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richvh

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How does this actually work?

Code:
    banned_colors =
    {
        { 0 1 }                        #0      
        { 0 1 9}                    #1      
        { 2 3 4 6 7 8 9 12 14 }        #2      
        { 2 3 4 7 9 10  }            #3      
        { 2 4 6 7 9 10 13 14}        #4      
        { 5 10 14 15}                #5      
        { 2 4 6 10 11 12 }            #6      
        { 2 3 4 7 8 10 13 }            #7      
        { 2 4 6 7 8 9 }                #8      
        { 2 3 4 8 9 10 11 13 }        #9      
        { 3 4 5 6 7 9 10 }            #10      
        { 6 9 11 }                    #11
        { 6 12 }                    #12
        { 4 7 9 13 14 }                #13
        { 2 4 13 14 }                #14
    }

The numbers correspond to the colors set above in coat_of_arms.txt in the interface folder. { 0 1 } means that color #0 and color #1 are banned from being used together, but what does { 2 4 13 14 } actually mean? None of those colors can appear together, or none of the last 3 can appear with #2?

Also, is it automatically set for the same color not to be allowed to be used twice, or would I have to ban { 0 0 } for that to be the case? When working with 3 colors instead of 2 in a pattern, would I need to ban { 0 0 0 }. It would seem crazy to list them all once you get into the combinations with these colors....
I guess by { 2 4 13 14 } you're referring to the line labeled 14. What this means is that none of those colors can appear with color 14.
 

locustgate

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Is there anyway I can see what the culture units, light infantry, heavy infantry,etc, look like without launching CK2, like a model viewer, or is my best case to launch CK2 and get to capturing images.
 

blackninja9939

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A question-- won't that result in more than five patricians? Or will creating a family palace auto generate the republic? What would the order there be?
Scope to the main ruler and give him a family palace and he will be a republic as long as his capital also becomes a city, then any four other people you choose that are vassals of his can be made patricians
 

richvh

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Is there anyway I can see what the culture units, light infantry, heavy infantry,etc, look like without launching CK2, like a model viewer, or is my best case to launch CK2 and get to capturing images.
For the older units that use the .xac format, in game is the only way, barring somehow getting access to a really expensive program that isn't sold to private individuals. For the newer models using the .mesh format, there's a utility being worked on and has a thread somewhere in the forum for exporting to tools like Blender.
 

richvh

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History provinces that were working in the previous patch are now crashing when the game is loading flags, any ideas?
I'm not aware of any changes to history/provinces. Have you moved map/regions.txt to island_regions.txt, and made or overridden map/geographical_regions.txt?

If that's not it, turn on -debug -debugscripts in your launch options in Steam, and see what error.log can tell you, or look in setup.log to see where the setup left off compared to a working game launch.
 

Swordsman1219

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Does anyone else have any input on the things I want to do here? I started crafting an event but I am not sure how I am doing as this is my first time.

(I copied the model from the event modding wiki page) I am confused about everything from MTTH to the end, Help?

namespace = ARLES.POL
narrative_event = {

id = ARLES.POL.002
desc = EVTDESCARLES.POL.002

#Fast event triggers
is_triggered_only = yes

trigger = {
#Event eligibility condition block
holder_scope = {religion_group = catholic
culture = polish

}
c_sacz = { { holder_scope = { character = 20388 } } }

mean_time_to_happen = {
#Randomness of the event (not applicable for triggered-only events)
}
immediate = {
#Command block
}
option = {
name = EVTOPTA<namespace>.<id>
trigger = {
#Option A eligibility condition block
}
ai_chance = {
#Option A modifiers
}
#Option A command block
}
option = {
name = EVTOPTB<namespace>.<id>
trigger = {
#Option B eligibility condition block
}
ai_chance = {
#Option B modifiers
}
#Option B command block
}
}
 

richvh

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Maybe if you tell us what you want to do we can help fill in the blanks.
 

starwarsfan541

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I'm not aware of any changes to history/provinces. Have you moved map/regions.txt to island_regions.txt, and made or overridden map/geographical_regions.txt?

