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richvh

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I imagine it's implemented somewhere in EMF, as that's what @zijistark primarily works on.
 

crowdemon

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A few questions about this line of code.

1) Does 0.5 translate to 50 religion authority?
2) Why is it 0.5 instead of 10 or 30?
3) Is there something else I should about this before changing it?

REFORM_RELIGION_MIN_AUTHORITY = 0.5, -- Moral authority required to reform a pagan faith
 

richvh

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In the game files, religion authority ranges from 0 to 1.0, but in-game is displayed as 0-100.
 

crowdemon

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In the game files, religion authority ranges from 0 to 1.0, but in-game is displayed as 0-100.

If I want to do 45 religion authority, the line would be this REFORM_RELIGION_MIN_AUTHORITY = 0.45, -- Moral authority required to reform a pagan faith
 

crowdemon

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I've tried to get my mod to work, but I'm having trouble with it. Basically, I am changing the pagan faith to allow more consorts (30) and inter family marriages for fun.

Adding the following code to all pagan faiths:

max_consorts = 30
divine_blood = yes
bs_marriage = yes
pc_marriage = yes
psc_marriage = yes
cousin_marriage = yes
 

VAHLGOUL

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Could someone please help me. I've created a new culture which has 16 hair styles, but when I'm in game and using the DLC Customization Barber it will not display all styles. I have removed all the hair modifiers from the portrait_properties.txt file and set factors to = 1, yet know luck. I'm sure there is something simple I have missed. Any insight would be much appreciated?

I should mention that I have increased the frames needed in the sprites.gfx, so that is not the issue.

Thanks
 

VerseD

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Trying to mod in a new government type into feudal_governments.txt to represent the Byzantine/Roman Empire's imperial administration, which wasn't really feudal, but I'm having trouble setting the scope. I've tried to tie it to the e_byzantium title as the easiest option.

Never mind, I figured it out. Just takes a while for the government type to swap over.
 

SaphireSeas

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Never mind, I figured it out. Just takes a while for the government type to swap over.
If you want it Instantaneous, forbidding feudal for the Lords of Byzantium might also work, but that might not be what you want.
 

richvh

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One of the .gfx files in interface/
 

jursamaj

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In the options part of a triggered event, how can I target a character which triggered the event with an any_ condition?
If you mean that one character has an event, and that event sends an event to another character, then in the 2nd event, the 1st person is referred to as FROM. You can use FROM as a scope, and you can also use it in many effects.
 

SaphireSeas

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Is it possible to mod the game so that you can revoke all of a traitor's titles?
I believe so. You could grant claims on all titles on a failed rebellion or similar. I'm not sure the Opinion modifier can be modded to allow you to revoke more than once though.

My new problem:
Trying to avoid writing out several thousand unessesary characters, but still allow players to select that area to play.
In history/characters
Everything works except the Father line. And without that working, the dynastic tree interface is broken.
Code:
7001 = {
   name="Line"
   dynasty=97
   religion=greatlander
   culture=win_greatlander
   9900.1.1 = { birth=yes }
   9950.1.1 = {
           effect = {
                     create_character = {
                             dynasty = 97
                             culture = win_greatlander
                             religion=greatlander
                             set_father = 7001
                     }
                    abdicate = yes
                    death = yes
           }
   }
   20050.1.2 = { death=yes }
}
 

The Blind King

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If you mean that one character has an event, and that event sends an event to another character, then in the 2nd event, the 1st person is referred to as FROM. You can use FROM as a scope, and you can also use it in many effects.
It had to be done with custom event targets. Was already answered in another discussion. Thanks, anyway. :)
 

richvh

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I believe so. You could grant claims on all titles on a failed rebellion or similar. I'm not sure the Opinion modifier can be modded to allow you to revoke more than once though.

My new problem:
Trying to avoid writing out several thousand unessesary characters, but still allow players to select that area to play.
In history/characters
Everything works except the Father line. And without that working, the dynastic tree interface is broken.
Code:
7001 = {
   name="Line"
   dynasty=97
   religion=greatlander
   culture=win_greatlander
   9900.1.1 = { birth=yes }
   9950.1.1 = {
           effect = {
                     create_character = {
                             dynasty = 97
                             culture = win_greatlander
                             religion=greatlander
                             set_father = 7001
                     }
                    abdicate = yes
                    death = yes
           }
   }
   20050.1.2 = { death=yes }
}
Try create_character = { ... } new_character = { set_father = 7001 }
 

SaphireSeas

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Code:
7001 = {
    name="Line"
    dynasty=97
    religion=greatlander
    culture=win_greatlander
    9900.1.1 = { birth=yes }
    9950.1.1 = {
    effect = {
        create_character = {
            dynasty = 97
            religion=greatlander
            culture=win_greatlander
        }
        new_character = {
            set_father = 7001
        }
        abdicate = yes
        death=yes
        }
    }
    20050.1.2 = { death=yes }
}
Does not work, unfortunately.
 

Romulien

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Code:
7001 = {
    name="Line"
    dynasty=97
    religion=greatlander
    culture=win_greatlander
    9900.1.1 = { birth=yes }
    9950.1.1 = {
    effect = {
        create_character = {
            dynasty = 97
            religion=greatlander
            culture=win_greatlander
        }
        new_character = {
            set_father = 7001
        }
        abdicate = yes
        death=yes
        }
    }
    20050.1.2 = { death=yes }
}
Does not work, unfortunately.

In events create_character = { father = ROOT } is used.
 

SaphireSeas

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Got It.
Wanted:

set_father = ROOT

Thanks to you both