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HyperTwerp

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Having an issue regarding changing culture_titles_I_english to make a new cultural title for Sámi. When I try to add them they simply don't come into effect :confused:.


Code:
#Sámi Culture tiers

 count_feudal_male_sami:0 "Hoavda"
 count_feudal_female_sami:0 "Nisu Hoavda"
 county_feudal_sami:0 "Flyka"
 
 duke_feudal_male_sami:0 "Isit"
 duke_feudal_female_sami:0 "Nisu Isit"
 duchy_feudal_sami:0 "Eana"
 
 king_feudal_male_sami:0 "Gonagas"
 king_feudal_female_sami:0 "Dronnet"
 kingdom_feudal_sami:0 "Gonagasriika"
 
 emperor_feudal_male_sami:0 "Gonagas Stuora"
 emperor_feudal_female_sami:0 "Dronnet Stuora"
 empire_feudal_sami:0 "Váldegoddi"

This is what I have written, I've been trying to figure this out for the last hour and am getting desperate, if anyone could help I would be very grateful.
 

Aregodas

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Having an issue regarding changing culture_titles_I_english to make a new cultural title for Sámi. When I try to add them they simply don't come into effect :confused:.


Code:
#Sámi Culture tiers

count_feudal_male_sami:0 "Hoavda"
count_feudal_female_sami:0 "Nisu Hoavda"
county_feudal_sami:0 "Flyka"

duke_feudal_male_sami:0 "Isit"
duke_feudal_female_sami:0 "Nisu Isit"
duchy_feudal_sami:0 "Eana"

king_feudal_male_sami:0 "Gonagas"
king_feudal_female_sami:0 "Dronnet"
kingdom_feudal_sami:0 "Gonagasriika"

emperor_feudal_male_sami:0 "Gonagas Stuora"
emperor_feudal_female_sami:0 "Dronnet Stuora"
empire_feudal_sami:0 "Váldegoddi"

This is what I have written, I've been trying to figure this out for the last hour and am getting desperate, if anyone could help I would be very grateful.
Is your localization file .yml extension, have you saved it with UTF-8 with BOM encoding? Same happened to me a few days ago until I saved it properly with UTF.
EDIT: Just realised that l_english: is missing at the beginning of your code. But maybe you just didn't add that part to your previous message. Else, I don't know what it could be.
 
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Anyasia

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That "reverse" makes things quite easy in truth. Can it be used with different codes as well?

That's the only one I know of where there's a reversed option; it just saves having to scope over to the councilor to apply the modifier, but it's functionally identical to doing so and targeting the prev instead. :)
 
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Pied-Noir

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@Anyasia

The trigger is actually for a decision to be shown, not an event. I looked at some existing decisions which do similar things and noticed the Archduchy of Austria one uses this, so I copied it for my use:

Code:
        any_held_title = {
            tier = tier_county
            title_province = { geographical_region = custom_west_slavia }
        }

Hopefully it works. The intent is that any rulers (count or above) in the West Slavia region will have the decision visible to them.
 
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Aregodas

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That's the only one I know of where there's a reversed option; it just saves having to scope over to the councilor to apply the modifier, but it's functionally identical to doing so and targeting the prev instead. :)
I'll probably be asking for this in the future as, previously mentioned, I've no idea how to make use of scopes yet. And prev... I don't even know o_O
 

Anyasia

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@Anyasia

The trigger is actually for a decision to be shown, not an event. I looked at some existing decisions which do similar things and noticed the Archduchy of Austria one uses this, so I copied it for my use:

Code:
        any_held_title = {
            tier = tier_county
            title_province = { geographical_region = custom_west_slavia }
        }

Hopefully it works. The intent is that any rulers (count or above) in the West Slavia region will have the decision visible to them.
Ah, my apologies; I'm apparently incapable of reading.

I'll probably be asking for this in the future as, previously mentioned, I've no idea how to make use of scopes yet. And prev... I don't even know o_O
What I mean when I say 'scoping' is that instead of applying the modifier to the character clicking the button—the root scope—you apply it to some other character—or, indeed, to any other 'scope,' which could be a title, or a faith, or a war, or something else. The Wiki has a fairly decent explanation if you want more details, but in this case, for example, instead of doing this…

Code:
reverse_add_opinion = {
    modifier = ignored_concerns
    target = cp:councillor_steward
}

…you could have done this…

Code:
cp:councillor_steward = {
    add_opinion = {
        modifier = ignored_concerns
        target = prev
    }
}

…scoping to the steward in order to apply the modifier targeting prev—the previous scope. In this example prev is the same as root, but won't always be the case.
 
