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Darkgamma

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neondt

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How do I add new mercenary groups?
I've added a mercenary "duke" title to landed_titles, given the a modifier in static_modifiers, and given them a flag in gfx/flags. I even created a character and made a history file for the title. Yet when I run the game, the character is unhirable and just "resides" in his "capital". What am I doing wrong?
 

ash001

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I'd like to add an event focusing on jesters and their relation to their liege (they might have different reactions depending on their traits).
So I came up with a template to work from.
The weird thing is:
it fires fines but does not add any opinion_modifiers (and, for this reason, keeps repeating itself for the whole of eternity). Does anyone have any suggestions?

Here goes the event I have:

Code:
character_event = {
	id = icon.9
	desc = "Do I want to amuse... or not?"
	picture = GFX_evt_spymaster
	
	mean_time_to_happen = {
		days = 1
	}
	
	trigger = { 
		has_minor_title = title_court_jester
		NOT = {
				has_opinion_modifier = { who = liege modifier = opinion_disgusted }
			}
	}

	option = {
		name = "How may I serve?" 


		opinion = {
			who = liege
			modifier = opinion_disgusted
		}
			
	}
}

I tried this as well as it didn't work either.

Code:
add_opinion = {
				who = liege
				modifier = opinion_disgusted
			}
			reverse_add_opinion = {    <---[COLOR="#00FF00"][B]#### I guess the problem was here...[/B][/COLOR]
				who = FROM
				modifier = opinion_pleased
			}

Any ideas?
 

neondt

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If I want to mod in a new building, can I just add the appropriate entry to the building file or do I have to do interface stuff as well?

Yeah just edit the buildings file and add localisation. It's just that easy.
 

RedRooster81

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I read through your event, Ash. Looks okay, but I would stick with how the devs add opinions, which goes:

Code:
opinion = {
    modifier = opinion_angry
    who = ROOT
    years = 10
}

I don't know if you need a duration, but 100 or 1000 years should be an okay value.
 

Jia Xu

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Yeah just edit the buildings file and add localisation. It's just that easy.

Thanks. I'm glad to hear that. I really hate messing around with the interface stuff!

Next question! The "agnatic = yes" flag within a trait causes that trait to always be inherited from the father, right? Will cognatic = yes cause a trait to be passed from the mother? If yes, is it possible to use both of these flags in a single trait so that a child will inherit the trait in question if either the father or the mother have it?
 

neondt

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Thanks. I'm glad to hear that. I really hate messing around with the interface stuff!

Next question! The "agnatic = yes" flag within a trait causes that trait to always be inherited from the father, right? Will cognatic = yes cause a trait to be passed from the mother? If yes, is it possible to use both of these flags in a single trait so that a child will inherit the trait in question if either the father or the mother have it?

I'm not sure, but I don't think it's that simple. The Mirza trait, which would use "cognatic" if such a thing existed, just says it's "hardcoded". My guess would be that "cognatic" is not a valid term for traits.
 

Jia Xu

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I'm not sure, but I don't think it's that simple. The Mirza trait, which would use "cognatic" if such a thing existed, just says it's "hardcoded". My guess would be that "cognatic" is not a valid term for traits.

That's too bad if true. I was hoping that maybe there was a cognatic flag that just wasn't used in the base game, kind of like immortality and divine blood, you know what I mean? Okay, so let's assume there isn't a cognatic flag. I should be able to compensate with an event, right? I'm thinking an even that triggers for any daughter of a character who has trait X. Could someone help me script this, please? I'm not well adapted to parenting scopes and such. :p
 

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That's too bad if true. I was hoping that maybe there was a cognatic flag that just wasn't used in the base game, kind of like immortality and divine blood, you know what I mean? Okay, so let's assume there isn't a cognatic flag. I should be able to compensate with an event, right? I'm thinking an even that triggers for any daughter of a character who has trait X. Could someone help me script this, please? I'm not well adapted to parenting scopes and such. :p

Something like:

Code:
character_event = {
	id = numbergoeshere
	desc = "namegoeshere"
	picture = picgoeshere

	only_women = yes
	
	trigger = {
		NOT = { trait = yourtrait }
		mother = {
			trait = yourtrait
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "textgoeshere"
		add_trait = yourtrait
	}
}
 

Alobomb

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Can someone explain to me what everything in an average "decision" does? For instance, what does the "potential" do, what does "is_high_prio" do, as I'm new to modding paradox games (though I have dabbled in the past) all this is a bit overwhelming.
 

