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RedRooster81

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I've not been a modder for long but I sometimes hear of the "requesting thread". I've been searching it in this jungle of thread, 2 hours at the very least.

Does it exist ? Do we have a way to ask developpers for hardcoded things ?

A couple of ideas, Tom. I made a mod request thread a while ago, hoping that people could post ideas: http://forum.paradoxplaza.com/forum...-Request-Thread-Minimal-Discussion&highlight=

And then Doomdark made a thread to discuss changes in 1.06, where he got input from modders. Nice thing that I wish happened more often.

Hope that helps.
 

tompalmer

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A couple of ideas, Tom. I made a mod request thread a while ago, hoping that people could post ideas: http://forum.paradoxplaza.com/forum...-Request-Thread-Minimal-Discussion&highlight=

And then Doomdark made a thread to discuss changes in 1.06, where he got input from modders. Nice thing that I wish happened more often.

Hope that helps.

It seems to be a thread where community ask modders.
I'd like a thread where modders ask paradox ;) If you feel like creating this
 

Thrake

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I would try a really big number and see what happens.

I tried with cost of 9999 for castles, and 10 for cities, but still no change. I guess I will just do it manually in the building list, though it's likelier to have a few miscalculation or typo here and there.
 

RedRooster81

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I tried with cost of 9999 for castles, and 10 for cities, but still no change. I guess I will just do it manually in the building list, though it's likelier to have a few miscalculation or typo here and there.

With all the bugs inadvertently introduced over the last few patches, I would say there's a fair chance that static_modifiers is bugged, too. :eek:
 

unmerged(508375)

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The file you want is <main CK2 folder>\events\job_chancellor.txt

The successful fabricated claims event is down at event 913. This is the bit you want to change to make it faster. The months = 360 talks about the average time, the modifier = {}... bits are saying that if the chancellor has good diplomacy you should lower that and rasie it if its bad. The two tricks are that each modifier gets used multiplicativly, so 12 diplomacy results in a modifer of (0.75)^3, and that diplomacy = 12 means 12 or higher.

Code:
mean_time_to_happen = {
	months = 360
		modifier = {
			factor = 1.25
		NOT = { diplomacy = 2 }
	}
	...

so if i done this
Code:
mean_time_to_happen = {
	months = 24
would that mean i could get a claim within 2 years and does that go for the AI also?, sounds fun
 

Fawr

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so if i done this
Code:
mean_time_to_happen = {
	months = 24
would that mean i could get a claim within 2 years and does that go for the AI also?, sounds fun

The game will occasionally check if the chancellor creates a claim. If it checks every month then the event will have a 1/24 ~ 4% chance of happening each time. Resulting in a mean time to happen of 24 months. Of course thats assuming none of the "modifiers" to that mean time to happen occur.

So it could happen in a few weeks (unlikely) or it could take a generation (also very unlikely), but the average would be 2 years.
 

Thrake

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When altering costs related to some decisions (increase, say, piety cost for imprisonning, or, even, alter prestige/piety/MA effects of the several outcomes of a war), will AI be automaticaly aware of it? Will it also takes in account new effects (just as a prestige cost for imprisonning)? Or does it needs some more modding so that it weights accordingly the changes? I have noticed a weight for AI likelihood to accept a victory or a deafeat, though I don't understand much how these works (only the -1 is obvious to me).
 

Meneth

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When altering costs related to some decisions (increase, say, piety cost for imprisonning, or, even, alter prestige/piety/MA effects of the several outcomes of a war), will AI be automaticaly aware of it? Will it also takes in account new effects (just as a prestige cost for imprisonning)? Or does it needs some more modding so that it weights accordingly the changes? I have noticed a weight for AI likelihood to accept a victory or a deafeat, though I don't understand much how these works (only the -1 is obvious to me).
For decisions, you'll have to mod the weights to make the AI use them properly. If it has a weigh that isn't 0, and the AI is eligible to take the decision, it will always take the decision.
 

Spartanlemur

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Question:

I've got a new map and completed the definition.csv file, and have created a "province names" localisation file. My problem is that all my provinces (the only things in my new override) only display one of the words from the name, leaving me with many areas named simply "sea" or "northern" etc. I currently have each cell with one word and an "x" in the following cell. What am I doing wrong? I haven't translated yet, and so only have "word,word,word,x" for example, with "," standing for a cell change.

Edit: Problem solved - semicolons :p
 
Last edited:

Fawr

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in cb_types, has anyone tried to use "check_de_jure_tier = COUNT"?

I've copied the religious war and changed that line from DUKE to COUNT (and also the names). My new war's name comes up, but I'm still selecting duchies rather than counties.

Any advice?
 

Asran

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How do the opinion modifiers that are not explicitly applied by events, like "Too many held duchies" and "Desires X", work?

