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Gurkhal

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I'm looking to mod in a custom dynasty. But the problem is that its said that I need to add a thing to the common/localization folder, but I can find no such folder in my games files to copy to the mod folder/files. Is the wiki wrong or has there been some kind of mistake?

The second change is made in the folder common/localization/german/dynasties either to a copy of the original dynasty_names_I_german.yml or an empty example_dynasty_names_german.yml. The same path applies for other languages, only the name of the file changes as well as the folder following common/localization. In this file, the real name of the dynasty is added.

dynn_Lyon:0 "Lyon"

 

Anyasia

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Anyasia you are magnificent. I am glad I wasn't going totally mad. :)

I have the event firing at last, so I am 90% there. Unfortunately I have hit a snag which may mess things up. The events do not seem to be able to use the scope side_commander at all. I am wondering if this scope is only active during combat and this on_action fires when combat ends. Such a nuisance as the battle_on_action scope of friendly_commander was just what was needed. :confused:

Looked further and I think I am wrong again as the vanilla event combat_event.0001 fires from that on-action and utilises that very scope. I shall look further.

I found a workaround by saving it as a scope and then doing the comparison. Why can't the comparison be done directly? Hell if I know.

I also just decided to move the checks back to the event trigger for simplicity, but your mileage may vary. Either place should work (she says, realizing this has already ballooned way out of control by dint of many things that should have worked… not).

Code:
TOMSmisc.0102 = {
    scope = combat_side
    hidden = yes
  
    immediate = {
        side_commander = { save_scope_as = my_commander }
        side_primary_participant = {
            trigger_event = TOMSmisc.0103
        }
    }
}

TOMSmisc.0103 = {
    type = character_event
    hidden = yes

    trigger = {
        is_ai = no
        NOT = { this = scope:my_commander }
        # …
    }

    # …
}

Edit: I guess it makes sense that you can't directly compare side_commander and side_primary_participant because they're not scopes saved from the on action, but merely traversal nodes within the combat_side scope. So side_primary_participant doesn't know what side_commander is because the latter is only known to combat_side? That's my guess, anyway, but it's just that at this point. It's incredibly inconvenient.
 
Last edited:

Vasoli

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How can I sort characters by opinion of some character. I tried something like:
Code:
add = {
                value = 0
                opinion_modifier = {
                target = scope:acs_sort_root
                who = this
                multiplier = 1
            }
        }
or
Code:
add = opinion = { target = scope:acs_sort_root }

But this is not working.
 

Cuatro

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1. I want to reduce the powerful vassal from Max 5 to 4? Where to adjust it?

2. I'm the King of England and Duke of Essex (England capital is in that duchy), I have a count in Earldom in Bedanford (inside duchy of essex, but she has -25 opinion of "Liege hold de jure duchy". In which i dont think it should have. So i want to change the value to 0. Which one is the file?

- As the king must be within the country, and for it, usually he will hold one of the duchy as well. I cannot understand why an earl/count wants the duke title in which my capital is located. A count serve the duke, as it happen the duke is also the king. Thus they should not be desiring the duke title,

- Just in case to remove the negative opinion, i gave the count the duke title. After that, the count would want my capital county as well which would be my last county in my capital. So, the -25 opinion wont go away

- I would understand the "liege hold de jure duchy -25 " if the duke holds 2 duchy, and the count from the duchy which is is not the primary title came from would want the duke title which is not being used. For example, i'm duke rank only and i hold Lancaster and Northumbria. My primary rank is Lancaster, thus an earl from the duchy of the northumbria would want the Duchy of Northumbria is understandable.
 

Lord Zing

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Can I insert/add new faith under existing categories?
I tried doing that by
Code:
germanic_religion = {
    faiths += {
        norse_pagan_alt = {
            color = { 0.7 0 0.5 }
            icon = germanic
            reformed_icon = germanic_reformed

            holy_site = uppsala
            holy_site = lejre
            holy_site = paderborn
            holy_site = zeeland
            holy_site = ranaheim
           
            doctrine = unreformed_faith_doctrine
            doctrine = tenet_warmonger
            doctrine = tenet_carnal_exaltation
            doctrine = tenet_ancestor_worship
        }
        #norse_reformed = {
        #    color = { 0.7 0 0.2 }
        #    icon = germanic
        #}
    }
}
But that did not work, for one reason or another. Is there a different way to add new Faith to germanic_religion group without overwriting everything it originally contains?
 

MarkSwallowtail

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EDIT: So apparently event files have a thing called "namespace" that I just glossed over this whole time. so "namespace = x" should fix it. And it does. Lesson learned.

