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richvh

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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
I wouldn't use periods in namespaces, that's the delimiter for the numeric part.
 

richvh

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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.
You used to be able to put description and option text inline, but now you are required to put them in localization files.
 

kellenbeck

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is there anyone who could explain what this error in the logs means?

[id.cpp:83]: Failed to create id 1 61. Already exists in game.

there is two id numbers. i don't know which needs to be fixed.

edit: tinkered with the files, mananged to get that to stop happening. but its been replace with this exception:

######## EXCEPTION: 0xC0000005 at address: 0x01889D35: ACCESS VIOLATION read attempt to address 0x00000000
Version: CK2/branches/2_4_2
24438

07/24/15 11:26:53
 
Last edited:

richvh

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You have a duplicate event ID 1, possibly because of an undeclared or munged namespace. And the exception is because you somehow managed to pass CK2 a null pointer.
 

kellenbeck

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You have a duplicate event ID 1, possibly because of an undeclared or munged namespace. And the exception is because you somehow managed to pass CK2 a null pointer.
so that explains why deleting the event fixed that bug. passing ck2 a null pointer? could you explain a bit more? i'm self-taught so i don't really understand programming jargon.
 

richvh

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A pointer is a data structure that holds the address of (points to) another data structure. A null pointer is a pointer containing the address 0, which is a protected address in Windows containing system information.

Have you fixed your namespace? ARLES.POL is illegal because it contains a period. Try ARLES_POL instead.
 

kellenbeck

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A pointer is a data structure that holds the address of (points to) another data structure. A null pointer is a pointer containing the address 0, which is a protected address in Windows containing system information.

Have you fixed your namespace? ARLES.POL is illegal because it contains a period. Try ARLES_POL instead.
1. how could i fix the namespace?
2. where would i change ARLES.POL to ARLES_POL?
 

jursamaj

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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....
The way to read it is that everything in the bracket on a line is banned with the number in the comment at the end of the line. So '{ 2 4 13 14 } #14' means that 2, 4, 13, and 14 (from the bracket) are banned with 14 (comment label). Colors are not *automatically* banned with themselves. That's why each line has the comment number in the bracket, to do that ban.

For 3 colors, it still just uses these ban lists. Suppose the game picks 4 for the 1st color (out of 0 thru 14). Now it can pick 0, 1, 3, 5, 8, 11, or 12 for the next color (everything that isn't banned with 4). Now suppose it picks 0 for the 2nd color. Now it can only pick 3, 5, 8, 11, or 12 (everything that isn't banned with 4 *or* 0) for the last color.
 
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richvh

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1. how could i fix the namespace?
By removing the illegal character from it.
2. where would i change ARLES.POL to ARLES_POL?
In the namespace declaration (namespace = ARLES.POL to namespace = ARLES_POL) and in any event IDs (id = ARLES.POL.001 to id = ARLES_POL.1 (the leading zeros are ignored by the system.) Event description and option name tags can remain as they are.
 
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jursamaj

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Yeah except as I already pointed out I wanted it formulated so I could stick it in a custom trigger which means in general terms*. Having to make a custom trigger for every title I mean to use it for (all of them) kind of undermines the point of using custom triggers don't you think. Which mean I got to write the code in every allow in the game which means hundreds of lines of code that I was hoping to avoid. I've already pointed out I could do it that way but was hoping I wouldn't have to.
In researching an answer for somebody else, I just noticed k_naples in landed_titles.txt:
Code:
        allow = {
            FROM = {
                any_previous_holder = {
                    always = yes # The title has existed before
                }
            }
        }
Apparently using FROM in the allow scopes to the title itself, just what you want!
 
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By removing the illegal character from it.

In the namespace declaration (namespace = ARLES.POL to namespace = ARLES_POL) and in any event IDs (id = ARLES.POL.001 to id = ARLES_POL.1 (the leading zeros are ignored by the system.) Event description and option name tags can remain as they are.
i have removed the events entirely earlier because i thought they were causing the ctd. it still ctds however. where else would i need to do that in? like <mod>/common/traits or something similar.
 

richvh

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Start small. Remove everything from your mod, then add one event and get it working.
 
