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Karlington

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When you get tier 4 of the Blood dynastic legacy track, you can pick a genetic trait that will be more common in your lineage in the future, right? Does anyone know in which files the game handles that selection? I haven't been able to track it down.
It's in common\on_action\child_birth_on_actions.txt at lines 149-306. It uses blood_legacy_4_chance (and blood_legacy_4_extra_player_chance if a parent is a player character), defined in common\script_values\00_dynasty_values.txt lines 22-23. Basically there is a 5% chance of the trait occurring spontaneously if the child is either part of the dynasty, or not part of the dynasty but at least one parent is part of the dynasty. If a parent is a player character there's a 10% chance. :)
 

Pavlik_85

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How do I upload or update the front image of the mod in the Steam-Workshop? When I uploaded the mod and picked an image for it, it was ignored and it is shown without image currently. And I see no way of updating or changing it.
Hey!
You need to place thumbnail.png with desired imager in the root folder of the mod (where descriptor.mod file and common folder are)
 
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RandomTsar

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Has anyone figured out if 00_core_tenets can be appended to without having to mod the original file? everything I've seen so far makes it seem like any mods that edit, add, or increase the number of tenet picks are incompatible with each other. Which is kinda annoying
 

Karlington

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How to give an empire more requirements without making it a decision
Add a can_create block. Here's an example from k_cyprus in 00_landed_titles.txt:

Code:
        can_create = {
            trigger_if = {
                limit = {
                    is_ai = yes
                }
                faith = { religion_tag = christianity_religion }
            }
        }

EDIT: There's also "can_create_on_partition" if you want to add restrictions so it doesn't get auto-created on partition.
 
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hab_h8ter

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In an effort to curb the pope's merc spam, I'm hoping to create a trait the significantly increases mercenary upkeep, though I'm at a bit of a loss at how to do so.

It needs to always apply to the catholic head of faith, but never anyone else. Could anyone point me in the right direction?
 

Magil

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Let's say I have a scripted_effect. I want this effect to fire once, at the start of every game. Is there a clever way I can do this without overwriting all of on_game_start? Right now I've just set it to a major decision that can only happen once per game, which the AI will immediately use if the player doesn't, but I was wondering if there were better solutions.
 

Torakka

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Let's say I have a scripted_effect. I want this effect to fire once, at the start of every game. Is there a clever way I can do this without overwriting all of on_game_start? Right now I've just set it to a major decision that can only happen once per game, which the AI will immediately use if the player doesn't, but I was wondering if there were better solutions.
You could also create a new minor character somewhere, probably even lowborn courtier would suffice, and then execute that scripted effect in that character's history like this:
Code:
    [some_date] = {
        effect = {
            your_scripted_effect = yes
        }
    }
Of course, appending on_game_start would be the cleanest solution. Does it not work if you just create a new file in your mod and add there
Code:
on_game_start = {
    effect = {
        your_scripted_effect = yes
    }
}
 

Magil

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Of course, appending on_game_start would be the cleanest solution. Does it not work if you just create a new file in your mod and add there
Code:
on_game_start = {
    effect = {
        your_scripted_effect = yes
    }
}

That does work, but it seems to overwrite all other on_game_start effects, like generating new special empty building slots in holy sites (this was how I verified it was overwriting everything in there). I could simply paste all the normal on_game_start effects in there, but I am looking for a solution that maximizes compatibility (as this is a fairly light mod).
 

Torakka

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That does work, but it seems to overwrite all other on_game_start effects, like generating new special empty building slots in holy sites (this was how I verified it was overwriting everything in there). I could simply paste all the normal on_game_start effects in there, but I am looking for a solution that maximizes compatibility (as this is a fairly light mod).
Damn, that's not good. Hopefully such appending will be fixed at some point (preferably soon). In the mean time, running that effect in some character's history should work, although depending on what that scripted effect does, it might be safer to do it your way using decision. I.e. I'm under the impression that CK3 loads stuff in parallel, so if your effect in in character x's history affects thing y, but thing y loads only after the game has executed x's history, then it won't work properly. On the other hand, global decision has probably a performance cost if every character keeps periodically checking if they can do it.
 

