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Sorry for yet another suggestion so quickly, and maybe one that'll be too much trouble/too little return...

I was thinking about 'special' characters who use static images (at least I've used a few); maybe there's a better method, but I've been using alternate cultures for them. But what if we could have a 'set_occluded' command? It could take a yes/no state for add/remove, and a GFX name for the image to be applied?

Code:
some_character_scope = {
   set_occluded = { state = yes value = "GFX_My_Occlusion_GFX" }
}
Afaik that can now be achieved quite easily with the clothing_override method.
That mechanic is pretty powerful and can be used creatively - I know because I even managed to override child portraits with static gfx, while vanilla children portraits were never meant to be affected by this and don't even use a clothing layer.
So I suggest you try to use that method instead of custom ethnicities. Your suggestion would of course be even more convenient, but imo it's not a priority.
 
Instead of adding new code or using an alternate culture, since 2.6 you can just add a new property layer containing your static portraits, set if to display if a character has a certain flag, then just set the appropriate flag on the characters you want.

EDIT: LordPeter beat me to it while I was double-checking my information
 

Not heard of these; will have to try them out!
From what LordPeter says, sound like they would make my suggestion less-important if they work :D
Thanks to both of you :D

Edit :
Thanks to both of you! :D Got it working perfectly!

One thing I *might* suggest is the addition of a "portrait_has_flag" condition to check character flags. The Page LP linked to doesn't show it, so I'm assuming it doesn't exist. I've used Traits for now, so it's not like a "major" issue or anything, though :)
 
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One thing I *might* suggest is the addition of a "portrait_has_flag" condition to check character flags. The Page LP linked to doesn't show it, so I'm assuming it doesn't exist. I've used Traits for now, so it's not like a "major" issue or anything, though :)
Yep that is right, currently flags are not supported. That would indeed be better to have than just traits.
 
Having "on_holding_building_completed" and "on_capital_changed" on actions would be pretty nice.
 
The ability to split each "unit" of levy army into different unit types. That way, I can put all the levy archers and levy pikemen in one flank, light cavalry and knights in their own flank, etc. The AI should be encouraged to do the same.

Is this still not moddable?
 
Perhaps soft code childbirth so we can add traits and do sex determination (modifier or trait that make a person not to have male offsprings for example), among other ideas that we can put in.
 
Perhaps soft code childbirth so we can add traits and do sex determination (modifier or trait that make a person not to have male offsprings for example), among other ideas that we can put in.

A lot of stuff can already be done via the on_birth on_action--traits, changing race, setting parents, etc.

It might even be possible to emulate setting the gender via manipulating the appearance of the original child, and replacing them with one of the intended gender afterwards. That would be a bit of work, though... I think maybe a 'set_gender' command could be useful, as it seems on_birth fires before other events related to the child.
 
Would it be possible to add the AI modifiers (ai_zeal etc) to more scopes? Currently they only work in traits. Adding them to artifacts, character modifiers and even province modifiers would really help guiding the AI for modded events and decisions.

Also the ability to define multiple pictures for artifacts. Either to be assigned randomly or via triggers. Would save making duplicate artifacts just for the sake of different pictures.
 
This would be closer to a steam issue I believe, but it is getting rather annoying.

For dependency to work properly if their "parent" mod has a multi word name, it need to be {"Written as such"} but once it is uploaded to steam, it change to {written as this} and the dependency is void.
_________________

Also, this is half bug half something that was probably missed, but fixing it would be nice too.
getname.png

Naming a society with a command looking for a saved global value (the holy order's title in this case) does not work properly for events and part of the character tooltip.
 
This would be closer to a steam issue I believe, but it is getting rather annoying.

For dependency to work properly if their "parent" mod has a multi word name, it need to be {"Written as such"} but once it is uploaded to steam, it change to {written as this} and the dependency is void.
_________________

Also, this is half bug half something that was probably missed, but fixing it would be nice too.
getname.png

Naming a society with a command looking for a saved global value (the holy order's title in this case) does not work properly for events and part of the character tooltip.
I'm not sure that *is* a Steam bug. Your running game uploads the files, presumably making the necessary transformations as it does so. That sounds like the PDX devs' mistake.

As for the localizations: in the prior's letter, why not just refer to *his* society, instead of a global variable. Something like [From.Society.GetName]. And how are you even ending up with a global variable reference in the character tooltip? It should just be referencing the character's society.
 
@Juisamaj
[From.Society.GetName] does not work with commands of command, because the event use it in the picture I've posted, but it show the command I use as name instead of showing the society's names. The society is named [global variable here.Getname].

While the Templars do have their own society in my mod, I had disabled it to test a decision that turn any one title (holy orders specifically) into a society with its title name as society name. It is to be used in total conversion mods to give them the ability to use my holy order society events and powers without creating societies specifically for them. Save title as global variable, use global variable as society name.
 
Could we have an "on_become_unlanded" on_action? would be really useful.

Also this is probably a bug, custom_tooltip does not work in an artifact's effect block, but works in the active and allowed_gift blocks.

EDIT: on_unlanded exists in the vanilla files, never noticed it there, disregard my stupidity.
 
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Could we have an "on_become_unlanded" on_action? would be really useful.

Also this is probably a bug, custom_tooltip does not work in an artifact's effect block, but works in the active and allowed_gift blocks.
Artifacts do not have an effect block, they have a list of modifiers. allowed_gift is a specific block opening a trigger so that can take custom tooltips. But the default modifier block cannot as custom tooltip does not work anywhere with modifier lists,
 
Artifacts do not have an effect block, they have a list of modifiers. allowed_gift is a specific block opening a trigger so that can take custom tooltips. But the default modifier block cannot as custom tooltip does not work anywhere with modifier lists,
Alright thanks for clearing that up. It was driving me nuts why it worked everywhere else.
 
Could we have an "on_become_unlanded" on_action? would be really useful.

Also this is probably a bug, custom_tooltip does not work in an artifact's effect block, but works in the active and allowed_gift blocks.

EDIT: on_unlanded exists in the vanilla files, never noticed it there, disregard my stupidity.

I thought I on_unlanded was already an on_action