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The original thing sparked the idea in my mind was having the Latin Emperor use Byzantine clothing and regalia while not in command, but there are uses beyond that. I haven't really found a way to do that with the current portrait overrides.
 
has_concubinage needs to check if concubinage is enabled for the government and/or society rank. Currently only checks for the religion.

It feels like that should be reported as a bug.

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

If I may improve on your suggestions, I think we'd gain more if your proposed conditions with character province or barony value were scopes instead. We'd gain more expressivity. While some of the commands seem far-fetched, the conditions/scopes sound feasible to me.
 
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.
 
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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.
Code:
scoped_character = {
    betrothed = {
        OR = {
            dynasty = random_player
            is_close_relative = random_player
        }
    }
}
You should keep these kind of questions in the Quick Questions thread though. Just sayin' :)
 
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.
  • 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.
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.

If anything else comes to mind, I'll likely edit this post instead of making another.
 
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.
  • 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.
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.

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?
 
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.
 
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.
 
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.

Yeah, I've seen it and I know it's possible to do fake portraits, I was just wondering if it's possible to do links to actual in-game characters - CKII is a game about the characters, after all.
 
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.
 
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.
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
 
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
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.
 
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.
Such dynamism would fundamentally work against the function of the defines. What you want can and should only be done through script.
 
Unhardcode merchant republics
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??
I think the key things would be:

Toggle for matrilineal marriages
Customisable criteria for numbers of trade posts
Ability to substitute a different election law (I'm not sure how the existing one could be opened up, tbh)
Possibly placement criteria for trade posts?
Maybe customise the behaviour for creating a new patrician house? I'd love to see a version that promotes an existing unlanded family whose head is a vassal of either the extinct house or their liege.

Those are the main things I'd want to see, as someone writing a mod that features a large number of MRs. But I know it's difficult, so I don't want to give the impression that I expect or demand any of those things.

nd
 
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??

- A children_can_inherit = yes/no flag (which also would be useful for nomads and for any other governments we want to add that kind of restriction to), defaulting to "yes". More accessible/moddable succession logic in general would be good, but the restriction to adults seems like it probably would be possible to make scriptable even if the rest of the logic remained hardcoded.

- The ability to have a different number of patrician families for different MRs. Even if it required giving them all different government types because it was controlled at the government type level rather than with e.g. a title flag, it would be an improvement. If possible, having it split into min_patrician_families (beneath which another family automatically is spawned) and max_patrician_families (above which there can't be any further families) would be nice, so that we can have it vary within a republic depending on events (e.g. you're above the min_patrician_families cap and destroy your rival's house, so nobody steps in to fill the void left behind the instant that house gets destroyed).

- If the number of patrician families was made more dynamic, the ability to absorb another republic's patrician families into your own on full conquest would be nice. We don't need the CB added in vanilla (though I wouldn't mind it), just support to ensure that nobody gets a game over from it.

- I'm not sure about why, since there's no comment explaining it, 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).


A few tangential things:

- The uses_bride_price = yes/no flag being replaced with a list of governments (similar to accepts_liege_governments and other lists) that you pay a bride price when intermarrying with, so that we can make it possible to have an MR pay a bride price towards one government type but not anothe (on an even more tangential note, I'd personally like that for the marriage_ignore_religion = yes/no flag too, so that we could e.g. have nomads intermarry with nomads and Chinese Imperial rulers intermarry with Chinese Imperial rulers without intermarrying with each other unless permitted by their respective religions). Moddability of the price itself would also be nice, so that we could make it depend on e.g. traits, though that's a possibly much harder since it seems like it might be too tied to the overall marriage logic.

- While it might run into DLC lock issues (I've got no idea how they're handled in the hardcoded part of the game), the ability to have feudal/tribal/nomadic(/theocratic) governments use family palaces (whether meant to represent family palaces or something else) would be useful if we want to have a government that passes e.g. is_feudal = yes but that has influential unlanded families.
 
-
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).

I think the "immediate game over" thing is probably the most likely reason for this. I had a game once where I tried to go to war against the doge while I didn't control any real lands as a patrician. On the other hand, I have actually had a case where I declared independence from a kingdom-tier MR as a ducal-tier MR, and did so successfully, which created a new patrician family to replace me in the original one, and four new patrician houses to populate my new republic.