I don't have a satisfying answer to that. From what I can gather from grepping through the game files the function of the move button seems to be hardcoded.
However there's aset_realm_capitalcommand that receives a county title, and which may or may not circumvent that annoying check (haven't tested that).
I'd say you could try creating a decision (or character interaction on the player character) that takes that character's location (e.g. when leading an army), infers the county title belonging to that location, and callsset_realm_code =with that county title. Someone playing the game would then have to literally move their army to their new capital. (That's pretty much what we did in CK2 for province/title interactions before those became an actually moddable thing, which they are not in CK3, at least at the moment of writing this AFAICS.)
(Although do check whether the command really circumvents the check before putting in any actual work.)
I actually use the code in a run command file which I change now everytime I want to switch capital, will have to do for now I gues until a mod can be made
If it is within a law that is within a group, would you have to specify so in the key?The key in that example would besomething. E.g.something:0 "Actual display text"
You can either use tier_difference if you want a specific difference, or you can check for highest_held_title_tier:Is there a way to compare the ranks of characters?
If it is within a law that is within a group, would you have to specify so in the key?
Because I've tried all versions I can think of. Plus the obvious with and without ""
How do I troubleshoot/debug the code?
error.log, which is located in your Paradox Interactive/Crusader Kings III/logs folder.script_docs while ingameI also recommend creating files with all script info in the same folder by using the console commandscript_docswhile ingame
script_docs in the console.If you enter script_docs as a console command, the game generates a series of files for you in the (by default) folderCould you explain a bit what you mean by this? I don't understand what is intended to happen if I typescript_docsin the console.
Documents/Paradox Interactive/Crusader Kings III/logs (right next to the mod folder). These files contain lists of all triggers, effects, targets, modifiers, on_actions, etc. that are available to use in script.I have been trying a friend's version of CK3
Every Casus Belli has a separatewhich file or files to modify to make sure declaring war requires not only prestige but also piety or/and money?
cost entry that defines what it costs to use it. Check _casus_belli.info in the casus_belli folder for more info.If you enter script_docs as a console command, the game generates a series of files for you in the (by default) folderDocuments/Paradox Interactive/Crusader Kings III/logs(right next to the mod folder). These files contain lists of all triggers, effects, targets, modifiers, on_actions, etc. that are available to use in script.
You can either use tier_difference if you want a specific difference, or you can check for highest_held_title_tier:
actor.highest_held_title_tier > secondary_actor.highest_held_title_tier
custom_description generates a trigger which then has to be scripted with specific grammar perspectives (in common/trigger_localization), and that script points to a specific loc key.
every_vassal_or_below = {.....} or some other arbitrary iterator, is there a way to target the scope?I have been trying a friend's version of CK3 and as usual get a bit annoyed when the map are full of duchies and kingdoms fighting each other almost the first thing they do. I'd like the different states to get a chance to develop a bit before they start fighting.
So the question is which file or files to modify to make sure declaring war requires not only prestige but also piety or/and money? I checked the defines file and ventured into different folders but couldn't find anything.
Anyone have the knowledge and time to answer?
brittany_norman_culture_decision = {
picture = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
ai_check_interval = 0
desc = brittany_norman_culture_decision_desc
confirm_text = brittany_norman_culture_decision_confirm
major = yes
is_shown = {
is_ruler = yes
has_culture_group = culture_group:north_germanic_group
NOT = { has_culture = culture:norman }
NOT = { has_character_flag = brittany_norman_culture_flag }
}
is_valid = {
has_culture_group = culture_group:north_germanic_group
NOT = { has_culture = culture:norman }
OR = {
has_title = title:d_brittany
has_title = title:k_brittany
}
}
cost = { }
effect = {
any_close_family_member = {
if = {
limit = {
has_culture_group = culture_group:north_germanic_group
}
set_culture = culture:norman
}
}
any_realm_county = {
if = {
limit = { has_culture_group = culture_group:brythonic_group }
set_culture = culture:norman
}
if = {
limit = { has_culture_group = culture_group:frankish_group }
set_culture = culture:norman
}
}
add_character_flag = { flag = brittany_norman_culture_flag }
}
ai_potential = { always = no }
ai_will_do = { base = 0 }
}
I dont think you understand what I asked, yes its in the game but limited to once in a lifetime. I was talking about a way so you can move as many times as you wantSetting a realm capital is a functionality already implemented in game at the province screen is a small icon "Crown with an arrow underneith" click that set that