It would be really awesome if there was a portrait_scope that could be set to a particular title.
To what end?
It would be really awesome if there was a portrait_scope that could be set to a particular title.
has_concubinage needs to check if concubinage is enabled for the government and/or society rank. Currently only checks for the religion.
Dear paradox. Since You've started to allow us to mod armies and subunits, maybe you could give us more flexibility? I took a look at save files to try to figure out which information may be stored in armies ingame. So i hope that you would consider adding:
scope: holding_levy_unit (from title (b_xyz) scope)
scope: liege_levy_unit (to target unraised liege levy unit from character scope)
condition: leader = [character] (in unit scope)
condition: home = [province] (in unit scope)
condition: title = [barony] (in unit scope. It checks barony of raised levy)
condition: owner = [character] (in unit scope)
condition: unit_vassal = [character] (in unit scope. It checks vassal who provided liege levy)
condition: flank_center_leader = [character] (in army scope)
condition: flank_left_leader = [character] (in army scope)
condition: flank_right_leader = [character] (in army scope)
condition: location = [province] (in army scope)
condition: previous_location = [province] (in army scope. I see it is stored in unit file in save game)
condition: next_on_path = [province] (it would check "path" in army bracket and take first one)
command: set_leader = [character] (in unit scope)
command: set_home = [character] (in unit scope)
command: set_title = [barony] (in unit scope)
command: set_owner = [character] (in unit scope)
command: set_unit_vassal = [character] (in unit scope)
command: set_[troop_type] = [int] (in unit scope)
command: set_max_[troop_type] = [int] (in unit scope)
command: mod_[troop_type] = [int] (in unit scope)
command: mod_[troop_type] = [int] (in unit scope)
command: set_location = [int] (in army scope)
command: set_garrison_perc = [int] (in title scope)
command: set_mercenary_perc = [int] (in title scope. I see there is army_size_percentage=x.xxx in save files)
These (with few exceptions) are just things taken from save file and they can be done via save editing. Things we could do if we had these triggers and conditions would be enormous.
We could in example target unit led by unloyal subunit leader and then switch its sides to the enemy. We could give morale damage to army that is heading into particulary deadly province (since we could "condition" its current and next province) we could make units swell from recruitment or suffer desertion*, we could check if main commander of army is in rebel mood and then allow him to declare war and take his army with him.
I know that i am propably asking for too much, but i tried to search for things that seems to be reasonably easy stored and wouldnt make much trouble. Hope im not wrong. If i am - please excuse me.
*im aware of damage_unit command, but its currently broken in any possible way
still relatively new to modding but I've been trying to do something that would be more possible with these.
condition: if [character] is betrothed to anyone related to [character]'s dynasty. eg. if this character is betrothed to player character/ player character's niece/ son/ daughter/ kinsmen/ kinswomen etc.
scoped_character = {
betrothed = {
OR = {
dynasty = random_player
is_close_relative = random_player
}
}
}
Possible sure, but this is a pretty obtuse request and I am hesitant to think this is worth spending a lot of time on to get all that stuff in, it seems like an odd way to be using the offmap powers to begin with as opposed to just an actual title which you then give a variable and couple of title decisions on if you want to emulate the offmap currency and decisions on.I'm working on an off-map power and while off-maps are fairly moddable, including the UI, I feel they are missing some features which'd go a long way towards making them more flexible.
These are mostly born out of trying to make a mod where the off-map's power dynamic is supposed to be very, uh, dynamic, with characters replacing each other as the ruler fairly often. This is hindered by the facts that once placed on the throne, the ruler is there for life, one way or another; the characters in the dynamic being on-map so affected by diplomacy, events and such (this can be worked around, but it's a lot of extra work); and, perhaps most importantly for my purposes, not being able to actually show the characters in the offmap's window.
- A way to change the off-map ruler without killing the current one. As it is now, set_offmap_holder kills the current one and I couldn't find a different way to replace the ruler.
- A way to specify the default death reason for the off-map. As it is now, it calls death_offmap and that explicitly mentions China.
