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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
Bump

Any help would be appreciated.
 

Keizer Harm

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Does anyone know of a guide or collection of guides that could help a complete CK2 modding noob create a bookmark?
There's no specific guide for that, if I were you I'd look into one of the bookmark files, and see what they contain, and what you can figure out intuitively.
 

SnowHawkKiller

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There's no specific guide for that, if I were you I'd look into one of the bookmark files, and see what they contain, and what you can figure out intuitively.
Thanks for the info, I found the history files, character files, bookmarks, etc. how would you create an actual bookmark? Could anyone give a quick run down?
 
Last edited:

jursamaj

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Can you use traits and character flags to determine what 'Hair' someone gets in the portrait_properties.txt?
The hair color is genetic, but the hairstyle is controlled by property #1. In interface/portrait_properties.txt, scroll down to the line that starts with "# p1 hair". Within that block, you'll see blocks labeled 0 thru 15, each with different modifiers based on sex, culture, age, title tier, etc., including traits & job titles. No reason it shouldn't work for flags too.
 

richvh

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There's reincarnation, but I don't think that's what you're looking for.
 

omega20056

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There's reincarnation, but I don't think that's what you're looking for.
If I set a title to have agnatic succession and define one male name, an identical character (Apart from character code, of course) would be instantly spawned when the previous character dies? The character in question is going to be driving events instead of the Popes, because I need them for something else.
 

richvh

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Why not use the holder of e_rebels or e_pirates?

Agnatic succession doesn't work like that. If no heir of the body exists, some vassal or courtier will take the title on death. I'm not at all sure how reincarnation works.
 

omega20056

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Why not use the holder of e_rebels or e_pirates?

Agnatic succession doesn't work like that. If no heir of the body exists, some vassal or courtier will take the title on death. I'm not at all sure how reincarnation works.
How do religious head titles auto-generate characters? Could I apply Christian bishopric succession to the title instead?
 

richvh

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What title are you talking about? You're waving around vague ideas, and you haven't even explained why the Pope would be unsuitable.

Basically, for the events the Pope now handles, you want a title that always has a holder, and that the player can't play (so isn't spammed with those events.) If for some reason you'd have the Pope title not being held, or you somehow make the Pope playable, e_rebels can take up the slack. If there is some other reason the Pope isn't appropriate in your mod, then explain why, and maybe we can suggest another workaround.
 

omega20056

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What title are you talking about? You're waving around vague ideas, and you haven't even explained why the Pope would be unsuitable.

Basically, for the events the Pope now handles, you want a title that always has a holder, and that the player can't play (so isn't spammed with those events.) If for some reason you'd have the Pope title not being held, or you somehow make the Pope playable, e_rebels can take up the slack. If there is some other reason the Pope isn't appropriate in your mod, then explain why, and maybe we can suggest another workaround.
The Pope's title doesn't exist at various stages in my mod because Orthodoxy and Catholicism are merged together into Nicene/Chalcedonian until 1054. I wanted another title to drive events, so I made an immortal Jesus character and gave him the title k_christ. I want to make sure he's always around the drive events, either by reviving him via event in the off chance he dies or spawning a new Jesus to hold the title.
 

blackninja9939

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The Pope's title doesn't exist at various stages in my mod because Orthodoxy and Catholicism are merged together into Nicene/Chalcedonian until 1054. I wanted another title to drive events, so I made an immortal Jesus character and gave him the title k_christ. I want to make sure he's always around the drive events, either by reviving him via event in the off chance he dies or spawning a new Jesus to hold the title.
You could just do what HIP has done with there immortal god character Isis in which they have done simlar to what you have done but given Isis a trait which prevents marriage, inheritance etc and also makes her immortal. The trait blocks her from receiving any trait changing events and trigger a maintenance event on the yearly pulse to correct her religion, culture, spare titles, claims, relationships, traits etc etc etc so she cannot do anything but sit there and be the new version of the pope for events
 
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VAHLGOUL

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The hair color is genetic, but the hairstyle is controlled by property #1. In interface/portrait_properties.txt, scroll down to the line that starts with "# p1 hair". Within that block, you'll see blocks labeled 0 thru 15, each with different modifiers based on sex, culture, age, title tier, etc., including traits & job titles. No reason it shouldn't work for flags too.

