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Karlington

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Do mods have any fair use for using music? Like can I use a song and then credit the artist in the description or how does that work?
Fair-use is not relevant for anything you're strictly using personally. If you're privately distributing them while you may be technically liable but who's going to enforce it. If you're using platforms (Steam Workshop, Paradox mods, etc.) then read their EULA.
Fair use doesn't cover using other people's music for your mods. Crediting them won't change that. Unless the rights-holders freely permit people to use their music, you can't use other people's music for your mods without getting their permission first.
 

Beyond Disbelief

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How do I start a claimant faction via script? It seems like a parameter (such as claimant) must be missing but I can't figure it out from the wiki or searching through vanilla files.
 

Brisingr

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Quick question: has anyone made a mod that turns off the option to fabricate claims for both human players and AI? I normally play the game without fabricating claims, so having a mod that turns it off would make the game more fair and fun for me. Thanks!
 
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Beyond Disbelief

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Quick question: has anyone made a mod that turns off the option to fabricate claims for both human players and AI? I normally play the game without fabricating claims, so having a mod that turns it off would make the game more fair and fun for me. Thanks!
You can probably hack together a mod that disables that councillor task entirely and disable the claim throne perk from the stewardship lifestyle tree. I'm not sure if there's other areas that you'd have to change but that should be the primary source of fabricated claims.
 

RashHellstorm

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Greetings everyone.
I was wondering, when creating a story chain of events focusing on the player, what is the best way of “locking” a certain character as the protagonist of the events?
I assumed that the best way would be going for the root scope, but then I thought that maybe that would break in a multiplayer game.
Then I started considering saving the protagonist scope or perhaps flagging it, but that could also be troublesome for when the player switches character (through death or otherwise).
What is the standard way to go about this? I have been checking the code but so far, I remain uncertain.
Thanks for your time.
 

Chatoustikmou

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Greetings everyone.
I was wondering, when creating a story chain of events focusing on the player, what is the best way of “locking” a certain character as the protagonist of the events?
I assumed that the best way would be going for the root scope, but then I thought that maybe that would break in a multiplayer game.
Then I started considering saving the protagonist scope or perhaps flagging it, but that could also be troublesome for when the player switches character (through death or otherwise).
What is the standard way to go about this? I have been checking the code but so far, I remain uncertain.
Thanks for your time.

Look into story cycles. They're not properly documented, but there are examples.

They're a practical way to handle complex event chains that span a long time, especially if you want it to carry on when the target character dies, as the story has a story owner, and a specific effect block that triggers when the owner dies, so you can easily make another character the story owner, and the event chain can carry on.
 
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IFollowYou

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How do I make a change only apply to players?

For example, I want to mod common / defines / 00defines to change the male-female children ratio to be tilted more to females. However, I don't want the change to apply to the AI. is there some flag or filter I can add to only have the change apply to players?
 

Chatoustikmou

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How do I make a change only apply to players?

For example, I want to mod common / defines / 00defines to change the male-female children ratio to be tilted more to females. However, I don't want the change to apply to the AI. is there some flag or filter I can add to only have the change apply to players?

Defines are set to be the same for everyone.

What you can do is use a custom on_action fired on_birth_child, that only triggers if either parent is a player and the child is male, and that has a random chance to apply the set_sexuality effect.
 
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Myrkull

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I want to change execution method, so pagan rulers will execute infidel prisoners by sacrificing them to the gods, not burning on stake. I suppose it's in character_interactions, 00_prison_interactions but I don't know what I have to change.
 

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So, I've been fiddling about with creating my own, custom mashup culture for about half a year now, mixing and customizing name lists, doing the whole thing, and have had some fun with that. I am in the weird place where all of a sudden, the homemade mod I have does not show up in the game. This has happened within the last week or so, and I do not quite know why.

All I've done is add a new culture in the Byzantine group, added the right History/culture file, added some names to the "culture_names" txt file, and then of course done the relevant localization so everything actually shows up as legible text in the actual game. It's not perfect, I still discover the odd name here and there that has not been correctly transliterated, but it's been working fine (Though I did have to redo basically everything after the Azure update dropped).

