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The Artist Formerly Known As Bobsy
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Less of a problem, more of general sound of confusion, but it appears that localization tags don't work for modifiers, so you can't, for example, say that a modifier is the will of [ROOT.Char.GetFaith.FertilityGodName] or refer to the character in question by name. I can't understand why that might be, as it works perfectly well for the localization for traits (which, let's be honest, are basically the same thing as modifiers, only without an expiry date).

I mean... why? What possible harm could there be in having more in-depth localization for modifiers?
 

San troy

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Hello

I need a help in custom localization.

I have loc key:

Code:
You can unlock a new Perk for the [LIFESTYLE.GetName] Lifestyle

...and want to replace lifestyle names (diplomacy, martial etc.) with my own via CL like this:

Code:
You can unlock a new Perk for the [LIFESTYLE.Custom('my_custom_lifestyle')] Lifestyle

...but in cl readme I can see lifestyle scope is not listed, and empty wildcard scope is not yet supported.

Is there any way around?
 

x4077

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Less of a problem, more of general sound of confusion, but it appears that localization tags don't work for modifiers, so you can't, for example, say that a modifier is the will of [ROOT.Char.GetFaith.FertilityGodName] or refer to the character in question by name. I can't understand why that might be, as it works perfectly well for the localization for traits (which, let's be honest, are basically the same thing as modifiers, only without an expiry date).

I mean... why? What possible harm could there be in having more in-depth localization for modifiers?

I don't think it's a matter of why or why not, more of a matter of high vs low priority and the push to get the game to market. For example, there are a LOT of QoL elements in the game that are not present yet that were in CK2, but had PDX waited until those were completed they probably would not have released this year.
 
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Thomas_Oak

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Is it possible to describe a characters genetics in a common\dna_data\ file and then reference that using a "create_character" block within an event? I tried adding a "dna =" line to a scripted character template but it was rejected.
 

Anyasia

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Is it possible to describe a characters genetics in a common\dna_data\ file and then reference that using a "create_character" block within an event? I tried adding a "dna =" line to a scripted character template but it was rejected.

Noooooooope. You could use DNA strings in CK2, too, which makes it a disappointing omission. I detailed how I worked around this here:—

 

Thomas_Oak

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Many thanks Anyasia. I am quite amazed that this wasn't implemented by Paradox. Seems such an obvious thing to enable. So it looks like if people want to try their hand at replicating historical characters using the ruler designer, they can only easily add them to the game if they are alive at one of the start dates! How very strange.
 

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The Artist Formerly Known As Bobsy
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I can't get my head around the order of functions here. I want to give a province modifier to every province with a tradeport of some description, but only the ones in counties owned by the player.

Using [every_directly_owned_province] is a handy shortcut, but only does the baronies that the player directly owns (castle-county-capitals) and not city holdings in the same county. Oddly enough temple holdings ARE apparently included by it, but that might be dependent on the particular religious doctrines. I had thought that something along the lines of this might work, but, well, it doesn't.

Code:
            every_held_title = {
                limit = {
                    tier = tier_county
                }
                every_directly_owned_province = {
                    limit = {
                        has_building_or_higher = common_tradeport_01
                    }
                    add_province_modifier = rbancient_trade_holding_bad_modifier
                }
            }

Many thanks Anyasia. I am quite amazed that this wasn't implemented by Paradox. Seems such an obvious thing to enable. So it looks like if people want to try their hand at replicating historical characters using the ruler designer, they can only easily add them to the game if they are alive at one of the start dates! How very strange.
Agreed. I would very much like to redesign Augustus Caesar, for example, to not have a distinctly un-roman neckbeard. Save that sort of thing for pretentious twerps like Nero, mate (still my no. 1 pick for unfortunate historical face-fashion).
 
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Thomas_Oak

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I am wondering if an alternative to the dna problem might be to use a trait portrait modifier instead. That way you could give your character the trait "Augustus_Caesar". I suppose it would still use the replace mode, so might be wiped even though the trait would b kept after death, like dwarf and giant. Hmmmmm.....

Edit: Well after giving it a try, it appears to work OK. The character's appearance persists after death. The only real inconvenience is having to have an obligatory trait icon on the character. Could certainly be worse. And it also has the added bonus of re-usability if you bizarrely want to have 15 people look the same :rolleyes:
 
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Aregodas

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Hi everyone. Just a little localization question. I'm trying to make a sentence for an event option that goes something like "It's for the good of the [county/duchy/kingdom/empire]" based on the current tier of the primary title, but I can't find the right way to this. I've tried many different options with Root, Title or Character followed by GetXXX but nothing works. Anyone knows?
 

Anyasia

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Less of a problem, more of general sound of confusion, but it appears that localization tags don't work for modifiers, so you can't, for example, say that a modifier is the will of [ROOT.Char.GetFaith.FertilityGodName] or refer to the character in question by name. I can't understand why that might be, as it works perfectly well for the localization for traits (which, let's be honest, are basically the same thing as modifiers, only without an expiry date).

