Really? I've looked into that file and there are no naming rules for other pagan religions that do have custom names, such as baltic paganism.It's set inside the court chaplain position incouncil_positions
.
Really? I've looked into that file and there are no naming rules for other pagan religions that do have custom names, such as baltic paganism.It's set inside the court chaplain position incouncil_positions
.
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.
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.It's set inside the court chaplain position incouncil_positions
.
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?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.
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.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?
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.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)
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.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.
trigger = {
title:k_england = {
culture_group = frankish
}
}
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 } }
trigger = {
title:k_england = {
exists = holder
holder.culture_group = culture_group:frankish
}
}
Oh that makes sense, great thanks.
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
}
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
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.
[GetGeographicalRegion('region_name').GetName]
num_county_followers
but I dunno, there may be an easier way. Any ideas?In today's episode of "things I really ought to be able to do by now but can't seem to get right":
I'm trying to put a condition in a decision that means you need a certain number of counties inside your realm with a particular religion, but I can't get the syntax right - if I'm even using the right command. I've been trying withnum_county_followers
but I dunno, there may be an easier way. Any ideas?
any_realm_county = {
count >= 30
faith = faith:bosnian_church
}
It didn't quite work, or at the very least gave a very confusing in-game description in the decision. However! Just before seeing your reply I tested:Something like this should do the trick, adjusted as necessary.
Code:any_realm_county = { count >= 30 faith = faith:bosnian_church }
faith:roman_pagan = {
num_county_followers >= 10
}
It didn't quite work, or at the very least gave a very confusing in-game description in the decision. However! Just before seeing your reply I tested:
Code:faith:roman_pagan = { num_county_followers >= 10 }
- and that seems to have done the trick.
It didn't quite work, or at the very least gave a very confusing in-game description in the decision. However! Just before seeing your reply I tested:
Code:faith:roman_pagan = { num_county_followers >= 10 }
- and that seems to have done the trick.
Probably! I'll give the other method another whirl tomorrow and weigh them up against each other, but it doesn't seem like it's necessarily a bad thing. If Roman religion is catching on elsewhere and a ruler has taken the risk of converting to it, then changing to Roman culture shouldn't necessarily be a problem. It's an expensive decision at 1000 prestige, so it's not really in reach of counts, and even dukes are going to have to work for it.Wouldn't that check all counties and not just those in your realm?