Modding quick questions and answers!

Modding quick questions and answers!

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Hugoe

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Scopes only exist if they are either generated by the on_action or if you set them yourself. I usually save a series of scopes at the beginning of an event chain and then make a memo note at the top of the file listing all the ones available to use.

Ohh I see, thank you so much. I was thinking that the scopes were at the top level, but that makes a lot more sense.
 

Hugoe

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Hi there. I am interested in simply renaming each level of dynasty splendor to something that flows a little better, in my personal opinion. Can someone point me to the appropriate file? Would appreciate any help, thanks.

Try
game/localization/english/game_concepts_I_english.yml

it will be labeled under game_concept_dynasty_prestige_level, there you should be able to modify the names, at least for the english version unless you want to change for other languages too.
 

Anyasia

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Hi there. I am interested in simply renaming each level of dynasty splendor to something that flows a little better, in my personal opinion. Can someone point me to the appropriate file? Would appreciate any help, thanks.
Try
game/localization/english/game_concepts_I_english.yml

it will be labeled under game_concept_dynasty_prestige_level, there you should be able to modify the names, at least for the english version unless you want to change for other languages too.

Be aware that to replace vanilla localizations in a mod, the localizations need to be placed in the localization/<language>/replace folder, and, like all localization files, the file containing them must end in _l_<language>.yml (that's a lowercase 'L,' not an uppercase 'I') and be saved with the UTF-8+BOM encoding.
 

sugitareisi

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Hello everyone, I have a problem about an event mod. This event is supposed to remove some character_flag. The code is below:

Code:
adventure.1005 = {
    type = character_event
    title = adventure.1005.t
    desc = adventure.1005.desc
    theme = adventure
    left_portrait = root
    immediate = {
        remove_character_flag = flag_adventure_1st
        remove_character_flag = flag_adventure_2nd
        remove_character_flag = flag_adventure_3rd
        remove_character_flag = flag_adventure_4th
        remove_character_flag = flag_adventure_5th
        remove_character_flag = flag_adventure_diplomacy
        remove_character_flag = flag_adventure_martial
        remove_character_flag = flag_adventure_stewardship
        remove_character_flag = flag_adventure_intrigue
        remove_character_flag = flag_adventure_learning
    }
    option = {
        name = adventure.1005.option.a
    }
}
But I found that this event will add flag_adventure_5th if the character doesn't have this flag!
By the way, if I change immediate to after, the problem would have gone.
Does anyone know why that is?
I uploaded the mod file as an attachment.

EDIT:
After testing, I found:
1. Everything is all right if I fire adventure.1005 by typing event adventure.1005 in console;
2. Everything is all right if I delete trigger_event = adventure.1005 in adventure.1002 - option b and then fire adventure.1005 in console;
3. The problem occurred when I first fire adventure.1002 and then click adventure.1002 - option b to fire adventure.1005.
4. My guess is, when adventure.1005 is fired by adventure.1002 - option b, the after block in adventure.1002 and the immediate block in adventure.1005 are executed at the same time, even if the later is executed before the former, so that the character execute if-else without any flags, which means the else branch will be executed, thus adding flag_adventure_5th.
 

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  • adventure_events.txt
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Prairie_Doggin

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Be aware that to replace vanilla localizations in a mod, the localizations need to be placed in the localization/<language>/replace folder, and, like all localization files, the file containing them must end in _l_<language>.yml (that's a lowercase 'L,' not an uppercase 'I') and be saved with the UTF-8+BOM encoding.

Thanks for the heads up. I was hoping it was just a matter of changing a few lines in a text file but it sounds like its a bit more complicated than that.
 

Anyasia

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Thanks for the heads up. I was hoping it was just a matter of changing a few lines in a text file but it sounds like its a bit more complicated than that.

