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crowdemon

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When I made a similar decision, I had it trigger an event in the effect, rather than do the conversions. You don't seem to be converting either yourself or your vassals

Could you provide me an example of this?
 

pietro.cavalli

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How do I make an innovation only unlockable if the cultural head is of a certain faith?
Code:
potential = {
        scope:culture_head = {
            faith = faith:catholic
        }
}
This doesn't seem to work, any idea on what the current syntaxis might be? I want this regional innovation only available if you're catholic
 

Whizzer

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How do I make an innovation only unlockable if the cultural head is of a certain faith?
Code:
potential = {
        scope:culture_head = {
            faith = faith:catholic
        }
}
This doesn't seem to work, any idea on what the current syntaxis might be? I want this regional innovation only available if you're catholic

Use culture_head instead of scope:culture_head. That means you can probably also do root.culture_head.faith = faith:catholic.
The scope: prefix is only used when accessing saved scopes, some of which are provided by code instead of script. Here you are using a link provided by the game, not a saved scope.
 

Thomas_Oak

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Could you provide me an example of this?
No promises that this is any good at all, as I am learning as are we all. But I hope it helps a little bit.
Code:
effect = {
    add_prestige = medium_prestige_gain

    #Convert your, and your whole family's, culture
    set_culture = culture:norman
    if = {
        limit = { any_spouse = { is_landed = no } }
        every_spouse = {
            set_culture = culture:norman
        }
    }
    if = {
        limit = {
            any_close_family_member = {
                is_landed = no
                NOT = { is_spouse_of = root }
            }
        }
        every_close_family_member = {
            custom = all_family_members
            limit = {
                NOT = { is_spouse_of = root }
            }
            set_culture = culture:norman
        }
    }

    #Convert appropriate vassals, and their family
    if = {
        limit = {
            any_vassal = {
                is_ai = yes
                culture = root.culture
            }
        }
        every_vassal = {
            limit = {
                is_ai = yes
                culture = root.culture
            }
            set_culture = culture:norman
            hidden_effect = {
                if = {
                    limit = { any_spouse = { is_landed = no } }
                    every_spouse = {
                        set_culture = culture:norman
                    }
                }
                if = {
                    limit = {
                        any_close_family_member = {
                            is_landed = no
                            NOT = { is_spouse_of = prev }
                        }
                    }
                    every_close_family_member = {
                        limit = {
                            is_landed = no
                            NOT = { is_spouse_of = prev }
                        }
                        set_culture = culture:norman
                    }
                }
            }
        }
    }

    #Flip Counties
    every_county_in_region = {
        region = world_europe_west_britannia
        limit = {
            target_is_de_facto_liege_or_above = root.primary_title
        }
        random = {
            chance = 40
            set_county_culture = culture:norman
        }
    }

    culture:norman = {
        custom_tooltip = decision_embrace_norman_culture_get_innovations
        hidden_effect = {
            get_all_innovations_from = culture:anglo_saxon
        }
    }
}
 

Tatterhood

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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 }
}
Those "any"s should be "every"s.

(Also, not so important, but you can put a "limit" directly inside the every_realm_county or whatever rather than using an if statement.)
 

crowdemon

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No promises that this is any good at all, as I am learning as are we all. But I hope it helps a little bit.
Code:
effect = {
    add_prestige = medium_prestige_gain

    #Convert your, and your whole family's, culture
    set_culture = culture:norman
    if = {
        limit = { any_spouse = { is_landed = no } }
        every_spouse = {
            set_culture = culture:norman
        }
    }
    if = {
        limit = {
            any_close_family_member = {
                is_landed = no
                NOT = { is_spouse_of = root }
            }
        }
        every_close_family_member = {
            custom = all_family_members
            limit = {
                NOT = { is_spouse_of = root }
            }
            set_culture = culture:norman
        }
    }