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DigitalHarp

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The way to read it is that everything in the bracket on a line is banned with the number in the comment at the end of the line. So '{ 2 4 13 14 } #14' means that 2, 4, 13, and 14 (from the bracket) are banned with 14 (comment label). Colors are not *automatically* banned with themselves. That's why each line has the comment number in the bracket, to do that ban.

For 3 colors, it still just uses these ban lists. Suppose the game picks 4 for the 1st color (out of 0 thru 14). Now it can pick 0, 1, 3, 5, 8, 11, or 12 for the next color (everything that isn't banned with 4). Now suppose it picks 0 for the 2nd color. Now it can only pick 3, 5, 8, 11, or 12 (everything that isn't banned with 4 *or* 0) for the last color.

Thanks for this - that makes sense. However, I'm still getting duplicate colors with my three color patterns. This is the code in my actual mod:

Code:
culture =
{
    religion_group = "christian"

    templates = {
        "coa_plain:1"
    }

    color = {
        { 245 245 245 }    #0      White
        { 20 20 20 }     #1       Black
        { 255 215 0 }     #2       Yellow
        { 34 139 34 }     #3       Green
        { 48 92 164 }     #4       Blue
        { 139 0 139 }    #5       Purple
        { 201 43 43 }    #6       Red
    }
  
    rebel_colors = { 0 6 1 }

    banned_colors =
    {
        { 0 2 }                    #0  
        { 1 6 }                    #1  
        { 2 0 }                    #2      
        { 3 5 }                    #3      
        { 4 5 }                    #4      
        { 5 4 3 6 }               #5      
        { 6 1 5 }                  #6      
    }
  
    emblem = {
        file = "gfx\\coats_of_arms\\emblem.tga"
        noOfFrames = 25
        random = no # Do not use for random CoAs
    }

Would there be any obvious reason for the effect based on what I have there?
 

persianfan247

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I know there is a file that deals with Persian names that stops Zorastrian characters being born with Arabic names. I am not sure where to find it and I would like to know how I can do something similar for Pagans and Christians. Any help would be appreciated.
 

richvh

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common/cultures has the name lists. There are also name lists in common/religions, but I'm not sure how they interact.
 

Kljunas

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I don't understand the new nomad settlement decisions. For example where in the code is the new title created?

Code:
nomad_adopt_feudalism = {
        filter = sub_realm_owned
        ai_target_filter = sub_realm_owned
        is_high_prio = yes
       
        from_potential = {
            is_nomadic = yes
            has_dlc = "Horse Lords"
           
            OR = {
                ai = yes
                AND = {
                    OR = {
                        has_dlc = "The Sword of Islam"
                        NOT = { religion_group = muslim }
                    }
                    OR = {
                        has_dlc = "The Old Gods"
                        NOR = {
                            religion_group = pagan_group
                            religion_group = zoroastrian_group
                        }
                    }
                    OR = {
                        has_dlc = "Sons of Abraham"
                        NOT = { religion_group = jewish_group }
                    }
                    OR = {
                        has_dlc = "Rajas of India"
                        NOT = { religion_group = indian_group }
                    }
                }
            }
        }
        potential = {
            OR = {
                holding_type = castle
                AND =
                {
                    holding_type = temple
                    holder_scope = {
                        religion_group = muslim
                    }
                }
            }
            holder_scope = {
                OR = {
                    character = FROM
                    AND = {
                        any_liege = {
                            character = FROM
                        }
                        NOR = {
                            is_nomadic = yes
                            any_liege = {
                                NOT = { character = FROM }
                                is_nomadic = yes
                            }
                        }
                    }
                }
            }
        }
        allow = {
            OR = {
                is_capital = yes
                capital_scope = {
                    holder_scope = {
                        character = FROM
                    }
                }
            }
            has_siege = no
            FROM = {
                independent = yes
                war = no
            }
        }
        effect = {
            # Change culture and religion of new capital province and possibly more provinces depending on nomad population_and_manpower
            location = {
                if = {
                    limit = {
                        NOT = { culture = FROM }
                    }
                    culture = FROM
                }
                if = {
                    limit = {
                        NOT = { religion = FROM }
                    }
                    religion = FROM
                }
            }
            if = {
                limit = {
                    FROM = {
                        population_and_manpower = 5000
                        any_realm_province = {
                            NOT = { culture = FROM }
                            num_of_settlements = 1
                            ROOT = {
                                location = {
                                    NOT = { province = PREVPREV } # Another province, not the capital
                                }
                            }
                        }
                    }
                }
                custom_tooltip = { text = nomad_settle_conversion_tooltip }
            }
            hidden_tooltip = {
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 5000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 10000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 15000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 20000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 25000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 30000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 35000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 40000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 45000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 50000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 55000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 60000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 65000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 70000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 75000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 80000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 85000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 90000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 95000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
            }