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Aregodas

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I have another thing with this code. I want this option to appear only for duke and above, which is actually working. However in-game a count can see the option during the event, although completely blank and with no effect... but the text box itself shouldn't appear at all. Or at least that's the idea...
Code:
option = { #sweet money2
        name = tyrannical_greed.0001.b
        if = {
            limit = {
                NOT = {
                    highest_held_title_tier = tier_county
                }
            }
            tyrannical_greed_decision_effects2 = yes
            reverse_add_opinion = {
            modifier = ignored_concerns
            years = 10
            target = root.cp:councillor_steward 
            }
        }
    }
As to your previous message Anyasia, am I to understand that if I begin the code by the target I intend to use as a scope -it being either character or province or faith or whatever- as long as include prev in the modifier's target field, the scope will have effect? Say, something like this?:

Code:
some_random_county_id = {
    add__county_modifier = {
        modifier = build_speed
        target = prev
    }
}
Am I getting it right or...
 

Anyasia

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I have another thing with this code. I want this option to appear only for duke and above, which is actually working. However in-game a count can see the option during the event, although completely blank and with no effect... but the text box itself shouldn't appear at all. Or at least that's the idea...
Code:
option = { #sweet money2
        name = tyrannical_greed.0001.b
        if = {
            limit = {
                NOT = {
                    highest_held_title_tier = tier_county
                }
            }
            tyrannical_greed_decision_effects2 = yes
            reverse_add_opinion = {
            modifier = ignored_concerns
            years = 10
            target = root.cp:councillor_steward
            }
        }
    }

You should put the limit as the option trigger, which will cause it to not show up unless it's valid.

N.B. I made a mistake here in my initial post and fixed it in an edit; sorry!

Code:
    option = { #sweet money2
        trigger = {
            NOT = {
                highest_held_title_tier = tier_county
            }
        }
        name = tyrannical_greed.0001.b
        tyrannical_greed_decision_effects2 = yes
        reverse_add_opinion = {
            modifier = ignored_concerns
            years = 10
            target = root.cp:councillor_steward
        }
    }

As to your previous message Anyasia, am I to understand that if I begin the code by the target I intend to use as a scope -it being either character or province or faith or whatever- as long as include prev in the modifier's target field, the scope will have effect? Say, something like this?:

Code:
some_random_county_id = {
    add__county_modifier = {
        modifier = build_speed
        target = prev
    }
}
Am I getting it right or...

Well, target in the case of add_opinion and its reverse variant just tells you who it should target—since opinion modifiers involve two people, you need to specify who has the opinion and who it's targeting. In the case of county modifiers, you're right to scope it to the county you wish the modifier to apply to, but there's no need to specify a target at all—indeed, it will throw an error if you try—because the modifier simply applies to a county, and has no secondary scope to consider.

Code:
# Here, we scope to the County of Middlesex (as a random example), in order to apply the modifier to it
title:c_middlesex = {
    add_county_modifier = {
        modifier = build_speed
    }
}

# Here, we scope to a random county owned by the root character instead.
random_sub_realm_county = {
    limit = {
        holder = {
            this = root
        }
    }
    add_county_modifier = {
        modifier = build_speed
    }
}
 
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HyperTwerp

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Is your localization file .yml extension, have you saved it with UTF-8 with BOM encoding? Same happened to me a few days ago until I saved it properly with UTF.

1608466116073.png


I have now set it as UTF-8-BOM, doesn't work though :confused:
 

Anyasia

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View attachment 663568

Ok now smt very strange is happening, random titles are converting to their pre-localized state

Did you by any chance use the same file name as a vanilla localization file? Try changing your file name to something custom if so, and make sure it begins with l_english: on its own line, as @Aregodas suggested.
 

YTnuBF

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Wanted to try and see what is up with it.
I cannot get any of that localization to stick either. I went as far as adding the lines to the start of \\Crusader Kings III\game\localization\english\culture\culture_titles_l_english.yml for Tribal and Feudal Sami titles, but nothing in game changes even if I start a new game.
While having no mods active.