See I thought that but I can't seem to get it to work. I was creating a barber shop for a specific culture. Here is what I have:

* First the decisions code -
Code:
decisions = {

    wizard_barber = {
        is_high_prio = yes
        potential = {
            graphical_culture = wizardgfx
        }
        allow = {
            age = 16
            prisoner = no
            NOT = { has_character_flag = wizard_barber }
        }
        effect = {
            set_character_flag = wizard_barber
            character_event = { id = diagon.0 }
        }
        ai_will_do = {
            factor = 0
        }
    }
}

* Next the event -
Code:
namespace = diagon

### Wizard Barber ###
character_event = {
    id = diagon.0
    desc = "EVTDESCdiagon.0"
    picture = GFX_evt_diagon_alley

    is_triggered_only = yes

    option = {
        name = "EVTOPTAdiagon.0" #Choose hair 1
        trigger = {
            NOT = { has_character_flag = has_hair_1 }
        }
        set_character_flag = has_hair_1
        clr_character_flag = wizard_barber
        clr_character_flag = has_hair_2
        clr_character_flag = has_hair_3
        clr_character_flag = has_hair_4
        clr_character_flag = has_hair_5
        clr_character_flag = has_hair_6
        clr_character_flag = has_hair_7
        clr_character_flag = has_hair_8
        clr_character_flag = has_hair_9
        clr_character_flag = has_hair_10
        clr_character_flag = has_hair_11
        clr_character_flag = has_hair_12
        clr_character_flag = has_hair_13
        clr_character_flag = has_hair_14
        clr_character_flag = has_hair_15
        clr_character_flag = has_hair_16
    }
    option = {
        name = "EVTOPTBdiagon.0" #Choose hair 2
        trigger = {
            NOT = { has_character_flag = has_hair_2 }
        }
        set_character_flag = has_hair_2
        clr_character_flag = wizard_barber
        clr_character_flag = has_hair_1
        clr_character_flag = has_hair_3
        clr_character_flag = has_hair_4
        clr_character_flag = has_hair_5
        clr_character_flag = has_hair_6
        clr_character_flag = has_hair_7
        clr_character_flag = has_hair_8
        clr_character_flag = has_hair_9
        clr_character_flag = has_hair_10
        clr_character_flag = has_hair_11
        clr_character_flag = has_hair_12
        clr_character_flag = has_hair_13
        clr_character_flag = has_hair_14
        clr_character_flag = has_hair_15
        clr_character_flag = has_hair_16
    }
    option = {
        name = "EVTOPTCdiagon.0" #Choose hair 3
        trigger = {
            NOT = { has_character_flag = has_hair_3 }
        }
        set_character_flag = has_hair_3
        clr_character_flag = wizard_barber
        clr_character_flag = has_hair_1
        clr_character_flag = has_hair_2
        clr_character_flag = has_hair_4
        clr_character_flag = has_hair_5
        clr_character_flag = has_hair_6
        clr_character_flag = has_hair_7
        clr_character_flag = has_hair_8
        clr_character_flag = has_hair_9
        clr_character_flag = has_hair_10
        clr_character_flag = has_hair_11
        clr_character_flag = has_hair_12
        clr_character_flag = has_hair_13
        clr_character_flag = has_hair_14
        clr_character_flag = has_hair_15
        clr_character_flag = has_hair_16
    }
    option = {
        name = "EVTOPTDdiagon.0" #More
        character_event = { id = diagon.1 }
    }
}

character_event = {
    id = diagon.1
    desc = "EVTDESCdiagon.0"
    picture = GFX_evt_diagon_alley