            # Change name of Avaria to Hungary if relevant.
            if = {
                limit = {
                    FROM = {
                        culture = hungarian
                    }
                    location = {
                        kingdom = { title = k_hungary }
                    }
                    k_hungary = {
                        has_holder = no
                    }
                }
                set_global_flag = avar_khaganate_renamed
                k_hungary = {
                    reset_coa = THIS
                    set_name=""
                    adjective=""
                    grant_title = FROM
                }
            }
            # Spawn event troops based on amount of empty holdings abandoned.
            custom_tooltip = {
                text = NOMAD_CONVERSION_TROOP_SPAWN
                hidden_tooltip = {
                    location = {
                        FROM = {
                            any_realm_province = {
                                limit = {
                                    NOT = {
                                        any_province_holding = {
                                            NOT = { holding_type = nomad }
                                        }
                                    }
                                }
                                FROM = {
                                    spawn_unit = {
                                        province = PREVPREVPREV
                                        owner = THIS
                                        troops = {
                                            light_cavalry = { 140 140 }
                                            horse_archers = { 60 60 }
                                        }
                                        attrition = 1
                                        merge = yes
                                    }
                                }
                            }
                        }
                    }
                }
            }
           
            if = {
                limit = { NOT = { holder = FROM } }
                usurp_title = FROM
            }
           
            if = {
                limit = { is_capital = no }
                make_capital_holding = yes
            }
       
            FROM = {
                capital = PREV
               
                primary_title = {
                    FROM = {
                        custom_tooltip = {
                            text = TT_KHAN_INDEPENDENCE
                        }
                        most_prestigious_clan_vassal = {
                            custom_tooltip = {
                                text = TT_NEW_KHAN
                            }
                        }
                    }
                }
           
                if = {
                    limit = {
                        NOT = { religion_group = muslim }
                    }
                   
                    if = {
                        limit = {
                            ai = no
                        }
                        chronicle = {
                            entry = CHRONICLE_NOMAD_ADOPTED_FEUDALISM
                            picture = GFX_evt_castle_construction
                        }
                    }
                    set_government_type = feudal_government
                }
                if = {
                    limit = {
                        religion_group = muslim
                    }
                   
                    if = {
                        limit = {
                            ai = no
                        }
                        chronicle = {
                            entry = CHRONICLE_NOMAD_ADOPTED_IQTA
                            picture = GFX_evt_castle_construction
                        }
                    }
                    set_government_type = muslim_government
                }
               
                if = {
                    limit = {
                        higher_tier_than = king
                    }
                    primary_title = {
                        add_law = feudal_administration
                    }
                }
               
                if = {
                    limit = {
                        higher_tier_than = count
                    }
                    primary_title = {
                        add_law = centralization_0
                    }
                }
               
                any_playable_ruler = {
                    limit = {
                        NOT = { character = FROM }
                        ai = no
                    }
                    narrative_event = { id = HL.1 }
                }
            }
        }
       
        revoke_allowed = {
            always = no
        }
       
        ai_will_do = {
            factor = 1 # On average ca 1 year before taken
           
            modifier = {
                factor = 0
                FROM = {
                    trait = content
                    NOT = { num_of_subrealm_castles = 10 }
                }
            }
           
            modifier = {
                factor = 0
                FROM = {
                    trait = ambitious
                    NOT = { num_of_subrealm_castles = 20 }
                }
            }
           