It shouldn't be, really! :)

I'm not entirely sure how it works for other platforms, but if you're running your game through Steam (or otherwise have access to the Paradox launcher), you can create a simple mod by following the instructions here. Then navigate to the mod folder (on Windows, it will be in Documents\Paradox Interactive\Crusader Kings III\mod\<your mod folder>) and create within it the nested folders localization\english\replace. Then, in that final folder, create a file named replacements_l_english.yml, and put the following text in it, replacing the labels with those you desire:—

Code:
l_english:
game_concept_dynasty_prestige_level_0:0 "Base Origins"
game_concept_dynasty_prestige_level_1:0 "Obscure"
game_concept_dynasty_prestige_level_2:0 "Insignificant"
game_concept_dynasty_prestige_level_3:0 "Noteworthy"
game_concept_dynasty_prestige_level_4:0 "Reputable"
game_concept_dynasty_prestige_level_5:0 "Well-known"
game_concept_dynasty_prestige_level_6:0 "Significant"
game_concept_dynasty_prestige_level_7:0 "Famous"
game_concept_dynasty_prestige_level_8:0 "Glorious"
game_concept_dynasty_prestige_level_9:0 "Fabled"
game_concept_dynasty_prestige_level_10:0 "Legendary"

If you need to make any other changes, you can also add them to the end. Save the file with UTF-8+BOM encoding; if you're doing this in Notepad, simply select UTF-8 from the encoding dropdown on the Save As… dialog. Then just select and enable your mod in the Paradox Launcher and you should be good to go!
 
Last edited:

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Hi,

Hopefully someone knows how to fix this. With the new patch the character models have become ridiculous on the men who have any of the "attractive" traits.
See attached for an example. He goes from captain strong jaw to some effeminate weirdo with makeup and half his jawline missing. I literally only selected the "comely" trait in the Char creator. No sliders were touched.
This is kinda a game ruiner for me and I was really hoping someone would know a way to change this. At least on the fellas

Thanks
Sorry to bump my old post but the problem still stands unfortunately. There's one mod on the steam workshop that reduces the make up but leaves the feminised faces. Could someone tell me if there is a fix for this bug? I literally haven't played the game since due to this issue

(My quote of my old post doesn't include the screenshots for some reason but if you look it up you'll see how egregious it is)

Thanks
 

YTnuBF

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I haven't found a definite cause for it, I'm not sure if it's to do with the Beauty trait sections in the character ethnicity files,
modifying which would be more of an undertaking or just commenting out lines in the traits themselves.

Otherwise there does not seem to be any place in the game's files that have to do with the Beauty traits elsewhere.

So I made this small mod to change the Beauty traits themselves to no longer apply their genetic constraints on characters.
It disables the lines "genetic_constraint_all" "genetic_constraint_men" "genetic_constraint_women"

If you download this .ZIP file, extract it into your mod folder at \\Documents\Paradox Interactive\Crusader Kings III\mod\
After exctracting it there should be a folder and file there :
[_] FOLDER : NoBeautyConstraints
[_] FILE : NoBeautyConstraints.mod
Both should be located at \\Documents\Paradox Interactive\Crusader Kings III\mod\

Then you'll need to activate this mod in the Launcher as per usual, maybe need to use the
Mods tab in the Launcher - Manage Playset - Add More Mods and then Add to Playset.

The downside of this change is that it is incompatible with other mods that add or modify traits.
Test and see if this helps and is acceptable to you.
 

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pietro.cavalli

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Hi all, quick question, how do I create an event which happens at a specific date for the holder of a specific title? Like, for example, an event that shows up on October the 8th 1136 for whoever controls Milan. And what if I want the event to only happen if Milan is also the capital of that character, and not just a random county in his domain?
 

YTnuBF

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Edited code under spoiler

I would make a yearly launcher event fired from the yearly_global_pulse on_action by creating a custom on_action subcategory underneath it.
In your custom on_action file at \\common\on_action\
This way it will not overwrite any vanilla or another mod's on_action categories :
Code:
yearly_global_pulse = {
    on_actions = {
        launcher_event_pulse
    }
}
launcher_event_pulse = {
    events = {
        launcher_event_id_here.1 # the launcher event
    }
}

Launcher event code :
Code:
# from yearly_global_pulse, launcher for Jan 1st events
launcher_event_id_here.1 = {
    type = empty

    hidden = yes

    immediate = {
        every_ruler = {
            limit = {
                current_date >= 1136.1.1
            }
        
            if = {
                limit = {
                    current_date <= 1136.2.1
                }
                trigger_event = {
                    id = your_event_id_here.1
                    trigger_on_next_date = 10.8
                }
            }
        }
    }
}
- This launcher event gets launched every January 1st for EVERY ruler because triggering based on Milan's ownership and capital status is too early at this juncture
- If the current date is January 1st in the year 1136 it will proceed to the next check
- If the current date is also not yet February 1st 1136 the actual event will be scheduled for October 8th that same year
- So once the date has passed February 1st 1136 the check will fail and thus the event is only triggered once and not any year after this

- So since the ownership of Milan and its capital status may change between the triggering of the launcher event Jan 1st and the actual event's firing on Oct 8,
you will need to add into your event's trigger the following to narrow the event's criteria only to the ruler who actually owns Milan as their capital :
Code:
    capital_barony = {
        this = title:b_milano
    }
 
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cetvrtak

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Are we allowed to add txt files in /common/coat_of_arms/coat_of_arms?