If that's not it, turn on -debug -debugscripts in your launch options in Steam, and see what error.log can tell you, or look in setup.log to see where the setup left off compared to a working game launch.
I havent touched either regions file that I am aware of, I'll double check though.

Weirdly enough I got the one to work after commenting out one of the barony titles.
 

starwarsfan541

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Okay, my issues are getting odder, now the game will load with some of these files in the provinces folder but doesnt seem to see them at all. For example province 1467 is goergian and orthodox but it shows nothing at all in the screen
 

just_a_beaver

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Is it possible to make a heresy only appear after a certain date? The Lollard Heresy in 769, about 600 years before its actual conception, is driving me NUTS. Is there a modifier of some sort, or can I make an event that fires like the "Rise of the Shi'a" one and it suddenly sprouts up?
 

richvh

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If I create a Courtier, how do I define at which court he resides?
employer = <character id> in character history, or id you ean in an event/decision?
 
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omega20056

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I'm using a custom made territory system at present that identifies which counties can be controlled (As in are not enclaved) and which cannot.

The system is counting counties that have a barony or two controlled by a different power as enclaved when this isn't the case. How could I make the events ignore baronies?
 

richvh

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Um? If I understand what you're aiming for, isn't that exactly the effect you want? As for ignoring baronies, NOT = { tier = baron } should do the trick.
 

Swordsman1219

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Richvh,

I want to create an event chain that models the rift between Boleslaw and St. Stanislaw of Szczepanow eventually leading to Stanis' execution by Boleslaw and then Noble uprisings and Boleslaw's deposition.

namespace = ARLES.POL
narrative_event = {
id = ARLES.POL.002
desc = EVTDESCARLES.POL.002
#Fast event triggers
trigger = {
#Event eligibility condition block
top_liege = { character = 762 }
religion_group = catholic
culture = polish
c_sacz = { holder_scope = { character = ROOT } }
ROOT = {
character = 20388
}
}
mean_time_to_happen = {
months = 12
}
option = {
name = "Stanislaw is enraged by your lack of piety and your immorality!"
top_liege = { character_event = { id = ARLES.POL.003 } }
}
}
character_event = {
id = ARLES.POL.003
desc = EVTDESCARLES.POL.003
is_triggered_only = yes
#Fast event triggers
option = {
name = "No one defies me, I am King! Stanislaw must pay!"
}
}
I have this so far
 

omega20056

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Um? If I understand what you're aiming for, isn't that exactly the effect you want? As for ignoring baronies, NOT = { tier = baron } should do the trick.
I have to make the system ignore baronies or else it will be OP. For example, the Papacy couldn't hold the county of Avignon under this system because it's completely cut off, but it can hold a temple in the county. I was unsure if using the normal tier command could work because the system runs on province modifiers and internal values, which I haven't really touched before.
 

just_a_beaver

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Richvh,

I want to create an event chain that models the rift between Boleslaw and St. Stanislaw of Szczepanow eventually leading to Stanis' execution by Boleslaw and then Noble uprisings and Boleslaw's deposition.

namespace = ARLES.POL
narrative_event = {
id = ARLES.POL.002
desc = EVTDESCARLES.POL.002
#Fast event triggers
trigger = {
#Event eligibility condition block
top_liege = { character = 762 }
religion_group = catholic
culture = polish
c_sacz = { holder_scope = { character = ROOT } }
ROOT = {
character = 20388
}
}
mean_time_to_happen = {
months = 12
}
option = {
name = "Stanislaw is enraged by your lack of piety and your immorality!"
top_liege = { character_event = { id = ARLES.POL.003 } }
}
}
character_event = {
id = ARLES.POL.003
desc = EVTDESCARLES.POL.003
is_triggered_only = yes
#Fast event triggers
option = {
name = "No one defies me, I am King! Stanislaw must pay!"
}
}
I have this so far

Correct me if I'm wrong, but aren't event options and descriptions supposed to be found in the localisation files? Just very new to modding.