Now, though, within the last week/week-and-a-half, it's just gone. It shows up in the starter and in my playsets, and I have checked that the mod is still in my mod folder. But the culture is just not in the game at all. Not in the ruler designer, nothing, no-one, nowhere. As far as I can tell, no major updates have dropped since August 10th or so, so I really don't know what's happened here.

Can anyone enlighten me as to what might've gone wrong?
 

Beyond Disbelief

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So, I've been fiddling about with creating my own, custom mashup culture for about half a year now, mixing and customizing name lists, doing the whole thing, and have had some fun with that. I am in the weird place where all of a sudden, the homemade mod I have does not show up in the game. This has happened within the last week or so, and I do not quite know why.

All I've done is add a new culture in the Byzantine group, added the right History/culture file, added some names to the "culture_names" txt file, and then of course done the relevant localization so everything actually shows up as legible text in the actual game. It's not perfect, I still discover the odd name here and there that has not been correctly transliterated, but it's been working fine (Though I did have to redo basically everything after the Azure update dropped).

Now, though, within the last week/week-and-a-half, it's just gone. It shows up in the starter and in my playsets, and I have checked that the mod is still in my mod folder. But the culture is just not in the game at all. Not in the ruler designer, nothing, no-one, nowhere. As far as I can tell, no major updates have dropped since August 10th or so, so I really don't know what's happened here.

Can anyone enlighten me as to what might've gone wrong?
If it worked before and you done nothing else (didn't subscribe to any new mods etc.) then the most likely culprit is a missing closing bracket somewhere.
 

Arona

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Is it possible to make perktree, where multple points can be but on 1 perk and it will increase perk effect or add additional effect. Would want to use it immortal rpg mechanics. Right now i have my gameplay where is 47 points overdue and would be good if there were way to mod it so perks have multible upgrades.
 

Beyond Disbelief

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I seem to remember seeing one of hte vanilla files being able to check for 2 or 3 triggers out of a larger list which IIRC wasnt' taught on the wiki but I can't find that file anymore. Does anyone know how to for example check for at least 2 true triggers out of a list of 10?
 

Beyond Disbelief

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How do I make modifier values show in localization?

The modded modifier works (+15) but i can't get it to show the same way as othe rmodifiers and I'm having trouble finding the vanilla localization files.
2021-08-22 (2).png
 

StrategicLoafing

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Hey folks, I'm away from my other computer right now, so haven't had a chance to actually try this out, but is it possible to make a modifier that references the skill of the character that has the modifier? I want to make a modifier that gives scaled lifestyle experience at the cost of stress gain and negation of one of the skill bonuses for the relevant skill. So in other words, if they have 9 diplomacy, this modifier gives 9% diplomacy xp gain and -9% monthly prestige (and if they have 31, then it's 31% xp and -31% prestige). So basically, I'd want monthly_diplomacy_lifestyle_xp_gain_mult = (character's diplomacy skill*.01). I'm also not sure how math operations work, but I'm sure it wouldn't be too difficult to figure out.
 

Thomas_Oak

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How do I make modifier values show in localization?

The modded modifier works (+15) but i can't get it to show the same way as othe rmodifiers and I'm having trouble finding the vanilla localization files.View attachment 750170
You will need to add the opinion value to the localisation line as follows:

"[recipient.GetShortUINameNoTooltip] has compatible traditions: $VALUE|=+0$"
 
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Beyond Disbelief

Creator of House Traditions Mod
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how do i get the name of the scoped item in debug_log so I can be sure what I'm looking at?

More specifically, i have a scripted trigger which receives an argument scope:actor.house and scope:secondary_actor.house , i want it to print out exactly which character/house it is trying to evaluate the triggers against.

The wiki claims it takes localization string but i can't figure out how to do that correctly.
 
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Beyond Disbelief

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Based on my tests, is it true that you can't nest a scripted_modifier within another scripted_modifier even if they're different files?