Adding the below at the start of that vanilla file and saving it does not take. Every Sami ruler at the Tribal level at the start of the game remains a "Chieftain".
Code:
count_tribal_male_sami:0 "Hoavda"
count_tribal_female_sami:0 "Nisu Hoavda"
county_tribal_sami:0 "Flyka"

duke_tribal_male_sami:0 "Isit"
duke_tribal_female_sami:0 "Nisu Isit"
duchy_tribal_sami:0 "Eana"

king_tribal_male_sami:0 "Gonagas"
king_tribal_female_sami:0 "Dronnet"
kingdom_tribal_sami:0 "Gonagasriika"

emperor_tribal_male_sami:0 "Gonagas Stuora"
emperor_tribal_female_sami:0 "Dronnet Stuora"
empire_tribal_sami:0 "Váldegoddi"

count_feudal_male_sami:0 "Hoavda"
count_feudal_female_sami:0 "Nisu Hoavda"
county_feudal_sami:0 "Flyka"

duke_feudal_male_sami:0 "Isit"
duke_feudal_female_sami:0 "Nisu Isit"
duchy_feudal_sami:0 "Eana"

king_feudal_male_sami:0 "Gonagas"
king_feudal_female_sami:0 "Dronnet"
kingdom_feudal_sami:0 "Gonagasriika"

emperor_feudal_male_sami:0 "Gonagas Stuora"
emperor_feudal_female_sami:0 "Dronnet Stuora"
empire_feudal_sami:0 "Váldegoddi"
 
May 22, 2018
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I need some help with a decisions mod.

This decision can be taken an infinite number of times, and what it basically does is that it sets the character's age to 1 every time they do it. Just the character, no one else. Of course I made it so that it is only available to me :)

That's basically the entire functionality of the mod. Nothing fancy. The only part where I'm having some trouble is getting the correct modifier name. right now I have
-----------------------------------------------------------------------------------------
age_reduction = {
picture = "gfx/interface/illustrations/decisions/decision_major_religion.dds"

major = no

is_shown = {
debug_only = no
}

is_valid = {
always = yes
}

ai_potential = {
always = no
}

ai_will_do = {
base = 0
}
effect = {
set_age = 1 ************ Having some trouble with this modifier name
}

ai_check_interval = 0
}
-----------------------------------------------------------------------------------------
I tried so many different names. "character_age", "age_character", "age", etc. Yet none of them seems to work. Suggestions?
 

pietro.cavalli

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Is it possible to create a special building that gives certain modifiers to whoever controls the province, but that gives additional buffs to that person if he is of a specific faith?
As in, I create a special building for the province of Athens with a temple that gives to its owner +2 learning, would I be able to edit it so that, if the owner is hellenic, he gets the +2 learning bonus and +1 monthly piety?
 

Anyasia

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Nope, doesn't work either, I'd really like to get to the bottom of this
I'll take a look at this later today and see what I can discover. I assume there are some other files that need to be changed somewhere in addition to the localization, but I've no idea where they'd be at present.

I tried so many different names. "character_age", "age_character", "age", etc. Yet none of them seems to work. Suggestions?
To my knowledge, there is no way to change a character's age.
 
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Anyasia

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Nope, doesn't work either, I'd really like to get to the bottom of this
Alright, so, as I expected, these titles don't just take of their own accord just because they're in the localization file; they need to be implemented in game/common/flavorization, following the same format presented in 00_title_holders.txt. I won't attempt to do this in full, since your precise demands might differ somewhat from my interpretation, but this would be a potential way to deal with the feudal empire level, just to get you started:—

Code:
emperor_feudal_male_sami = {
    type = character
    gender = male
    special = holder
    tier = empire
    priority = 102
    governments = { feudal_government clan_government }
    cultures = { sami }
}
emperor_feudal_female_sami = {
    type = character
    gender = female
    special = holder
    tier = empire
    priority = 102
    governments = { feudal_government clan_government }
    cultures = { sami }
}
empire_feudal_sami = {
    type = title
    tier = empire
    priority = 102
    governments = { feudal_government clan_government }
    cultures = { sami }
}

You can probably get an idea of your needs for the other levels from the implementations of other cultures there.

Again, be sure your mod files—both localization and flavorization—have different names than the vanilla files (the conflict is probably why those random titles were being delocalized), and make sure the localization file's name ends in _l_english.yml.
 
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Thomas_Oak

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A simple question hopefully. When creating a character during an event, I can specify a name for the new person simply by using a line name = "xxxx" however I believe I shall not be able to do this if I want to use special characters like in Sæbjörn. What do I put in my create character block to make it look at a localisation line?