    #Convert appropriate vassals, and their family
    if = {
        limit = {
            any_vassal = {
                is_ai = yes
                culture = root.culture
            }
        }
        every_vassal = {
            limit = {
                is_ai = yes
                culture = root.culture
            }
            set_culture = culture:norman
            hidden_effect = {
                if = {
                    limit = { any_spouse = { is_landed = no } }
                    every_spouse = {
                        set_culture = culture:norman
                    }
                }
                if = {
                    limit = {
                        any_close_family_member = {
                            is_landed = no
                            NOT = { is_spouse_of = prev }
                        }
                    }
                    every_close_family_member = {
                        limit = {
                            is_landed = no
                            NOT = { is_spouse_of = prev }
                        }
                        set_culture = culture:norman
                    }
                }
            }
        }
    }

    #Flip Counties
    every_county_in_region = {
        region = world_europe_west_britannia
        limit = {
            target_is_de_facto_liege_or_above = root.primary_title
        }
        random = {
            chance = 40
            set_county_culture = culture:norman
        }
    }

    culture:norman = {
        custom_tooltip = decision_embrace_norman_culture_get_innovations
        hidden_effect = {
            get_all_innovations_from = culture:anglo_saxon
        }
    }
}
Thanks to you, it was a big help.
 
Last edited:

Finarfin

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What would I use to make this criteria also require that the secondary actor is part of the actor's realm?

Code:
AND = {                                         # include members of ruler's house and realm
         target_is_house_head = scope:actor
         scope:secondary_actor.house = scope:actor.house
}
 

Tiax

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Suppose I want to make two mods that each change the history for a few counties in a particular kingdom. The two mods affect a disjoint set of counties, so I'd like to make it so they can be used together. Right now my method for modifying the history of a county is to copy the relevant file from history/titles/ into my mod folder, and make the appropriate edits. But by doing this, my mod will also include all the default history for the counties I don't want to modify, so it seems like it'll lead to a conflict with a second mod. What's the appropriate way to only overwrite the history for selected counties?
 

Bjorn_Ginger

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When there is no demo to try the game out, a friends copy is the best solution.
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.
All rightie, then. I must have missed that. Will look when my night shift of flirting with the nurses is over.
 

cemery531

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I'm having trouble with modding some cultural title names. I want to change Anglo-Saxon duchy-tier rulers from "Duke" to "Earl". My entry in "localization/english/culture/culture_title_I_english" is as follows:

duke_feudal_male_anglo_saxon:0 "Earl"
duke_feudal_female_anglo_saxon:0 "Lady"
duchy_feudal_anglo_saxon:0 "Earldom"

My entry in "common/flavorization/00_title_holders" is as follows:

duke_feudal_male_anglo_saxon = { # Earl
type = character
gender = male
special = holder
tier = duchy
priority = 18
top_liege = no
governments = { feudal_government tribal_government }
cultures = { anglo_saxon }
}
duke_feudal_female_anglo_saxon = { # Lady
type = character
gender = female
special = holder
tier = duchy
priority = 18
top_liege = no
governments = { feudal_government tribal_government }
cultures = { anglo_saxon }
}
duchy_feudal_anglo_saxon = { # Earldom
type = title
tier = duchy
priority = 18
top_liege = no
governments = { feudal_government tribal_government }
cultures = { anglo_saxon }
}

However in-game, Anglo-Saxon duchy-tier rulers are still rendered as "Duke". Given that I've followed the exact same process for other cultural titles which have successfully manifested in-game, I'm unsure as to what's going wrong in this case. Have I missed a step somewhere along the way?
 

Thomas_Oak

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Is there a simple way to add an extra building slot to a barony? I know there are several mods already, but I don't want to affect all the map, just add one to Iceland to make it a tiny bit less arduous. I was thinking it was something like a line in the history\provinces file much like you would add a special building, but maybe I am on totally the wrong path.
 

Mhoirbheinn

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Sorry to ask the ultimate n00b question, but can someone either point me to a great tutorial or just tell me how to do the syntax part of the modding? I looked and cannot find the info.
For example:

"139;168;204;197;CESVAINE;x;"

I can deduce that 139 is the ID, but I cannot find, for example, a map of the CK3 ID #s.

So, yeah, sadly I'm basically asking "... And how do I do this?"

