• Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

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I have recently installed Gimp.2.10.22 and also installed the DDS plugin. However there are certain files in CK3 I cannot open. For example the modifier icons. I do not have this problem for CK2. Anybody else encounter this problem?
 

Lord Kravock

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How do I set the councillor name for a custom religion?

I've created a custom religion and faith under the Pagan religious family. I'm trying to change the name of the court chaplain to a specific name for adherents of said religion, but it defaults to 'Shaman,' the value for councillor_court_chaplain_paganism_religion... I've created a specific key with the appropriate value, but I don't know how to assign it to said religion so that it stops defaulting to the pagan one.
 

Tatterhood

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How do I set the councillor name for a custom religion?

I've created a custom religion and faith under the Pagan religious family. I'm trying to change the name of the court chaplain to a specific name for adherents of said religion, but it defaults to 'Shaman,' the value for councillor_court_chaplain_paganism_religion... I've created a specific key with the appropriate value, but I don't know how to assign it to said religion so that it stops defaulting to the pagan one.
It's set inside the court chaplain position in council_positions.
 

Probito

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Is there a way to make an interaction/decision unavailable, if the acting character is owning a scheme? I tried the the "has_owned_scheme " trigger from the wiki, which is not working and some other stuff.
 

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I have recently installed Gimp.2.10.22 and also installed the DDS plugin. However there are certain files in CK3 I cannot open. For example the modifier icons. I do not have this problem for CK2. Anybody else encounter this problem?
You should get a popup when opening them asking if you want to load mipmaps; try unchecking that box. For some reason some of the mipmaps load fine, but others don't want to. Just generate new mipmaps when you export as DDS (which, if you're making any edits, you'd have to do anyway).

1605333012079.png
 

Andakingu

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Is it possible to edit Head of Faith names on a culture specific basis, as it is for landed titles?

So just as I can make a Kingdom tier title have my irish King be displayed as "High King" or my english count display as an "Earl" by editting localisation files.

Is it possible to have my German, temporal Pope, display as "Black Pope" or something similar?
 

Anyasia

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Is there any way to do either of the following?
  1. Adjust a script value by a character's stress loss multiplier (as determined by traits, religious tenets, &c.); or
  2. Force an effect localization to use a perspective other than the one the game wants to use?
For context, I've got the following thing going in a character interaction, but while I'm pleased with the overall appearance of the window, as can be seen from my custom tooltip, I'd like to address the player directly, and as such would like the stress loss effect to use I_LOSE_STRESS_EFFECT ('You lose N Stress') rather than LOSE_STRESS_EFFECT ('Loses N Stress').

1605335885943.png


The only way I've found to effect this is to use custom_description to force the use of a custom effect localization. Unfortunately, passing a stress loss value to custom_description doesn't account for stress loss multipliers, and it thus displays an unmodified, erroneous value.
 

Thomas_Oak

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I have recently installed Gimp.2.10.22 and also installed the DDS plugin. However there are certain files in CK3 I cannot open. For example the modifier icons. I do not have this problem for CK2. Anybody else encounter this problem?
I have just given it a try and the modifier icons open in Gimp fine for me.

Just checked the version and it was 2.10.8 if that makes any difference
 

unmerged(476547)

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How do I set the councillor name for a custom religion?

I've created a custom religion and faith under the Pagan religious family. I'm trying to change the name of the court chaplain to a specific name for adherents of said religion, but it defaults to 'Shaman,' the value for councillor_court_chaplain_paganism_religion... I've created a specific key with the appropriate value, but I don't know how to assign it to said religion so that it stops defaulting to the pagan one.
It's set inside the court chaplain position in council_positions.
Unfortunately it requires going through customizable_localization, and it is a messy bitch of a thing to edit. It took me a hell of a long time to work out how to get it working, but it does eventually work. The file in question is 00_divinity_custom_loc. Good luck.
 

Lord Kravock

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Unfortunately it requires going through customizable_localization, and it is a messy bitch of a thing to edit. It took me a hell of a long time to work out how to get it working, but it does eventually work. The file in question is 00_divinity_custom_loc. Good luck.
On an adventure I go! Also, bit of a newbie question, but how can I modify a file without overwriting it? in order to avoid compatibility problems. How could I modify the 'GetActualBishopTitle' variable to just add the condition for my custom religion, without having to overwrite the entire file/the variable?
 

unmerged(476547)

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On an adventure I go! Also, bit of a newbie question, but how can I modify a file without overwriting it? in order to avoid compatibility problems. How could I modify the 'GetActualBishopTitle' variable to just add the condition for my custom religion, without having to overwrite the entire file/the variable?
You definitely don't want to be overwriting any of Paradox's files. That way leads to your own copy potentially broken and it won't be saving anything in your mod directory.

I started with this video, which got me set up with a good text editor that helps browse the existing file structure and copy/paste files into my own mod directory where needed. I highly recommend it as it patiently walks you through the basics without assuming you know... anything. Plus it's only a half-hour long so it stays on topic.