Rotten

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Anyone knows how to make it so that I can edit all the names of baronies, provinces etc in-game? This was possible in 1.05 I think, but it seems they changed it back. And yes, I'm certain it was possible even if you were a vassal.
 

Jia Xu

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Can someone explain to me what everything in an average "decision" does? For instance, what does the "potential" do, what does "is_high_prio" do, as I'm new to modding paradox games (though I have dabbled in the past) all this is a bit overwhelming.

The conditions within the Potential field dictate who is allowed to see the decision. You use this so only characters relevant to the decision will have it in the UI. It's more of a convenience thing for human players so their UIs aren't cluttered with decisions they can't ever use. The allow field dictates the conditions needed to activate a decision. The effect field dictates what your decision will actually do. Who it will effect, and how it will effect them, etc. ai_will_do dictates whether or not the AI will use your decision, if possible. Trying to explain every possible effect would take a long time (because there's dozens, if not hundreds of them), so I'm not going to do that. :p
 

ash001

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I read through your event, Ash. Looks okay, but I would stick with how the devs add opinions, which goes:

Hey Red, you're a lifesaver as always.

And, yes, right on the money!

Adding "years" solves the issue and takes care of the event...
:blink:
The little mysteries of modding...

In any case, I was so excited when I found this excerpt from GoT mod files (00_minor_titles.txt), I had high hopes it would work besides the example below:

Code:
title_revoke_minor_title = { <--- instead of revoke, I'd go with title_jester or whatever else I wanted....
	grant_limit = 100
	opinion_effect = -10
	
	allow = {
		FROM = { ai = no }
		OR = {
			has_minor_title = title_keeper_of_swans
			has_minor_title = title_master_of_the_horse
			has_minor_title = title_master_of_the_hunt
			has_minor_title = title_high_almoner
			has_minor_title = title_cupbearer
			has_minor_title = title_seneschal
			has_minor_title = title_concubine
		}
	}
	
	gain_effect = { <--- here, I thought I could use this to add an opinion_modifier
		if = {
			limit = {
				has_minor_title = title_concubine  <--- or whatever other title I wanted as target for a specific effect
			}
			remove_opinion = {  <---- here, I would simply substitute with "add_opinion"
				who = FROM
				modifier = opinion_lover   <---- or whatever other opinion_modifier
			}
			reverse_remove_opinion = {  <---- again, it would have to be something like "reverse_add_opinion" instead (which doesn't exist, it seems...)
				who = FROM
				modifier = opinion_lover
			}		
		}

Yeah, but, sadly... no.
:sad:
If anyone knows or learns anything else, feel free to share. It would be pretty cool to see the "gain_effect" being used for some purpose.
 

BattosaiSlayer

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Yeah, but, sadly... no.
:sad:
If anyone knows or learns anything else, feel free to share. It would be pretty cool to see the "gain_effect" being used for some purpose.

I use the gain_effect in my 'Are You A God?' mod to quite an effect. It's fairly useful, but fyi, there is no 'add_opinion' command. It's just 'opinion'.
 

Fawr

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Can someone explain to me what everything in an average "decision" does? For instance, what does the "potential" do, what does "is_high_prio" do, as I'm new to modding paradox games (though I have dabbled in the past) all this is a bit overwhelming.

the high priority makes the decision come up at the top of the list, highlighted, and (if you still have the default settings) gives you a warning in the warnings area.
 

l3ol3o

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I would like to change the invasion CB that the Pope grants you. Normally it costs 500 piety and the Kingdom your invading must be bigger then you currently are. I want to change it so that you can invade any size Kingdom. Can anyone point me to the file where I can mod this?