    is_triggered_only = yes

    option = {
        name = "EVTOPTEdiagon.0" #Choose hair 4
        trigger = {
            NOT = { has_character_flag = has_hair_4 }
        }
        set_character_flag = has_hair_4
        clr_character_flag = wizard_barber
        clr_character_flag = has_hair_1
        clr_character_flag = has_hair_2
        clr_character_flag = has_hair_3
        clr_character_flag = has_hair_5
        clr_character_flag = has_hair_6
        clr_character_flag = has_hair_7
        clr_character_flag = has_hair_8
        clr_character_flag = has_hair_9
        clr_character_flag = has_hair_10
        clr_character_flag = has_hair_11
        clr_character_flag = has_hair_12
        clr_character_flag = has_hair_13
        clr_character_flag = has_hair_14
        clr_character_flag = has_hair_15
        clr_character_flag = has_hair_16
    }
    option = {
        name = "EVTOPTFdiagon.0" #Choose hair 5
        trigger = {
            NOT = { has_character_flag = has_hair_5 }
        }
        set_character_flag = has_hair_5
        clr_character_flag = wizard_barber
        clr_character_flag = has_hair_1
        clr_character_flag = has_hair_2
        clr_character_flag = has_hair_3
        clr_character_flag = has_hair_4
        clr_character_flag = has_hair_6
        clr_character_flag = has_hair_7
        clr_character_flag = has_hair_8
        clr_character_flag = has_hair_9
        clr_character_flag = has_hair_10
        clr_character_flag = has_hair_11
        clr_character_flag = has_hair_12
        clr_character_flag = has_hair_13
        clr_character_flag = has_hair_14
        clr_character_flag = has_hair_15
        clr_character_flag = has_hair_16
    }
    option = {
        name = "EVTOPTGdiagon.0" #Choose hair 6
        trigger = {
            NOT = { has_character_flag = has_hair_6 }
        }
        set_character_flag = has_hair_6
        clr_character_flag = wizard_barber
        clr_character_flag = has_hair_1
        clr_character_flag = has_hair_2
        clr_character_flag = has_hair_3
        clr_character_flag = has_hair_4
        clr_character_flag = has_hair_5
        clr_character_flag = has_hair_7
        clr_character_flag = has_hair_8
        clr_character_flag = has_hair_9
        clr_character_flag = has_hair_10
        clr_character_flag = has_hair_11
        clr_character_flag = has_hair_12
        clr_character_flag = has_hair_13
        clr_character_flag = has_hair_14
        clr_character_flag = has_hair_15
        clr_character_flag = has_hair_16
    }
    option = {
        name = "EVTOPTHdiagon.0" #More
        character_event = { id = diagon.2 }
    }
}

character_event = {
    id = diagon.2
    desc = "EVTDESCdiagon.0"
    picture = GFX_evt_diagon_alley

    is_triggered_only = yes

    option = {
        name = "EVTOPTIdiagon.0" #Choose hair 7
        trigger = {
            NOT = { has_character_flag = has_hair_7 }
        }
        set_character_flag = has_hair_7
        clr_character_flag = wizard_barber
        clr_character_flag = has_hair_1
        clr_character_flag = has_hair_2
        clr_character_flag = has_hair_3
        clr_character_flag = has_hair_4
        clr_character_flag = has_hair_5
        clr_character_flag = has_hair_6
        clr_character_flag = has_hair_8
        clr_character_flag = has_hair_9
        clr_character_flag = has_hair_10
        clr_character_flag = has_hair_11
        clr_character_flag = has_hair_12
        clr_character_flag = has_hair_13
        clr_character_flag = has_hair_14
        clr_character_flag = has_hair_15
        clr_character_flag = has_hair_16
    }
    option = {
        name = "EVTOPTJdiagon.0" #Choose hair 8
        trigger = {
            NOT = { has_character_flag = has_hair_8 }
        }
        set_character_flag = has_hair_8
        clr_character_flag = wizard_barber
        clr_character_flag = has_hair_1
        clr_character_flag = has_hair_2
        clr_character_flag = has_hair_3
        clr_character_flag = has_hair_4
        clr_character_flag = has_hair_5
        clr_character_flag = has_hair_6
        clr_character_flag = has_hair_7
        clr_character_flag = has_hair_9
        clr_character_flag = has_hair_10
        clr_character_flag = has_hair_11
        clr_character_flag = has_hair_12
        clr_character_flag = has_hair_13
        clr_character_flag = has_hair_14
        clr_character_flag = has_hair_15
        clr_character_flag = has_hair_16
    }
    option = {
        name = "EVTOPTKdiagon.0" #Choose hair 9
        trigger = {
            NOT = { has_character_flag = has_hair_9 }
        }
        set_character_flag = has_hair_9
        clr_character_flag = wizard_barber
        clr_character_flag = has_hair_1
        clr_character_flag = has_hair_2
        clr_character_flag = has_hair_3
        clr_character_flag = has_hair_4
        clr_character_flag = has_hair_5
        clr_character_flag = has_hair_6
        clr_character_flag = has_hair_7
        clr_character_flag = has_hair_8
        clr_character_flag = has_hair_10
        clr_character_flag = has_hair_11
        clr_character_flag = has_hair_12
        clr_character_flag = has_hair_13
        clr_character_flag = has_hair_14
        clr_character_flag = has_hair_15
        clr_character_flag = has_hair_16
    }
    option = {
        name = "EVTOPTLdiagon.0" #More
        character_event = { id = diagon.3 }
    }
}

