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omega20056

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That worked. Thanks a lot!
I'd recommend staying away from landed_titles unless absolutely necessary, you can do pretty much anything to the de jure structure using the history files.

A lot of the bugs that I've come across in the past in my own mod were a result of me messing with the titles file. Believe me, it is much easier to just edit the histories.
 

jursamaj

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I looked through the localization files and could not find the exact file. I am wondering if any had found them.
text1.csv, text2.csv, text3.csv, text4.csv, text5.csv, text8.csv, v1_07.csv, v1_10.csv, v1_11.csv, v2_02.csv, v2_10.csv. There are a total of 55 entries, 'LOADING_TIP_0' thru 'LOADING_TIP_54'. You'll have to find the specific ones you'd like to change, but most are in text2, text2, or text3. There are also a few lines that start '#LOADING_TIP_'. These are lines that are commented out, and you can ignore them.

I'm not sure if the game supports simply adding more as 'LOADING_TIP_55', etc., but I suspect it does.

You actually don't have to mod the individual files. You can put all you modifications in a CSV file with a name that starts with '0' (zero, not letter O). This will override the vanilla definition.
 

Rylock

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So here's a question regarding variables:

All variables are stored on a particular scope. So they're attached to, say, a character or a title.

Is it possible to get the value from a variable on one scope and move it to another? So you have a variable on one character, and you want to set create that same variable on another character, at the same value. Has anyone encountered this issue and thought of a solution? Because, near as I can tell, it can't be done.

EDIT: Never mind -- a forum search actually produced results. Happy results! So yay!
 
Last edited:

JGBeagle

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Can you post the event?

It's not an event, it's just two character files.

93 = {
name = Urraka
female = yes
dynasty = 38
religion = pagan
culture = basque
580.1.1 = {
birth = yes
}
596.1.1 = {
add_spouse_matrilineal = 96
}
620.1.1 = {
death = yes
}
}

96 = {
name = Fortun
religion = pagan
culture = basque
580.1.1 = {
birth = yes
}
596.1.1 = {
add_spouse_matrilineal = 93
}
620.1.1 = {
death = yes
}
}
 

Rylock

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How does "add_spouse_matrilineal" work exactly? I put it on two people and for some reason they don't show up as married.

And yes, they are male and female.

It doesn't work in the history files as a stand-alone command. I get around that by wrapping the command in an effect, but that also means needing to cancel the on_action event it spawns (since effects in the history files fire immediately upon the start of the game). An example of how we did it in the history file:

Code:
    add_spouse=70068
     effect = {
       set_character_flag = no_marriage_event
       spouse = {
         remove_spouse = ROOT
         add_spouse_matrilineal = ROOT
       }
       clr_character_flag = no_marriage_event
     }
 

fanoI

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character_event = { id = XXXXX days = YY random = ZZ }

Makes it appear in YY± ZZ days IIRC.

Nothing to do it is not working as I intended! I wanted that the character answered to me with a random delay but in reality I needed to add a great amount of time (150!) to see the randomization have an effect and in any case after that long time all the windows were stacked again! It is possible that this thing cannot be really simulated?
 

Rorgloin

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I am trying to get an event working which will make the king of the magyars invade the top liege of the county of pest in a tribal invasion. The event fires correctly, as the character gets the proper character flag, but he does not declare war on the king (in the test case) of Avaria, the top liege of the county of pest. I'm basing it off of the code for the start of the Mongol invasion. Here is the pertinent immediate section of the code:

immediate = {
wealth = 500
set_character_flag = pest_invasion
522 = { # Pest
kingdom = {
ROOT = {
war = {
casus_belli = tribal_invasion
target = PREVPREV # The top liege of the owner
thirdparty_title = PREV # The de jure kingdom
}
}
}
}
. . .

Does anyone know why it wouldn't be working properly? Everything else works and this event fires, but doesn't cause him to declare war.
 

JGBeagle

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It doesn't work in the history files as a stand-alone command. I get around that by wrapping the command in an effect, but that also means needing to cancel the on_action event it spawns (since effects in the history files fire immediately upon the start of the game). An example of how we did it in the history file:

Okay, I did that, but what do I have to do to cancel the on_action?
 

omega20056

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Is there no support for a jewish_opinion command? I tried to use it on a character modifier and it shows up as "NONE."
 

Ronin78

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I'm very new to modding and I am planning to make a do-over on a republic, but before I start I want to know if it even possible to do the changes I am after.

-Can I take away the ability to build tradeposts?

-Change the name of titles such as Patrician into Priest and instead of calling it House I want it to say Clan.

-Put in a requirment that you need a specific trait to be the head of your House and the same for the designated heir.

-Increase the likehood of Patricians plotting against eachother. I don't want to put in negative opinion values because I want the plotting to increase, not the revolts.