            modifier = {
                factor = 0
                FROM = {
                    NOR = {
                        trait = content
                        trait = ambitious
                    }
                    NOT = { num_of_subrealm_castles = 15 }
                }
            }
           
            modifier = {
                factor = 0
                NOT = {
                    FROM = {
                        holding_diff = {
                            first_type = castle
                            first_count_vassals = yes
                            second_type = none
                            value = 1.5
                        }
                    }
                }
            }
           
            modifier = {
                factor = 0
                any_demesne_title = {
                    OR = {
                        title = e_mongol_empire
                        title = e_golden_horde
                        title = e_chagatai
                    }
                }
            }
        }
    }
 

Kljunas

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I know there is a file that deals with Persian names that stops Zorastrian characters being born with Arabic names. I am not sure where to find it and I would like to know how I can do something similar for Pagans and Christians. Any help would be appreciated.

In common/religions, religions can have lists of names that are restricted to that religion. For instance Muhammad is in the Muslim list, and isn't in the Zoroastrian list which means Zoroastrians won't be called Muhammad.

I believe the names need to be linked in the culture file (e.g. Muhammad_Muhammad) for it to work.
 
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richvh

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I don't understand the new nomad settlement decisions. For example where in the code is the new title created?

Code:
nomad_adopt_feudalism = {
        filter = sub_realm_owned
        ai_target_filter = sub_realm_owned
        is_high_prio = yes
      
        from_potential = {
            is_nomadic = yes
            has_dlc = "Horse Lords"
          
            OR = {
                ai = yes
                AND = {
                    OR = {
                        has_dlc = "The Sword of Islam"
                        NOT = { religion_group = muslim }
                    }
                    OR = {
                        has_dlc = "The Old Gods"
                        NOR = {
                            religion_group = pagan_group
                            religion_group = zoroastrian_group
                        }
                    }
                    OR = {
                        has_dlc = "Sons of Abraham"
                        NOT = { religion_group = jewish_group }
                    }
                    OR = {
                        has_dlc = "Rajas of India"
                        NOT = { religion_group = indian_group }
                    }
                }
            }
        }
        potential = {
            OR = {
                holding_type = castle
                AND =
                {
                    holding_type = temple
                    holder_scope = {
                        religion_group = muslim
                    }
                }
            }
            holder_scope = {
                OR = {
                    character = FROM
                    AND = {
                        any_liege = {
                            character = FROM
                        }
                        NOR = {
                            is_nomadic = yes
                            any_liege = {
                                NOT = { character = FROM }
                                is_nomadic = yes
                            }
                        }
                    }
                }
            }
        }
        allow = {
            OR = {
                is_capital = yes
                capital_scope = {
                    holder_scope = {
                        character = FROM
                    }
                }
            }
            has_siege = no
            FROM = {
                independent = yes
                war = no
            }
        }
        effect = {
            # Change culture and religion of new capital province and possibly more provinces depending on nomad population_and_manpower
            location = {
                if = {
                    limit = {
                        NOT = { culture = FROM }
                    }
                    culture = FROM
                }
                if = {
                    limit = {
                        NOT = { religion = FROM }
                    }
                    religion = FROM
                }
            }
            if = {
                limit = {
                    FROM = {
                        population_and_manpower = 5000
                        any_realm_province = {
                            NOT = { culture = FROM }
                            num_of_settlements = 1
                            ROOT = {
                                location = {
                                    NOT = { province = PREVPREV } # Another province, not the capital
                                }
                            }
                        }
                    }
                }
                custom_tooltip = { text = nomad_settle_conversion_tooltip }
            }
            hidden_tooltip = {
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 5000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 10000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 15000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 20000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 25000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 30000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 35000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 40000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 45000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 50000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 55000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 60000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 65000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 70000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 75000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 80000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 85000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 90000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
                if = {
                    limit = {
                        FROM = {
                            population_and_manpower = 95000
                            any_realm_province = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                        }
                    }
                    FROM = {
                        random_realm_province = {
                            limit = {
                                NOT = { culture = FROM }
                                num_of_settlements = 1
                            }
                            culture = FROM
                            religion = FROM
                        }
                    }
                }
            }