I've already got a decent amount of the names and stuff to add, so that's good at least...
I would replace all the "Impassable Terrain" entries with unique progression IDs, like "1", "2", "3" etc. Then load a game and see where on the map each "1", "2", "3" ID comes up, and alt-tab out and match the ID to the new name (or a description if you haven't got a name yet) in a worksheet.

Edit:
Make the unique IDs something uniquer so you can find them easily again in the .csv, like "MYMOD1", "MYMOD2", "MYMOD3", etc.
 
Last edited:

ShamanMcLamie

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So I've been making slight edits to the title history and unlike everything else the vanilla files have been overriding my changes to the history.

For example if I make a change to the date 867.1.1 in my mod for the title d_castilla and in the vanilla there is a title change for the 867.1.1 the vanilla will override the mod. My goal isn't to completely rewrite the game history, but to simply make small changes. For most changes it isn't an issue since they're inserted with no issue, but if the date I choose to make the change has a matching date making changes to the title in vanilla, they conflict and the vanilla is what shows up in the game which is odd because for most everything else when there is a conflict the mod will usually override vanilla like with decisions.

So does anyone know of a way to make sure my mod takes precedent over the vanilla history without having to completely override the vanilla history file cause if I have to do that it means I'll have to do a lot more work every time they update the game history.
 

FuryX

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Hey, I have an issue with on_pass for laws, I have a recursive requirement i want fulfilled wether a character has a law or not, but it seems that because on_pass is processed before the law is actually processed I've come into a bit of a problem. Since I want to change the things requiring the law when I pass it. Is there some way to remedy this in a good way, or do I simply use a delayed event of 1 day? Something in the way of a post_pass{}?
 
Last edited:

Finarfin

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I'm trying to teach myself debugging and scripting for this game, and I have the following line in my error.log file:

[pdx_persistent_reader.cpp:229]: Error: "Unknown trigger type: target_is_house_head, near line: 696
" in file: "common/character_interactions/00_marriage_interactions.txt" near line: 699

It's definitely referencing a line I added, but the thing is the in-game result is exactly what I expected and wanted. Here's the full line:

Code:
target_is_house_head = scope:actor

Is there a different way I should be doing that? Which output file from script_docs should I be referencing to see why I'm getting the error in the log?
 
Last edited:

Lambert Simnel

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What would I use to make this criteria also require that the secondary actor is part of the actor's realm?

Code:
AND = {                                         # include members of ruler's house and realm
         target_is_house_head = scope:actor
         scope:secondary_actor.house = scope:actor.house
}
00_prison_interactions has scope:recipient.top_liege = scope:actor.top_liege in one of its weightings, which looks like it should do what you want . That would make your code
Code:
AND = {                                         # include members of ruler's house and realm
         target_is_house_head = scope:actor
         scope:secondary_actor.house = scope:actor.house
         scope:secondary_actor.top_liege = scope:actor.top_liege
}
 

Finarfin

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00_prison_interactions has scope:recipient.top_liege = scope:actor.top_liege in one of its weightings, which looks like it should do what you want . That would make your code
Code:
AND = {                                         # include members of ruler's house and realm
         target_is_house_head = scope:actor
         scope:secondary_actor.house = scope:actor.house
         scope:secondary_actor.top_liege = scope:actor.top_liege
}

I tried your suggestion and I ended up with the same result as when I tried using target_is_liege_or_above. Without the 3rd line I'm able to use Find Spouse for any member of my house, but as soon as I try try to restrict it to my own realm in some fashion I end up back to default CK3 behaviour.
 

SchwarzKatze

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I'm trying to teach myself debugging and scripting for this game, and I have the following line in my error.log file:



It's definitely referencing a line I added, but the thing is the in-game result is exactly what I expected and wanted. Here's the full line:

Code:
target_is_house_head = scope:actor

Is there a different way I should be doing that? Which output file from script_docs should I be referencing to see why I'm getting the error in the log?
It's definitely not what you expected and wanted because target_is_house_head is not a thing. Where did you find that?