character_event = {
    id = diagon.3
    desc = "EVTDESCdiagon.0"
    picture = GFX_evt_diagon_alley

    is_triggered_only = yes

    option = {
        name = "EVTOPTMdiagon.0" #Choose hair 10
        trigger = {
            NOT = { has_character_flag = has_hair_10 }
        }
        set_character_flag = has_hair_10
        clr_character_flag = wizard_barber
        clr_character_flag = has_hair_1
        clr_character_flag = has_hair_2
        clr_character_flag = has_hair_3
        clr_character_flag = has_hair_4
        clr_character_flag = has_hair_5
        clr_character_flag = has_hair_6
        clr_character_flag = has_hair_7
        clr_character_flag = has_hair_8
        clr_character_flag = has_hair_9
        clr_character_flag = has_hair_11
        clr_character_flag = has_hair_12
        clr_character_flag = has_hair_13
        clr_character_flag = has_hair_14
        clr_character_flag = has_hair_15
        clr_character_flag = has_hair_16
    }
    option = {
        name = "EVTOPTNdiagon.0" #Choose hair 11
        trigger = {
            NOT = { has_character_flag = has_hair_11 }
        }
        set_character_flag = has_hair_11
        clr_character_flag = wizard_barber
        clr_character_flag = has_hair_1
        clr_character_flag = has_hair_2
        clr_character_flag = has_hair_3
        clr_character_flag = has_hair_4
        clr_character_flag = has_hair_5
        clr_character_flag = has_hair_6
        clr_character_flag = has_hair_7
        clr_character_flag = has_hair_8
        clr_character_flag = has_hair_9
        clr_character_flag = has_hair_10
        clr_character_flag = has_hair_12
        clr_character_flag = has_hair_13
        clr_character_flag = has_hair_14
        clr_character_flag = has_hair_15
        clr_character_flag = has_hair_16
    }
    option = {
        name = "EVTOPTOdiagon.0" #Choose hair 12
        trigger = {
            NOT = { has_character_flag = has_hair_12 }
        }
        set_character_flag = has_hair_12
        clr_character_flag = wizard_barber
        clr_character_flag = has_hair_1
        clr_character_flag = has_hair_2
        clr_character_flag = has_hair_3
        clr_character_flag = has_hair_4
        clr_character_flag = has_hair_5
        clr_character_flag = has_hair_6
        clr_character_flag = has_hair_7
        clr_character_flag = has_hair_8
        clr_character_flag = has_hair_9
        clr_character_flag = has_hair_10
        clr_character_flag = has_hair_11
        clr_character_flag = has_hair_13
        clr_character_flag = has_hair_14
        clr_character_flag = has_hair_15
        clr_character_flag = has_hair_16
    }
    option = {
        name = "EVTOPTPdiagon.0" #More
        character_event = { id = diagon.4 }
    }
}

character_event = {
    id = diagon.4
    desc = "EVTDESCdiagon.0"
    picture = GFX_evt_diagon_alley