I mean... why? What possible harm could there be in having more in-depth localization for modifiers?
Late to this, but one thing that occurred to me is it might be difficult in the game logic—or just weird from a roleplay perspective—to see the modifier on someone with a different religion to oneself attributed to the will of a god in which the player character doesn't believe.

Hi everyone. Just a little localization question. I'm trying to make a sentence for an event option that goes something like "It's for the good of the [county/duchy/kingdom/empire]" based on the current tier of the primary title, but I can't find the right way to this. I've tried many different options with Root, Title or Character followed by GetXXX but nothing works. Anyone knows?

GetTierAsNameNoTooltip is probably what you need.
 
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Anyasia

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Thanks for your reply Anyasia. Sadly I tried your formula and it doesn't work either :confused:

I dunno why. :s

1608169893577.png


Code:
l_english:
 test_event.0001.a:0 "It's for the good of the [ROOT.Char.GetPrimaryTitle.GetTierAsNameNoTooltip]!"
 
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Aregodas

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GetTierAsNameNoTooltip is probably what you need.
I do know why. You summarized too much for me, I'm just a humble beginner :p, I needed this "ROOT.Char.GetPrimaryTitle." as well. Sorry you probably took for granted I knew this... I didn't hahaha. Thank you so so much Anyasia.
 
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The Artist Formerly Known As Bobsy
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Morning everyone - two questions for the floor this time, though one is a repeat I'm afraid...

  1. I can't get my head around how to find this combination of factors to return a number of provinces/baronies so I can give them modifiers. I want to find every province/barony with a tradeport building that are in counties under the player's direct control. It doesn't matter if the baronies have their own barons, mayors or whatever, but they do need to be in counties where the player character has that county title.
  2. I cannot for the life of me get a handle on how imprisonment reasons work. I can't even find the data for defining them - is it hardcoded in? I'm looking to create an arrest reason on a character for attempted murder - even if they didn't actually do it. Is this possible?
EDIT: I've made some progress with #2 - I decided it would actually be more flexible to have it create an attempted murder secret, but now I just need to have it immediately revealed to the root character...
 
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Thomas_Oak

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Totally wild guess, but could you use a list? Something like add to list every barony which has building tradeport and then somehow have it spit out the number in the list.

A little question of my own. When you copy genetics using the ruler designer you get four numbers for colour and two sets of parameters for each attribute. Is one set for if the character is female?
 
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unmerged(476547)

The Artist Formerly Known As Bobsy
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Totally wild guess, but could you use a list? Something like add to list every barony which has building tradeport and then somehow have it spit out the number in the list.
I did it! I think I was stuck because I was trying to start on a county or province scope, go from there to title holder, then back out again to the province. If I started with the character scope it all fell into place easily. It works like this:

Code:
            every_directly_owned_province = { #for baronies owned by root
                limit = {
                    has_building_or_higher = common_tradeport_01
                }
                add_province_modifier = {
                    modifier = rbancient_trade_holding_good_modifier
                    years = 3
                }
            }
            every_vassal = { #for baron/mayor/etc. vassals to root
                limit = {
                    highest_held_title_tier = tier_barony #excludes any count, duke or king vassals
                }
                every_directly_owned_province = {
                    limit = {
                        has_building_or_higher = common_tradeport_01
                    }
                    add_province_modifier = {
                        modifier = rbancient_trade_holding_good_modifier
                        years = 3
                    }
                }
            }
ck31.jpg

And bam! Done.
(the test case is Ostia, the primary port city in the county of Roma. Couldn't well give Neptune's mercy to other places and miss out the trade hub of the empire now, could we?)

EDIT: Whoops, there's always something gets missed. I forgot to put a 3 year time limit on the holding modifiers. That's in there now.
 
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FuryX

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Hi! I have been looking for this variable "domain_size_excluding_grace_period"
for nearly two hours now, anyone have an idea of where it is located?

It seems to be bugging out my buildings to be disabled even though I'm within the domain limit, even says so up right.
It only say above domain limit as well, not how or why I'm above. but it is 7/7 up right *sigh*.
 

Anyasia

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Hi! I have been looking for this variable "domain_size_excluding_grace_period"
for nearly two hours now, anyone have an idea of where it is located?

It seems to be bugging out my buildings to be disabled even though I'm within the domain limit, even says so up right.
It only say above domain limit as well, not how or why I'm above. but it is 7/7 up right *sigh*.

domain_size_excluding_grace_period is a hard-coded trigger added in Patch 1.1, so it's not defined anywhere within script. Unfortunately I don't have any ideas as to why it seems to be bugged for you; if it's still doing so with all mods disabled, it might be worth filing a bug report.
 

FuryX

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domain_size_excluding_grace_period is a hard-coded trigger added in Patch 1.1, so it's not defined anywhere within script. Unfortunately I don't have any ideas as to why it seems to be bugged for you; if it's still doing so with all mods disabled, it might be worth filing a bug report.
Thanks for such a hasty reply, many thanks.
At least I know now that there is no fast fix for it. :/