Magil

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Damn, that's not good. Hopefully such appending will be fixed at some point (preferably soon). In the mean time, running that effect in some character's history should work, although depending on what that scripted effect does, it might be safer to do it your way using decision. I.e. I'm under the impression that CK3 loads stuff in parallel, so if your effect in in character x's history affects thing y, but thing y loads only after the game has executed x's history, then it won't work properly. On the other hand, global decision has probably a performance cost if every character keeps periodically checking if they can do it.

Thanks, I'll look into the character history thing. My scripted_effect is intended to alter the doctrines of some religions, so it is probably safe to do that way. My decision is set to disappear from the list once executed like all other once-per-game decisions (i.e. Restore Rome, etc.), but I'm not sure if that factors into potential performance hits for the AI, so I thought I'd look for other solutions.

Edit: One thing is that the error log does spit this at me: "[jomini_onaction.cpp:125]: There is more than one 'effect' defined using most recent: file: common/on_action/mz_game_start.txt line: 2" The scripted effect still runs, but my code is just:
Code:
on_game_start = {
    effect = { mz_fix_religions_effect = yes }
}

No idea what it means by "more than one effect".
 
Last edited:

Se Endecyning

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Hello. How would I effect every province and character in a given de jure kingdom? As in, changing the faith of ever province and person in the de jure k_egypt.
 

soulfreezer

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I'm trying to remove the unlimited range from the conquest cbs for the norse. I want them to only be able to target neighboring counties like other cultures.

The code for duchy_conquest_cb and county_conquest_cb in 00_conquest.txt has the following lines:
Code:
[...]
ai_can_target_all_titles = {
    can_use_viking_invasion_cbs_trigger = yes
}
[...]
valid_to_start = {
    scope:target = {
        any_in_de_jure_hierarchy = {
            tier = tier_county
            neighboring_county_or_viking_conquest_trigger = { CHARACTER = root }
        }
    }
}

I looked at neighboring_county_or_viking_conquest_trigger in 00_war_and_peace_triggers.txt and from my understanding it only returns true/yes if the target is either a neighbor or if can_use_viking_invasion_cbs_trigger is true. So I assume that I only have to modifiying can_use_viking_invasion_cbs_trigger to always return false/no. Is this correct, or do I have to change something else as well?
 

Pavlik_85

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Hello. How would I effect every province and character in a given de jure kingdom? As in, changing the faith of ever province and person in the de jure k_egypt.
Hey!
You might try something like:
Code:
effect = {
    every_in_de_jure_hierarchy = {
        limit = { title:k_egypt }
        set_county_faith = <faith_id_here>
    }
    every_de_jure_county_holder = {
        limit = { title:k_egypt }
        set_character_faith_with_conversion = <faith_id_here>
    }
}
 

Pavlik_85

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No idea what it means by "more than one effect".
Hey!
It means, that every on_action variable can have only one effect ('effect' section in the code). So, when you add one more constraint like
Code:
 on_game_start = {
    effect = {
...
you basically add one more 'effect' to the same on_action variable.
 

Doofmaster

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When I try to export using the PdxExport from maya I get an error.

" //Error line 0: Invalid Object or value: Kings "


Does anyone know what may be causing this?
 

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Se Endecyning

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Hey!
You might try something like:
Code:
effect = {
    every_in_de_jure_hierarchy = {
        limit = { title:k_egypt }
        set_county_faith = <faith_id_here>
    }
    every_de_jure_county_holder = {
        limit = { title:k_egypt }
        set_character_faith_with_conversion = <faith_id_here>
    }
}

Thanks, but sadly doesn't seem to work that one. Even tried "any" instead of "every". For reference, I'm trying to expand a dead religion mod to make all counties and people in the Egyptian region follow Kemetism. Doing it by culture works, but I want a little more control over the area, since I'd like to have, say, Mesopotamia follow Sumerian, Judea follow Yahwism, etc.