    is_triggered_only = yes

    option = {
        name = "EVTOPTQdiagon.0" #Choose hair 13
        trigger = {
            NOT = { has_character_flag = has_hair_13 }
        }
        set_character_flag = has_hair_13
        clr_character_flag = wizard_barber
        clr_character_flag = has_hair_1
        clr_character_flag = has_hair_2
        clr_character_flag = has_hair_3
        clr_character_flag = has_hair_4
        clr_character_flag = has_hair_5
        clr_character_flag = has_hair_6
        clr_character_flag = has_hair_7
        clr_character_flag = has_hair_8
        clr_character_flag = has_hair_9
        clr_character_flag = has_hair_10
        clr_character_flag = has_hair_11
        clr_character_flag = has_hair_12
        clr_character_flag = has_hair_14
        clr_character_flag = has_hair_15
        clr_character_flag = has_hair_16
    }
    option = {
        name = "EVTOPTRdiagon.0" #Choose hair 14
        trigger = {
            NOT = { has_character_flag = has_hair_14 }
        }
        set_character_flag = has_hair_14
        clr_character_flag = wizard_barber
        clr_character_flag = has_hair_1
        clr_character_flag = has_hair_2
        clr_character_flag = has_hair_3
        clr_character_flag = has_hair_4
        clr_character_flag = has_hair_5
        clr_character_flag = has_hair_6
        clr_character_flag = has_hair_7
        clr_character_flag = has_hair_8
        clr_character_flag = has_hair_9
        clr_character_flag = has_hair_10
        clr_character_flag = has_hair_11
        clr_character_flag = has_hair_12
        clr_character_flag = has_hair_13
        clr_character_flag = has_hair_15
        clr_character_flag = has_hair_16
    }
    option = {
        name = "EVTOPTSdiagon.0" #Choose hair 15
        trigger = {
            NOT = { has_character_flag = has_hair_15 }
        }
        set_character_flag = has_hair_15
        clr_character_flag = wizard_barber
        clr_character_flag = has_hair_1
        clr_character_flag = has_hair_2
        clr_character_flag = has_hair_3
        clr_character_flag = has_hair_4
        clr_character_flag = has_hair_5
        clr_character_flag = has_hair_6
        clr_character_flag = has_hair_7
        clr_character_flag = has_hair_8
        clr_character_flag = has_hair_9
        clr_character_flag = has_hair_10
        clr_character_flag = has_hair_11
        clr_character_flag = has_hair_12
        clr_character_flag = has_hair_13
        clr_character_flag = has_hair_14
        clr_character_flag = has_hair_16
    }
    option = {
        name = "EVTOPTTdiagon.0" #More
        character_event = { id = diagon.5 }
    }
}

character_event = {
    id = diagon.5
    desc = "EVTDESCdiagon.0"
    picture = GFX_evt_diagon_alley

    is_triggered_only = yes

    option = {
        name = "EVTOPTUdiagon.0" #Choose hair 16
        trigger = {
            NOT = { has_character_flag = has_hair_16 }
        }
        set_character_flag = has_hair_16
        clr_character_flag = wizard_barber
        clr_character_flag = has_hair_1
        clr_character_flag = has_hair_2
        clr_character_flag = has_hair_3
        clr_character_flag = has_hair_4
        clr_character_flag = has_hair_5
        clr_character_flag = has_hair_6
        clr_character_flag = has_hair_7
        clr_character_flag = has_hair_8
        clr_character_flag = has_hair_9
        clr_character_flag = has_hair_10
        clr_character_flag = has_hair_11
        clr_character_flag = has_hair_12
        clr_character_flag = has_hair_13
        clr_character_flag = has_hair_14
        clr_character_flag = has_hair_15
    }
    option = {
        name = "EVTOPTVdiagon.0" #Leave Shop
        clr_character_flag = wizard_barber
    }
}

* Last the portrait_properties.txt -
Code:
# p1 hair  --- WARNING! Property 1 MUST be Hair, otherwise the hair hiding helmets wont work ---
1 = {
    0 = { # Completely bald
        factor = 1
        modifier = {
            factor = 0
            NOT = { has_character_flag = has_hair_1 }
        }
        modifier = {
            factor = 0.1
            is_female = no
            NOT = {
                age = 50
            }
        }
        modifier = {
            factor = 0.1
            is_female = yes
        }
    }

    1 = { # Black Adder
        factor = 1
        modifier = {
            factor = 0
            NOT = { has_character_flag = has_hair_2 }
        }
    }
   
    2 = { # Page
        factor = 1
        modifier = {
            factor = 0
            NOT = { has_character_flag = has_hair_3 }
        }
    }

    3 = { # Synth
        factor = 1
        modifier = {
            factor = 0
            NOT = { has_character_flag = has_hair_4 }
        }
    }

    4 = { # Long Straight
        factor = 1
        modifier = {
            factor = 0
            NOT = { has_character_flag = has_hair_5 }
        }
    }

    5 = { # Long Curly
        factor = 1
        modifier = {
            factor = 0
            NOT = { has_character_flag = has_hair_6 }
        }
    }

    6 = {  # Tonsure
        factor = 1
        modifier = {
            factor = 0
            NOT = { has_character_flag = has_hair_7 }
        }
        modifier = {
            factor = 0
            is_female = no
            is_ruler = yes
        }
        modifier = {
            factor = 0
            is_female = no
            NOT = { religion_group = christian }
        }
        modifier = {
            factor = 0
            is_female = no
            NOT = { trait = detached_priest }
            NOT = { trait = martial_cleric }
            NOT = { trait = scholarly_theologian }
            NOT = { trait = mastermind_theologian }
            NOT = { has_job_title = job_spiritual }
        }

        modifier = {
            factor = 50
            is_female = no
        }
    }
   
    7 = {  # Short
        factor = 1
        modifier = {
            factor = 0
            NOT = { has_character_flag = has_hair_8 }
        }
    }
   