- A way to, in the interface modding, display portraits/dynasty CoAs/title CoAs of dynamically specified targets or at least something other than being limited to the hardcoded "ruler, ruler dynasty, governor, naps, tributaries". Could be done through using persistent_event_targets.
- A way to give an off-map minor title to any character to remove them from the map, normal event evaluation and all that jazz without having them be a ruler.
If anything else comes to mind, I'll likely edit this post instead of making another.
Possible sure, but this is a pretty obtuse request and I am hesitant to think this is worth spending a lot of time on to get all that stuff in, it seems like an odd way to be using the offmap powers to begin with as opposed to just an actual title which you then give a variable and couple of title decisions on if you want to emulate the offmap currency and decisions on.
Maybe I am just not following your use case, as this seems like the offmap system might not be the best thing to do this with if you are wanting to ping pong rulers back and forth a lot?
Thanks for answering so quickly!
Yeah, my use case is probably rather unique and/or obtuse. My main idea for the mod is (inspired by Mythos 2) to make the Hellenic Pantheon into a fully blown off-map power. Off-map powers were chosen because I wanted to ensure nobody interacts with the gods directly (via assassinations, betrothals, and so on) and - even more so - for the interface modding since I've read that it's very flexible - I wanted to show all the gods in the Pantheon as separate entities to interact with while at the same time having the high god influence it as a whole.
If the interface modding was expanded like I mentioned, that'd basically be everything needed - I've found good enough workarounds for the rest of the limitations. It's probably something not uniquely beneficial to my situation, either, as that's probably the last bit of limitation on interface modding - people could use dummy offmap powers to make interfaces for just about anything.
I wonder if you have seen https://forum.paradoxplaza.com/forum/index.php?threads/mod-poker-kings-wip.1117565/ ?
It seems you could potentially display some fake portraits in offmaps (not linked to actual in-game characters though), but keep some of the vanilla buttons for actual interactions.
Traits can already be extensively modded, and inheritance can be handled through on birth events. I'm not sure that an expansion to this functionality designed primarily to facilitate in-character incest is a good idea.Improve define.lua Inbred divine blood modability to add also ther genetic traits modifiers there. Like imbecile, genius, ugly fair changes and easyer for player define also with custom genetic traits, maybe to add new file where player can define all possible traits and their combinations.
lol its not for just incest idea, it was just part of it, i suggested deeper combination of traits, its easier to do in define lua that write few hundred line a event codes. Most player cant mod events, but still they wish to enyoy a modded game. For me it took few years to learn how to mod events usually i just edited releigion , vulture, retinue and character stat. I woulnt hurd paradox to make it easier.Traits can already be extensively modded, and inheritance can be handled through on birth events. I'm not sure that an expansion to this functionality designed primarily to facilitate in-character incest is a good idea.
nd
to addition to merchant republics also horselords should be unlocked or make new mini DLC what would unlock HL MR featuresUnhardcode merchant republics
Such dynamism would fundamentally work against the function of the defines. What you want can and should only be done through script.lol its not for just incest idea, it was just part of it, i suggested deeper combination of traits, its easier to do in define lua that write few hundred line a event codes. Most player cant mod events, but still they wish to enyoy a modded game. For me it took few years to learn how to mod events usually i just edited releigion , vulture, retinue and character stat. I woulnt hurd paradox to make it easier.
Wanna be any more vague?Unhardcode merchant republics
I think the key things would be:Wanna be any more vague?
I've already unhardcoded a few things, the remaining things I can think of is the elections and the trade posts. Unless there is something you are thinking of other than that??
Wanna be any more vague?
I've already unhardcoded a few things, the remaining things I can think of is the elections and the trade posts. Unless there is something you are thinking of other than that??
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but for some reason patricians can't start/join Independence factions, which I suspect is because of some other reason than "We wanted to script it that way". It would be nice if whatever the issue is (I suspect it has something to do with a new patrician house being auto-generated if the first one leaves the republic and/or the revolter not being a proper MR and thus risking a game over if they're a human player, but I've not tested it recently) could be looked at so that we can allow it (with all checks for the patrician living up to the conditions necessary to be an independent doge (having a coastal city capital, being duke tier or higher, etc.) being the modder's responsibility).