I was trying to edit the colors of k_serbia, saved 01_landed_titles.txt as k_serbia.txt and deleted everything except
Code:
k_serbia = {
    pattern = "pattern_solid.dds"
    ...
}
But it didn't apply in game.

What's the actual procedure here?

Edit: I want the colored_emblem color2 to be black
Code:
k_serbia = {
    pattern = "pattern_solid.dds"
    color1 = "red"
    color2 = "white"
    colored_emblem = {
        texture = "ce_eagle_double.dds"
        color1 = "white"
        color2 = "white"
        instance = { position = { 0.5 0.5 } scale = { 0.9 1.0 }  }               
    }
}

Furthermore, changing the texture name resulted in the CoA reverting to the base game one. Not sure what's that about.
 
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Anyasia

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Are we allowed to add txt files in /common/coat_of_arms/coat_of_arms?

I was trying to edit the colors of k_serbia, saved 01_landed_titles.txt as k_serbia.txt and deleted everything except
Code:
k_serbia = {
    pattern = "pattern_solid.dds"
    ...
}
But it didn't apply in game.

What's the actual procedure here?

Edit: I want the colored_emblem color2 to be black
Code:
k_serbia = {
    pattern = "pattern_solid.dds"
    color1 = "red"
    color2 = "white"
    colored_emblem = {
        texture = "ce_eagle_double.dds"
        color1 = "white"
        color2 = "white"
        instance = { position = { 0.5 0.5 } scale = { 0.9 1.0 }  }              
    }
}

Furthermore, changing the texture name resulted in the CoA reverting to the base game one. Not sure what's that about.

If you don't find a solution, I can take a look at this when I've the time. For now, I'll say that you can definitely add new files, but as to whether the new files will overwrite earlier (vanilla) entries, I'm less certain. One thing you definitely need to keep in mind is that, to the best of my knowledge, coats of arms aren't updated in real time when edited—you have to reload the game every time you make a change to see the change take effect.
 

cetvrtak

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If you don't find a solution, I can take a look at this when I've the time. For now, I'll say that you can definitely add new files, but as to whether the new files will overwrite earlier (vanilla) entries, I'm less certain. One thing you definitely need to keep in mind is that, to the best of my knowledge, coats of arms aren't updated in real time when edited—you have to reload the game every time you make a change to see the change take effect.
It doesn't work even when I leave the name 01_landed_titles.txt. There must be something basic I'm missing here.

I changed the ce_double_eagle.dds a bit, changes to the shape apply, but not the colors.
ce_eagle_double.png d_rashka.PNG k_serbia.PNG

What I want is the green part in the leftmost image to be black for Serbia. Like it's yellow for Raška.
 

DorianOtten

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I haven't found a definite cause for it, I'm not sure if it's to do with the Beauty trait sections in the character ethnicity files,
modifying which would be more of an undertaking or just commenting out lines in the traits themselves.

Otherwise there does not seem to be any place in the game's files that have to do with the Beauty traits elsewhere.

So I made this small mod to change the Beauty traits themselves to no longer apply their genetic constraints on characters.
It disables the lines "genetic_constraint_all" "genetic_constraint_men" "genetic_constraint_women"

If you download this .ZIP file, extract it into your mod folder at \\Documents\Paradox Interactive\Crusader Kings III\mod\
After exctracting it there should be a folder and file there :
[_] FOLDER : NoBeautyConstraints
[_] FILE : NoBeautyConstraints.mod
Both should be located at \\Documents\Paradox Interactive\Crusader Kings III\mod\

Then you'll need to activate this mod in the Launcher as per usual, maybe need to use the
Mods tab in the Launcher - Manage Playset - Add More Mods and then Add to Playset.

The downside of this change is that it is incompatible with other mods that add or modify traits.
Test and see if this helps and is acceptable to you.
Cheers man that's great. I really appreciate it. I don't use any mods that effect traits as far as I know; at least not at the minute. I may start to check out the more fantastical mods in future which, I imagine, have new traits but for now that's golden. The mod sorts the face thing and now it's like it was before that update. It just gives them a nicer complexion and slightly more red tinted lips but that's grand.