I'm having trouble triggering events. An example of my code is

Code:
x.0001 = {
    type = character_event
    title = x.001.t
    desc = x.001.desc
    theme = learning
   
    left_portrait = {
        character = ROOT
        animation = shock
    }
   
    option = {
        name = x.001.a
       
        trigger_event = {
            id = gq_a0.002
        }
       
    }
    option = {
        name = x.001.b
       
        trigger_event = {
            id = x.003
        }
       
    }
}

x.0002 = {
    type = character_event
    title = x.001.t
    desc = x.001.desc
    theme = learning
   
    left_portrait = {
        character = ROOT
        animation = shock
    }
   
    option = {
        name = x.001.a
    }
}

x.0003 = {
    type = character_event
    title = x.001.t
    desc = x.002.desc
    theme = learning
   
    left_portrait = {
        character = ROOT
        animation = shock
    }
   
    option = {
        name = x.001.a
    }
}

The idea was that a decision would trigger the event x.0001 where the player would be given two choices, triggering the respective events. However, no matter what I do (other than putting all the events in their own text file) the decision and any of my trigger_events only trigger the last event listed (in this case x.0003). I can't even use debug mode to force event x.0001 or x.0002 unless either is the last listed.

I know I'm doing something obviously wrong, but I can't for the life of me figure out what it is.
 
Last edited:

Anyasia

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Can I insert/add new faith under existing categories?
I tried doing that by
Code:
germanic_religion = {
    faiths += {
        norse_pagan_alt = {
            color = { 0.7 0 0.5 }
            icon = germanic
            reformed_icon = germanic_reformed

            holy_site = uppsala
            holy_site = lejre
            holy_site = paderborn
            holy_site = zeeland
            holy_site = ranaheim
          
            doctrine = unreformed_faith_doctrine
            doctrine = tenet_warmonger
            doctrine = tenet_carnal_exaltation
            doctrine = tenet_ancestor_worship
        }
        #norse_reformed = {
        #    color = { 0.7 0 0.2 }
        #    icon = germanic
        #}
    }
}
But that did not work, for one reason or another. Is there a different way to add new Faith to germanic_religion group without overwriting everything it originally contains?

No, you will probably have to completely copy the vanilla file containing the religion, then add your faith to it using the standard format, overwriting the native file entirely. So long as you copy all the existing faiths from the vanilla file, that shouldn't cause any issue, aside from the potential of conflicts with other mods.

There is no += operator in script.
 

Thomas_Oak

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I know I'm doing something obviously wrong, but I can't for the life of me figure out what it is.
Your localisation references are a bit of a mess. Event 2 has event 1's title, description and option. Event 3 has event 1's title and event 2's description.
I would suggest giving each event its own title, description and options and then you might better see where you problem is.
 

as89z

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Hello,

If any one can help me out.
Im making mode ,,Additional Mines Mod,,

So idea is to make an event that adds a country modifier that would disable special building like silver mine.
And i have made this event, but for some reason its not triggering naturally, even with weight multiplier base = 100....

can some one advise where is the mistake at this code:

namespace = mine_collapse

######

mine_collapse.100 = { # mine collapse
type = character_event
title = mine_collapse.100t
desc = mine_collapse.100.desc
theme = stewardship
left_portrait = {
character = root
animation = shock
}
trigger = {
any_directly_owned_province = {
has_building_with_flag = mines
}
}

weight_multiplier = {
base = 100
}

immediate = {
random_held_title = {
limit = {
tier = tier_county
any_county_province = {
has_building_with_flag = mines
}
}
save_scope_as = target_county
}
}


option = { # oh no....
name = mine_collapse.100.a
scope:target_county = {
change_county_control = -25
add_county_modifier = {
modifier = collapse_mine_modifier
days = 3600
}
}
stress_impact = {
greedy = medium_stress_impact_gain
}
}
}
 

Anyasia

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Hello,

If any one can help me out.
Im making mode ,,Additional Mines Mod,,

So idea is to make an event that adds a country modifier that would disable special building like silver mine.
And i have made this event, but for some reason its not triggering naturally, even with weight multiplier base = 100....

can some one advise where is the mistake at this code:

namespace = mine_collapse

######

mine_collapse.100 = { # mine collapse
type = character_event
title = mine_collapse.100t
desc = mine_collapse.100.desc
theme = stewardship
left_portrait = {
character = root
animation = shock
}
trigger = {
any_directly_owned_province = {
has_building_with_flag = mines
}
}

weight_multiplier = {
base = 100
}

immediate = {
random_held_title = {
limit = {
tier = tier_county
any_county_province = {
has_building_with_flag = mines
}
}
save_scope_as = target_county
}
}


option = { # oh no....
name = mine_collapse.100.a
scope:target_county = {
change_county_control = -25
add_county_modifier = {
modifier = collapse_mine_modifier
days = 3600
}
}
stress_impact = {
greedy = medium_stress_impact_gain
}
}
}

If you're expecting it to just trigger randomly, as you could do with events in CK2, it won't. You need to specifically call it from somewhere—in this case I'd suggest looking in the various random pulses called from common/on_action/yearly_on_actions.txt and using one of those to call it (random_yearly_playable_pulse, perhaps).
 