            # Change name of Avaria to Hungary if relevant.
            if = {
                limit = {
                    FROM = {
                        culture = hungarian
                    }
                    location = {
                        kingdom = { title = k_hungary }
                    }
                    k_hungary = {
                        has_holder = no
                    }
                }
                set_global_flag = avar_khaganate_renamed
                k_hungary = {
                    reset_coa = THIS
                    set_name=""
                    adjective=""
                    grant_title = FROM
                }
            }
            # Spawn event troops based on amount of empty holdings abandoned.
            custom_tooltip = {
                text = NOMAD_CONVERSION_TROOP_SPAWN
                hidden_tooltip = {
                    location = {
                        FROM = {
                            any_realm_province = {
                                limit = {
                                    NOT = {
                                        any_province_holding = {
                                            NOT = { holding_type = nomad }
                                        }
                                    }
                                }
                                FROM = {
                                    spawn_unit = {
                                        province = PREVPREVPREV
                                        owner = THIS
                                        troops = {
                                            light_cavalry = { 140 140 }
                                            horse_archers = { 60 60 }
                                        }
                                        attrition = 1
                                        merge = yes
                                    }
                                }
                            }
                        }
                    }
                }
            }
          
            if = {
                limit = { NOT = { holder = FROM } }
                usurp_title = FROM
            }
          
            if = {
                limit = { is_capital = no }
                make_capital_holding = yes
            }
      
            FROM = {
                capital = PREV
              
                primary_title = {
                    FROM = {
                        custom_tooltip = {
                            text = TT_KHAN_INDEPENDENCE
                        }
                        most_prestigious_clan_vassal = {
                            custom_tooltip = {
                                text = TT_NEW_KHAN
                            }
                        }
                    }
                }
          
                if = {
                    limit = {
                        NOT = { religion_group = muslim }
                    }
                  
                    if = {
                        limit = {
                            ai = no
                        }
                        chronicle = {
                            entry = CHRONICLE_NOMAD_ADOPTED_FEUDALISM
                            picture = GFX_evt_castle_construction
                        }
                    }
                    set_government_type = feudal_government
                }
                if = {
                    limit = {
                        religion_group = muslim
                    }
                  
                    if = {
                        limit = {
                            ai = no
                        }
                        chronicle = {
                            entry = CHRONICLE_NOMAD_ADOPTED_IQTA
                            picture = GFX_evt_castle_construction
                        }
                    }
                    set_government_type = muslim_government
                }
              
                if = {
                    limit = {
                        higher_tier_than = king
                    }
                    primary_title = {
                        add_law = feudal_administration
                    }
                }
              
                if = {
                    limit = {
                        higher_tier_than = count
                    }
                    primary_title = {
                        add_law = centralization_0
                    }
                }
              
                any_playable_ruler = {
                    limit = {
                        NOT = { character = FROM }
                        ai = no
                    }
                    narrative_event = { id = HL.1 }
                }
            }
        }
      
        revoke_allowed = {
            always = no
        }
      
        ai_will_do = {
            factor = 1 # On average ca 1 year before taken
          
            modifier = {
                factor = 0
                FROM = {
                    trait = content
                    NOT = { num_of_subrealm_castles = 10 }
                }
            }
          
            modifier = {
                factor = 0
                FROM = {
                    trait = ambitious
                    NOT = { num_of_subrealm_castles = 20 }
                }
            }
          
            modifier = {
                factor = 0
                FROM = {
                    NOR = {
                        trait = content
                        trait = ambitious
                    }
                    NOT = { num_of_subrealm_castles = 15 }
                }
            }
          
            modifier = {
                factor = 0
                NOT = {
                    FROM = {
                        holding_diff = {
                            first_type = castle
                            first_count_vassals = yes
                            second_type = none
                            value = 1.5
                        }
                    }
                }
            }
          
            modifier = {
                factor = 0
                any_demesne_title = {
                    OR = {
                        title = e_mongol_empire
                        title = e_golden_horde
                        title = e_chagatai
                    }
                }
            }
        }
    }
There is no new title created. It's a settlement decision, which means you right click on an existing settlement to take it.