Thanks again man
 

YTnuBF

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It doesn't work even when I leave the name 01_landed_titles.txt. There must be something basic I'm missing here.

I changed the ce_double_eagle.dds a bit, changes to the shape apply, but not the colors.
View attachment 673746 View attachment 673747 View attachment 673748

What I want is the green part in the leftmost image to be black for Serbia. Like it's yellow for Raška.
I also couldn't get it to work by adjusting the colors there.

I decided to brute force the problem and used your first emblem cutout there to create a new .DDS flag texture altogether.
I made it into a small mod here, also with a preview image below.

If you download this .ZIP file, extract it into your mod folder at \\Documents\Paradox Interactive\Crusader Kings III\mod\
After exctracting there should be a folder and file there called :
[_] FOLDER : NewSerbiaFlag
[_] FILE : NewSerbiaFlag.mod
Both should be located at \\Documents\Paradox Interactive\Crusader Kings III\mod\

Then you'll need to activate this mod in the Launcher as per usual, maybe need to use the Mods - Manage Playset - Add More Mods and then Add to Playset.
 

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DorianOtten

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I haven't found a definite cause for it, I'm not sure if it's to do with the Beauty trait sections in the character ethnicity files,
modifying which would be more of an undertaking or just commenting out lines in the traits themselves.

Otherwise there does not seem to be any place in the game's files that have to do with the Beauty traits elsewhere.

So I made this small mod to change the Beauty traits themselves to no longer apply their genetic constraints on characters.
It disables the lines "genetic_constraint_all" "genetic_constraint_men" "genetic_constraint_women"

If you download this .ZIP file, extract it into your mod folder at \\Documents\Paradox Interactive\Crusader Kings III\mod\
After exctracting it there should be a folder and file there :
[_] FOLDER : NoBeautyConstraints
[_] FILE : NoBeautyConstraints.mod
Both should be located at \\Documents\Paradox Interactive\Crusader Kings III\mod\

Then you'll need to activate this mod in the Launcher as per usual, maybe need to use the
Mods tab in the Launcher - Manage Playset - Add More Mods and then Add to Playset.

The downside of this change is that it is incompatible with other mods that add or modify traits.
Test and see if this helps and is acceptable to you.
Cheers man that's great. I really appreciate it. I don't use any mods that effect traits as far as I know; at least not at the minute. I may start to check out the more fantastical mods in future which, I imagine, have new traits but for now that
The mod sorts the face thing and now it's like it was before that update. It just gives them a nicer complexion and slightly more red tinted lips but that's grand.

Thanks again man
 

Wise Strategist

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Does anyone know anyway to enable cousin and sibling marriage without enabling parent, aunt, and uncle marriage?
 

cetvrtak

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I also couldn't get it to work by adjusting the colors there.

I decided to brute force the problem and used your first emblem cutout there to create a new .DDS flag texture altogether.
I made it into a small mod here, also with a preview image below.

If you download this .ZIP file, extract it into your mod folder at \\Documents\Paradox Interactive\Crusader Kings III\mod\
After exctracting there should be a folder and file there called :
[_] FOLDER : NewSerbiaFlag
[_] FILE : NewSerbiaFlag.mod
Both should be located at \\Documents\Paradox Interactive\Crusader Kings III\mod\

Then you'll need to activate this mod in the Launcher as per usual, maybe need to use the Mods - Manage Playset - Add More Mods and then Add to Playset.
Works great. Thanks.

I figured that basic thing I was missing. I was loading a save game so some changes wouldn't apply.

Is there a flags cache folder in ck3 like in every other PDX title? I'm thinking, if I delete it, it'll be forced to rebuild with the changes from your mod.
 

YTnuBF

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There's a cache for terrain and shaders but there does not appear to be a flag cache any longer like in some older games.

Basically any changes from mods will take effect immediately when either starting a new game or loading a save. Only changes to history files will need a new game.
But changing animations, localization, events and modifiers for example will take effect just by loading a save after restarting the game,
sometimes even when the game is running.

You can totally change localization and trait and modifier effects while the game is running and the changes get immediately reflected in the game, no need to restart. However changing character animations while the game is running can usually crash it.

EDIT: Apparently flag changes only take effect on starting a new game.
 
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