    8 = { # Short Curly
        factor = 1
        modifier = {
            factor = 0
            NOT = { has_character_flag = has_hair_9 }
        }
    }
   
    9 = {  # Short Uncouth
        factor = 1
        modifier = {
            factor = 0
            NOT = { has_character_flag = has_hair_10 }
        }
        modifier = {
            factor = 5
            religion_group = pagan_group
        }
    }
   
    10 = {  # Long Uncouth
        factor = 1
        modifier = {
            factor = 0
            NOT = { has_character_flag = has_hair_11 }
        }
        modifier = {
            factor = 5
            religion_group = pagan_group
        }
    }
   
    11 = { # Balding
        factor = 1
        modifier = {
            factor = 0
            NOT = { has_character_flag = has_hair_12 }
        }
        modifier = {
            factor = 0.1
            is_female = no
            NOT = {
                age = 50
            }
        }
    }
   
    12 = { # Marine
        factor = 1
        modifier = {
            factor = 0
            NOT = { has_character_flag = has_hair_13 }
        }
    }
   
    13 = { # Mohawk
        factor = 1
    }
    modifier = {
            factor = 0
            NOT = { has_character_flag = has_hair_14 }
        }
   
    14 = { # Mohawk
        factor = 1
        modifier = {
            factor = 0
            NOT = { has_character_flag = has_hair_15 }
        }
    }
   
    15 = { # Mohawk
        factor = 1
        modifier = {
            factor = 0
            NOT = { has_character_flag = has_hair_16 }
        }
    }
}

If anyone could help I'd be very grateful.

Thanks
 

omega20056

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You could just do what HIP has done with there immortal god character Isis in which they have done simlar to what you have done but given Isis a trait which prevents marriage, inheritance etc and also makes her immortal. The trait blocks her from receiving any trait changing events and trigger a maintenance event on the yearly pulse to correct her religion, culture, spare titles, claims, relationships, traits etc etc etc so she cannot do anything but sit there and be the new version of the pope for events
Good idea.
 

starwarsfan541

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so I am making some more navigible rivers below

8D306440A1271C2CAD0ADC04E65C7BF0F0F2984C


My question is I cant put the boats inside the rivers, what files do I need to change? I already defined the river in default

Code:
major_rivers =
{
    # India
    1307 1308 1309 1310 # Indus
    1311 1312 1313 1314 1315 # Ganges
    1316 1317 # Brahmaputra
    # Europe
    1043 1044 1045 #Rhine
    1046 1047 1048 1049 1050 #Elbe
    1107 1108 #Garonne
    1039 1040 #Loire
    1041 1042 #Seine
    1051 1052 1053 1054 1055 #Vistula
    1080 1081 1082 #Dwina
    1083 #Neva
    1084 #Svir
    1085 1086 1087 #Volkhov/Lake Ilmen/Lovat
    1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1105 1106 #Volga
    1102 1103 1104 #Oka
    1088 1089 1090 1091 #Don
    1070 1071 1072 1076 1077 1078 #Dnieper
    1079 #Pripyat
    1073 1074 1075 #Desna
    1056 1057 #Dniester
    1058 1059 1060 1061 1063 1065 1066 1067 1068 1069 #Danube
    958 #Ladoga
    997 #Onega
    944 #Aral Sea
    #Karun River
    1943 1944 1945 1946 1947 1948

    #Tigris
    1949 1950 1951 1952 1953 1954 1955 1956 1957 1958
}
 

richvh

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positions.txt controls the unit positions not just for land provinces, but also water provinces.
 

starwarsfan541

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positions.txt controls the unit positions not just for land provinces, but also water provinces.
So that would control if ships can and cant go into rivers? My positions file is blanked out atm, and I can put ships into vanilla rivers just fine
 

kendoka

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Why does this not work?

Code:
give_minor_title = title_commander

I'm trying to create a character and have that character lead some event spawned troops. The mod used to work before horse lords but with the new (and pointless) commander title it no longer does. I tried granting the character the title but that doesn't work.

Any ideas?