag for use in Events, to allow adding more religions to an event/decision.

E.g. :
the vanilla hold_blot decision is potential as such :
Code:
potential = {
   has_dlc = "The Old Gods"
   is_playable = yes
   age = 16
   prisoner = no
   OR = {
    religion = norse_pagan
    religion = norse_pagan_reformed
   }
   NOT = { has_character_modifier = held_blot_timer }
   NOT = { has_character_flag = holding_blot }
  }

I need to edit that for other suitable Pagan religions; but if we had something like :
Code:
 has_religion_flag = Can_Hold_Blot

then multiple religion mods could tie-in to the same event by having a 'religion_flag' section defined appropriately, without editing the vanilla decision/event. I've only just started looking at this sort of thing recently, so it might not be super wide-spread, but it seems like it might be useful to me...

Edit :
Just another thought, and probably one that's been requested before, but... Maybe scrolling narrative_events? Since they're already special, allowing longer text and scrolling would not seem too 'out of the ordinary.

Instead of putting flags onto religions/cultures that answers some question (can they raid, can they great blot, etc), it may be better to instead create custom triggers for each of those questions that includes the various religions. I think this would give you more power (ability to better handle edge cases and defaults, no need to edit all religions) while diffusing the location of religion specific state/properties (some will be in the trigger). This may be the better choice, although flags would allow a religion/culture to change and adapt over time ... which would be groovy. Although, strictly speaking that functionality can be implemented now via global variables/flags, but it would be really messy.
 
I would like to suggest a way to force a regency even without making the ruler inaccessible for certain tasks such as leading armies. For example, if I want a regency to occur while a ruler is leading an army, the only way to do that right now is to fire an event and give the ruler a trait with "pilgrimage = yes" or "incapacitating = yes". But this leads to the ruler being unavailable for leading that army. A better way could be if "regency" could be a status that could be forced onto the title or character as an independent effect.
 
I want to make a mod with additional reincarnation events. Having a scope for the next life of a dead character would be useful for two things: I could block reincarnation events for characters who already have a reincarnation (could also be achieved with an hidden trait). It might also allow me to mod event chains if two characters have the same past life.

This would serve to complement the reincarnation_scope.
 
A way to block certain government forms from building tradeposts would be appreciated, specifically a can_build_tradeposts like we already have it for all other holding types. (can_build_castles, can_build_hospitals, can_build_tribal etc.).
 
A way to block certain government forms from building tradeposts would be appreciated, specifically a can_build_tradeposts like we already have it for all other holding types. (can_build_castles, can_build_hospitals, can_build_tribal etc.).

You can achieve that through adding OR = { <your governments } to the requirites for trade_post inside holding_types.
 
It is currently impossible to declare characters cardinals in the history files, and it is also impossible to declare characters as cardinals through event; there's no command for granting religious titles. It is also impossible to scope to cardinals. All of these would be very useful modding features and none of them seem difficult to implement.
 
It is currently impossible to declare characters cardinals in the history files, and it is also impossible to declare characters as cardinals through event; there's no command for granting religious titles. It is also impossible to scope to cardinals. All of these would be very useful modding features and none of them seem difficult to implement.
You can work around not scoping to cardinals. Make it so that on_gain = {} inside the cardinal definition the character is saved as a global event target, e.g. catholic_cardinal_1, catholic_cardinal_2, etc. But yeah, for the rest we have no way to do it, sadly.
 
@Meneth how hard would it be to port the add_temporary_buff_to_units = {} effect from HOI IV to CKII? Ideally it would just apply the valid modifiers from the command_modifier field in traits, but it would be of significant use for Gehimisnacht, and for many of the other fantasy mods as well I would imagine.




Also, would it be too hard to hook it up so that defining new UI buttons in the eventwindow.gui works.

You can do the following.

bd3e9677-5842-4d3a-b6fe-2355800c71c9

upload_2018-3-14_17-7-0.png



But one of the very nasty consequences, is that if you mouse over the UI button, the game crashes to desktop. I know @Meneth that adding more event options is probably not going to happen, but could you at least take a look at extending the code so I could write the UI file and do it myself?
 
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I'm sure that the request has been made before but I'll ask if it's possible just in case: a way to modify the AI opinion weights for Diplomatic Actions.

For an example of what I mean, in Elder Kings, Elves and Tsaesci have an average lifespan of probably around 200 years or so, and have very low fertility until they're around 80 years old, so a young adult of those races is deemed "Unlikely to have children." Although the impact on male characters isn't as great, female characters suffer from this because the AI mistakenly thinks they're infertile when they're in their prime years for childbearing. If the AI got a marriage offer and wouldn't outright block it based on age, then that issue would occur less frequently.
 
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Not a modding suggestion as such, but since there doesn't appear to be a general suggestions thread I'll put it here:

I would really appreciate it if the 'Find Title or Region' search can be updated to ignore 'The', so that I can find (e.g.) 'The Sunni Caliphate' by searching for 'Sun' as well.
 
Not a modding suggestion as such, but since there doesn't appear to be a general suggestions thread I'll put it here:

I would really appreciate it if the 'Find Title or Region' search can be updated to ignore 'The', so that I can find (e.g.) 'The Sunni Caliphate' by searching for 'Sun' as well.

There is an entire subforum for general suggestions.
 
Avaibility to set a character to a certain court. Would work something like this:
1125.1.1 = {
set_court = k_france
}

Maybe even council positions and commander spots
 
Avaibility to set a character to a certain court. Would work something like this:
1125.1.1 = {
set_court = k_france
}

Maybe even council positions and commander spots
You can already set a characters employer which does what you are asking for but on a character basis instead, unless I am missing something else you want.
For job positions or commander just do it in an effect block.
 
I'm sure this was asked for many times, but i did not found any occurence, so i'll just ask. Can we have the ability to add custom sounds without having to overwrite the sound.sfx file? This would make compatibility between different mods way easier and i don't understand the reason behind why this was made possible for music but not for sounds.