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FunGaming

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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 a set_realm_capital command 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 calls set_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
 

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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

Setting 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
 

Finarfin

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Is there a way to compare the ranks of characters?

For example, I would like to compare the rank between actor and secondary.actor and ensure that secondary.actor is of a lower rank, i.e. if actor is a king and secondary.actor is a duke then actor would be considered a higher rank. Is that functionality that currently exists?
 

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Is there a way to block the creation of landed titles? In CK2 there was allow-block, but that no longer works...
 

Voffvoffhunden

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Is there a way to compare the ranks of characters?
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



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 ""

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.
 

Voffvoffhunden

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How do I troubleshoot/debug the code?

When it comes to validating specific syntax, launching the game with unrecognised script commands should make the game complain about them in error.log, which is located in your Paradox Interactive/Crusader Kings III/logs folder.
It could still be used wrong, but at least that way you'll know if it's usable. I also recommend creating files with all script info in the same folder by using the console command script_docs while ingame
 

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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?
 

Voffvoffhunden

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Could you explain a bit what you mean by this? I don't understand what is intended to happen if I type 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) folder 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
:rolleyes:

which file or files to modify to make sure declaring war requires not only prestige but also piety or/and money?
Every Casus Belli has a separate cost entry that defines what it costs to use it. Check _casus_belli.info in the casus_belli folder for more info.
 

Finarfin

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If you enter script_docs as a console command, the game generates a series of files for you in the (by default) folder 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.

That is great! Thank you for that piece of information!
 
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FuryX

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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.

Thanks mate, mean the world!

Hate the mass posting, but I do have another question.
Let's say I use the every_vassal_or_below = {.....} or some other arbitrary iterator, is there a way to target the scope?
for example if I want to use make_concubine on everyone in that list as a target, and not as the scope how would one even accomplish it?
I don't seem to be able to use scope:target, target or save the scope in the iterator as well.
 

JJack407

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Hey guys. I am struggling to use the modifier years_of_fertility in a character_interaction.
Basically, I have an interaction that is only available if the recipient has an immortal trait and I am trying to fire a hidden event that will change the years_of_fertility modifier to an age higher than 45. I currently have the interaction working but am unsure how to add the modifier into the event. Thanks in advance


Edit. Got it working. Event had wrong namespace
 
Last edited:

AVerhoeven

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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?

Look at the common/casus_bellies_types within the different CBs you can set the cost for each of them, which in turn would change how easily anybody can start a war.
 

crowdemon

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I can't get this decision to work properly, can some help me? It's supposed to change the province culture to Norman.


Code:
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 }
}
 

FunGaming

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Setting 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
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 want