I'd like to add new negative opinion modifiers to destabilise blobs, like "Not my de jure liege" or "Liege is decadent", but I haven't manage to figure out if there is a proper way to do this. I could of course just make events that give these modifiers, but I think things like "Too many held duchies" appear also on the player characters without any visible events triggering? Or is there a way to make events happen without notification to the player?
 

Fawr

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How do the opinion modifiers that are not explicitly applied by events, like "Too many held duchies" and "Desires X", work?

I'd like to add new negative opinion modifiers to destabilise blobs, like "Not my de jure liege" or "Liege is decadent", but I haven't manage to figure out if there is a proper way to do this. I could of course just make events that give these modifiers, but I think things like "Too many held duchies" appear also on the player characters without any visible events triggering? Or is there a way to make events happen without notification to the player?

Those ones which aren't applied via events, traits or character modifiers are hard-coded.

Obviously you can change the numbers behind the existing reasons, but I don't think thats what you were looking for. If you wanted to add a new reason, have you considered using a triggered_modifier? The only triggered modifier in the game so far is the bankrupt one for when you have -ve cash, but you could create a new one which gave -ve vassal_opinion. Just keep an eye out for performance implications.
 

Asran

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Those ones which aren't applied via events, traits or character modifiers are hard-coded.

Obviously you can change the numbers behind the existing reasons, but I don't think thats what you were looking for. If you wanted to add a new reason, have you considered using a triggered_modifier? The only triggered modifier in the game so far is the bankrupt one for when you have -ve cash, but you could create a new one which gave -ve vassal_opinion. Just keep an eye out for performance implications.

Right, triggered modifiers seem to do about exactly what I want. Thanks!

A couple of further questions:

1. What's the difference between 'potential' and 'trigger' for triggered_modifiers?

2. Can I make a triggered modifier 'invisible', so that it won't show up in the list on the character sheet? The idea here is that if I just want to use it to apply some opinion modifiers, those modifiers will anyway be visible in the opinion tooltip. (I suppose the answer is 'no', and it doesn't really matter that much, but I'll ask anyway.)
 

robonidas

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Never got an answer so trying again....

Does anyone here now how to mod the conditions for an invasion request? What file would those be in? I've tried a whole bunch, including cb_types, but I didn't recognize anything that looked like the conditions displayed in the actual game. Halp plz?
 

Thrake

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I don't think it is what you exactly want, but the piety part is in defines.

Edit:

in cb_types, has anyone tried to use "check_de_jure_tier = COUNT"?

I've copied the religious war and changed that line from DUKE to COUNT (and also the names). My new war's name comes up, but I'm still selecting duchies rather than counties.

Any advice?

I had the very same idea in mind, and the very same issue. You can do it amost as easily: change "check_de_jure_tier = DUKE" to "check_all_titles = yes"
Then, add:
Code:
	can_use_title = {
		tier = count
		OR = {
			FROM = {
				has_landed_title = PREV
			}
			holder_scope = {
				is_liege_or_above = FROM
				NOT = { same_realm = ROOT }
			}
		}
	}
And you're done.


Now, my question:
First, I'm trying to understand coding as of now. I wanted to restrict holy wars to higher or equivalent tiers only (an emperor could only use it against an emperor, a king against a king or an emperor,... and a count against anybody). So, I picked the part that part, which I believe says something a bit close to what I want (basically, this is taken from a "change the succession law CB", which to my understanding says that you can use it against your own liege)
Code:
	is_valid_title = {
		NOT = {
			has_law = succ_feudal_elective
		}
		OR = {
			tier = emperor
			is_primary_holder_title = yes
			AND = {
				is_primary_holder_title = no
				is_primary_holder_title_tier = yes
				is_titular = no
				holder_scope = {
					overlord_of = ROOT
				}
				ROOT = {
					primary_title = {
						kingdom = {
							title = PREVPREVPREV
						}
					}
				}
			}
		}
		OR = {
			AND = {
				tier = emperor
				OR = {
					ROOT = { tier = king }
					ROOT = { tier = duke }
				}
			}
			AND = {
				tier = king
				ROOT = { tier = duke }
			}
			AND = {
				tier = duke
				ROOT = { tier = count }
			}
		}
	}[/spoiler]

removed what I thought is useless:

Code:
	is_valid_title = {
		OR = {
			AND = {
				tier = emperor
				OR = {
					ROOT = { tier = king }
					ROOT = { tier = duke }
				}
			}
			AND = {
				tier = king
				ROOT = { tier = duke }
			}
			AND = {
				tier = duke
				ROOT = { tier = count }
			}
		}
	}

And then, I have adaptated the tiers, and added this to the religious CB:

Code:
	is_valid_title = {
		OR = {
			AND = {
				tier = emperor
				OR = {
					ROOT = { tier = emperor }
					ROOT = { tier = king }
					ROOT = { tier = duke }
					ROOT = { tier = count }
				}
			}
			AND = {
				tier = king
				OR = {
					ROOT = { tier = king }
					ROOT = { tier = duke }
					ROOT = { tier = count }
				}
			}
			AND = {
				tier = duke
				OR = {
					ROOT = { tier = duke }
					ROOT = { tier = count }
				}
			}
			AND = {
				tier = count
				ROOT = { tier = count }
			}
		}
	}

Of course, I would have not bothered you if it was working - the HRE Emperor can still use the holy war CB against a duke. A bit of help on understanding what's wrong would be great. As I found no real tutorial about scripting, and as I only understand part of what is written (I fail to see the difference beetween, say, is_valid and is_valid_title, and don't undertsand what PREV can actually refers to), I simply stick to search and destroy alter mod(e).