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Mitusonator

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Hey, everyone,! I recently started modding CK3 and am still learning new modding features,; so I am making a bureaucratic government mod but can't figure out how to give claims to every vassal, courtier and (not top) liege of title with specific succession law, I came up with this:
Code:
bureaucratic_gov_events.03 = {
    hidden = yes

    trigger = {
        OR = {
            liege_or_court_owner = { primary_title = { has_title_law_flag = elective_bureaucratic_appointment_flag } }
            any_vassal = { primary_title = { has_title_law_flag = elective_bureaucratic_appointment_flag } }
        }
    }
    immediate = {
            any_vassal = { primary_title = { if = { limit = { has_title_law_flag = elective_bureaucratic_appointment_flag } add_unpressed_claim = this } } }
            liege_or_court_owner = { primary_title = { if = { limit = { has_title_law_flag = elective_bureaucratic_appointment_flag } add_unpressed_claim = this } } }
    }
}
but it doesn't work; could someone give me an advice on how it should look like? Thanks in advance!
 

Aregodas

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Hi everyone,
I'm having trouble with an else_if syntax. It's a condition (not the only one) that should only allow a specific set of random events to take place IF the liege of the activity owner is present in said activity.
Code:
        else_if = {
            limit = {
                # Check that the liege of the activity owner is present
                any_participant = {
                    is_liege_or_above = scope:activity.activity_owner
                }
            }
            # If liege is present, throw this event.
            activity_owner = {
                trigger_event = {
                    on_action = judicial_circuit_liege_random_pulse
                    days = { 15 30 }
                }   
            }
        }
However the events are loading regardless of my liege being there or not, when in reality a different set of random events should load.
 

Anyasia

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Hey, everyone,! I recently started modding CK3 and am still learning new modding features,; so I am making a bureaucratic government mod but can't figure out how to give claims to every vassal, courtier and (not top) liege of title with specific succession law, I came up with this:
Code:
bureaucratic_gov_events.03 = {
    hidden = yes

    trigger = {
        OR = {
            liege_or_court_owner = { primary_title = { has_title_law_flag = elective_bureaucratic_appointment_flag } }
            any_vassal = { primary_title = { has_title_law_flag = elective_bureaucratic_appointment_flag } }
        }
    }
    immediate = {
            any_vassal = { primary_title = { if = { limit = { has_title_law_flag = elective_bureaucratic_appointment_flag } add_unpressed_claim = this } } }
            liege_or_court_owner = { primary_title = { if = { limit = { has_title_law_flag = elective_bureaucratic_appointment_flag } add_unpressed_claim = this } } }
    }
}
but it doesn't work; could someone give me an advice on how it should look like? Thanks in advance!

I didn't dissect it fully, but there are a number of errors I immediately notice.

Firstly, you're using any_vassal (a trigger) rather than every_vassal (an effect block) in the immediate block. Using liege_or_court_owner (a scope transition) there might also be erroneous, but I'm not sure precisely who or what you're trying to target with it, so I can't be sure.

Additionally, you're running add_unpressed_claim = this from within the primary_title scope—something you obviously realize, since you're using the this keyword to tell it which title to add a claim for—but by doing so, you're saying 'give the title a claim on itself,' rather than its holder. Furthermore, you're scoping to the vassal's own primary title—one he already holds—rather than to the title of his liege, which is, I assume, the intention.

Again, I'm not entirely sure I follow what your intentions are, so I'm hesitant at this point to give you concrete coding advice, but I'd suggest bearing in mind the above and taking a look at these effect blocks, which might give you a better idea of how to apply effects inside the immediate block.
 
Last edited:

Anyasia

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Hi everyone,
I'm having trouble with an else_if syntax. It's a condition (not the only one) that should only allow a specific set of random events to take place IF the liege of the activity owner is present in said activity.
Code:
        else_if = {
            limit = {
                # Check that the liege of the activity owner is present
                any_participant = {
                    is_liege_or_above = scope:activity.activity_owner
                }
            }
            # If liege is present, throw this event.
            activity_owner = {
                trigger_event = {
                    on_action = judicial_circuit_liege_random_pulse
                    days = { 15 30 }
                }  
            }
        }
However the events are loading regardless of my liege being there or not, when in reality a different set of random events should load.

Trigger should be is_liege_or_above_of, I believe?
 
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as89z

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If you're expecting it to just trigger randomly, as you could do with events in CK2, it won't. You need to specifically call it from somewhere—in this case I'd suggest looking in the various random pulses called from common/on_action/yearly_on_actions.txt and using one of those to call it (random_yearly_playable_pulse, perhaps).

Thank you very helpful, I have been struggling with this for 2 days now :)
 

mechl

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Anyone have any idea how the map localization works for things like lakes? I found in localization where Paradox has localized them in map_items_I_english but even then some of the localization they did doesn't work (like Vanern and Vattern in Sweden) while others in Russia work just fine. Is there something else that need to be set elsewhere or is the localization just buggy?

*Edit*

Well figured it out. The ones that work are labeled as rivers which do have their names show while things like lakes and impassable land cannot show a name on hover.
 
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