The general rule is that anything new you want to add to an existing structure, say, a religion, can be in its own unique file so long as it is saved in a mimic of the correct folder. So I have entirely new files for my Roman, Egyptian and (edited) Hellenic religions in my mod\common\religion\religions folder. This way it doesn't futz with all the other faiths and religions in the game and the Hellenic one overrides the original Hellenic religion data while the mod is active, but doesn't overwrite anything.

(that said I made a boo-boo at the start by not having Roman and Hellenic as two faiths of the same religion but when I tried to fix that I did it so badly I nearly broke the whole thing so I'm not in any rush to try again)
 
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Lord Kravock

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You definitely don't want to be overwriting any of Paradox's files. That way leads to your own copy potentially broken and it won't be saving anything in your mod directory.

I started with this video, which got me set up with a good text editor that helps browse the existing file structure and copy/paste files into my own mod directory where needed. I highly recommend it as it patiently walks you through the basics without assuming you know... anything. Plus it's only a half-hour long so it stays on topic.

The general rule is that anything new you want to add to an existing structure, say, a religion, can be in its own unique file so long as it is saved in a mimic of the correct folder. So I have entirely new files for my Roman, Egyptian and (edited) Hellenic religions in my mod\common\religion\religions folder. This way it doesn't futz with all the other faiths and religions in the game and the Hellenic one overrides the original Hellenic religion data while the mod is active, but doesn't overwrite anything.

(that said I made a boo-boo at the start by not having Roman and Hellenic as two faiths of the same religion but when I tried to fix that I did it so badly I nearly broke the whole thing so I'm not in any rush to try again)
Many thanks! I will check that video out. I've been creating separate files for my mod already, but as I understand it to add the custom name for the court chaplain you have to replace the variable, since you cannot modify its code 'on the fly.' I'll see if the video answers my question.
 

unmerged(476547)

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Many thanks! I will check that video out. I've been creating separate files for my mod already, but as I understand it to add the custom name for the court chaplain you have to replace the variable, since you cannot modify its code 'on the fly.' I'll see if the video answers my question.
It doesn't for that specific problem. The tutorial mod that he makes it simply for adding traits, but he spends plenty of time on 'good practice' and also how to fix the sorts of problems that can be easily made.
 

Aemr

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How can I set a trigger to be whether england is ruled by a character of the Frankish culture group?
Would something like this work:
Code:
trigger = {
    title:k_england = {
        culture_group = frankish
    }
}
Also, scopes. I just cannot wrap my head around what exactly they are and how they work.
 
Last edited:

SauronGorthaur

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How can I set a trigger to be whether england is ruled by a character of the Frankish culture group?
Would something like this work:
Code:
trigger = {
    title:k_england = {
        culture_group = frankish
    }
}
Just a disclaimer that I am rather new to modding. I made some personal mods for CKII but that was a few years ago so I have to re-learn some stuff (and CKIII has more complex scripting). So take this with a grain of salt. But I was just browsing a file (global_culture_events) and it has something similar to what you're trying to do. So following the logic in that file, it'd be:
Code:
trigger = {
    title:k_england = {
        exists = holder
        holder.culture_group = culture_group:frankish
    }
}
 
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Oh that makes sense, great thanks.
 

SauronGorthaur

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Oh that makes sense, great thanks.
I made an interpunction error there. It should be "holder.culture_group = culture_group:frankish", not holder.culture_group = culture_group.frankish". Edited the previous post.

On a side note, this title:tile_name = { exists = holder } thing helped me solve an issue with my mod. I wanted the event I made to destroy the kingdom of Bavaria if it had a holder. But the way I coded it had a certain flaw. While it did destroy Bavaria if it existed, it absolutely messed everything in the file after that. Even separate events. To the point they didn't work even if I tried triggering them with the console. But now all of that seems to work just as I wanted it to.
 
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Question

Lt. General
Jun 11, 2019
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Im trying to change the convert culture action such that the AI will only convert counties if one of the following is true :

-they own the county directly

-the county holder is a direct vassal of the councillor's liege AND it is the vassal's capital county

How do you do the trigger for this?

I tried this, but it does not work (the AI always refuses to convert culture) :

Code:
if = {
            # If not holder, only convert the capitals of direct vassals
            limit = {
                NOR = {
                    scope:county.holder = scope:councillor_liege #checks if the liege owns it directly
                    
                    scope:county.holder = {
                        is_vassal_of = scope:councillor_liege #checks if the holder is a direct vassal of the liege
                    }  

                    scope:county.holder.capital_county = scope:county # checks if the holder's capital_county is scope:county
                }
            }        
            multiply = 0
        }
 

Kingsaver

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I have just given it a try and the modifier icons open in Gimp fine for me.

Just checked the version and it was 2.10.8 if that makes any difference

Thanks for the help on Gimp I reinstalled 2.8 and it works.

Another question. I am sure I read somewhere that you can hide the small coa icon which is near the player character's feet in the event window. However i can't find the source anymore. Anybody know how to do this?