If it could matter, whole code for the CB (with my addition(s) (I also added the part that prevents to claim duchies)) is :

Code:
religious = {
	name = CB_NAME_RELIGIOUS
	war_name = WAR_NAME_RELIGIOUS
	sprite = 9
	truce_days = 10950
	is_permanent = yes
	check_all_titles = yes # if permanent, setting this to true will check against all of someones titles, including vassal held titles

	can_use = {
		ROOT = {
			NOT = { religion_group = pagan_group }
			NOT = { same_realm = FROM }
			OR = {
				NOT = { religion_group = FROM }
				is_heresy_of = FROM
				is_parent_religion = FROM
				AND = {
					religion_group = muslim
					NOT = { religion = FROM }
				}
			}
			top_liege = {
				religion_group = ROOT
				NOT = { religion = FROM }
				OR = {
					religion = ROOT
					AND = {
						is_heretic = no
						ROOT = { is_heretic = no }
					}
				}
			}
		}
	}

	can_use_title = {
		tier = count
		OR = {
			FROM = {
				has_landed_title = PREV
			}
			holder_scope = {
				is_liege_or_above = FROM
				NOT = { same_realm = ROOT }
			}
		}
	}

	is_valid = {
		ROOT = {
			NOT = { religion_group = pagan_group }
			NOT = { same_realm = FROM }
			OR = {
				NOT = { religion_group = FROM }
				is_heresy_of = FROM
				is_parent_religion = FROM
				AND = {
					religion_group = muslim
					NOT = { religion = FROM }
				}
			}
			top_liege = {
				NOT = { religion = FROM }
			}
		}
	}

	is_valid_title = {
		OR = {
			AND = {
				tier = emperor
				OR = {
					ROOT = { tier = emperor }
					ROOT = { tier = king }
					ROOT = { tier = duke }
					ROOT = { tier = count }
				}
			}
			AND = {
				tier = king
				OR = {
					ROOT = { tier = king }
					ROOT = { tier = duke }
					ROOT = { tier = count }
				}
			}
			AND = {
				tier = duke
				OR = {
					ROOT = { tier = duke }
					ROOT = { tier = count }
				}
			}
			AND = {
				tier = count
				ROOT = { tier = count }
			}
		}
	}

	on_success = {
		any_attacker = {
			limit = { character = ROOT }
			participation_scaled_piety = 100
			participation_scaled_prestige = 50
		}
		any_attacker = {
			limit = { NOT = { character = ROOT } }
			hidden_tooltip = { 
				participation_scaled_piety = 100
				participation_scaled_prestige = 50
			}
		}
		
		ROOT = { religion_authority = 0.01 }
		FROM = { religion_authority = -0.01 }
		FROM = { piety = -100 }
		FROM = { prestige = -50 }
	}

	on_success_title = {
		ROOT = {
			gain_settlements_under_title = {
				title = PREV
				enemy = FROM
			}
		}
	}

	on_fail = {
		ROOT = { piety = -50 }
		ROOT = { prestige = -100 }
	}

	on_reverse_demand = {
		ROOT = {
			transfer_scaled_wealth = {
				to = FROM
				value = 4.0
			}
		}
		any_defender = {
			limit = { character = FROM }
			participation_scaled_piety = 200
			participation_scaled_prestige = 100
		}
		any_defender = {
			limit = { NOT = { character = FROM } }
			hidden_tooltip = { 
				participation_scaled_piety = 200
				participation_scaled_prestige = 100
			}
		}
		FROM = { religion_authority = 0.01 }
		ROOT = { religion_authority = -0.01 }
	}

	attacker_ai_victory_worth = {
		factor = -1 # always accept
	}
	
	attacker_ai_defeat_worth = {
		factor = 100
	}

	defender_ai_victory_worth = {
		factor = -1 # always accept
	}
	
	defender_ai_defeat_worth = {
		factor = 100
	}
}
 
Last edited:

Fawr

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Never got an answer so trying again....

Does anyone here now how to mod the conditions for an invasion request? What file would those be in? I've tried a whole bunch, including cb_types, but I didn't recognize anything that looked like the conditions displayed in the actual game. Halp plz?

The war is in cb_types. Certinaly the muslim invasion (which I've been looking at) is there entierly. However I'm not sure if all the mucking around that Christians have to do first is in there though (getting the pople to agree, only working on larger kingdoms, etc).