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duelistgamer

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What makes you think it isn't both? They're actually the same thing:
 Essentially, whenever a character takes a title that has an appropriate male_names or female_names tag, they will get randomly assigned a regnal name. That works whether they get elected Pope or are randomly created to fill a title.
 Clearly this could cause weirdness if a character takes a 2nd such title, as they'll likely get a new regnal name based on the new title. :confused:
Well, if it's like what you're saying then the description is incomplete.
 

K.M.W.

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I'm trying to "unlock" the ruler designer and every time I edit the defines file my game crashes. Every time I press play it just "blinks" and CK2 doesn't come up, and every mod that i try to use for this purpose either doesn't work or does the same thing. Any help? Either Tell me what I'm doing wrong or point me to a mod that works. Thank you.

No mods
Version 2.4.5 (NFUF)
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Major DLC: Sword of Islam, Legacy of Rome, & The Republic.
 

Molech

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I've noticed a substantial slow down in my mod that alternates between the 25th and 18th every month. The game freezes and gives hour glass cursor. Looking at task manager none of the cores are pegged at 100%, not even sporadically. It just chews on it for a couple minutes then comes back and everything is fine.
Is there some check that is happening those days? I've reduced the number of characters, title holders, anything I can think of really. I brought it up in the optimization thread but Meneth said it doesn't seem to be related to events so I'm wondering if there are any other areas I could look at to speed it up. Calculating troop levels or title holders comparing relative strength to decide if war is worth it? Any ideas?
 

christopher0936

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I'm noticing a bug or something whereby I've created a bunch of honorary titles, some voting and some not. I have them localized with a generic name (titlename;english;x;x;xblahblahblah) and a cultural specific one, (titlename_culture;english;x;x;xblahblahblah), I am that culture in game, and when assigned to a vassal and I mouseover them, it shows up properly localised for that culture, but in all other area of the GUI, the minor titles and my council tabs, the award and revoke screen, the appoint Councillor screen, it shows as the generic name. IDK how to fix this/report the bug
 

RelVleDy

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Does anyone know what happens if I don't specify a "death_reason" in a character's history file? Do they live forever if I don't? Audax Validator is complaining that I'm not including a death reason, but do I really need to?
 

Silversweeeper

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If you don't set them to die at a certain date (using either "death = yes" or "death = [reason]") they will be alive at the start of the game at any point after their birth, but they'll probably die naturally relatively quickly if said start is long after their birth.
 
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AlexisPius

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Hey there! I have an idea for a mod that I think could be very unique, and I've been doing a lot of historical research related to it. The problem is that I have no idea how to get started. I don't know how modding works. I probably don't have enough free time to tackle it entirely by myself - but I'd feel guilty making a thread here asking for help without being fully prepared. Do you have any advice on how to get started with it?
 

RelVleDy

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Hey there! I have an idea for a mod that I think could be very unique, and I've been doing a lot of historical research related to it. The problem is that I have no idea how to get started. I don't know how modding works. I probably don't have enough free time to tackle it entirely by myself - but I'd feel guilty making a thread here asking for help without being fully prepared. Do you have any advice on how to get started with it?

Download other mods that most resemble what you're looking for in your own mod, then study the files. Work piece by piece. Study the CKII Modding Wiki for clarification on some of the finer points.
http://www.ckiiwiki.com/Modding
 

RelVleDy

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Here's another question. What does "historical = yes" mean for characters? The wiki mentions, "Flags the character as important, so that it ever be pruned from the database."

What does that even mean? What database? Why would I use this?
 

Molech

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Here's another question. What does "historical = yes" mean for characters? The wiki mentions, "Flags the character as important, so that it ever be pruned from the database."

What does that even mean? What database? Why would I use this?
The game pulls all the data in the files into a database when you run the game, it's not having to read the files that would slow it down. Since each character has a cost to maintain in the game not only as an object in the game but in calculations for events and such the game tends to kill off extraneous characters that don't have claims or some other value to a player or the AI.
 
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RelVleDy

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The game pulls all the data in the files into a database when you run the game, it's not having to read the files that would slow it down. Since each character has a cost to maintain in the game not only as an object in the game but in calculations for events and such the game tends to kill off extraneous characters that don't have claims or some other value to a player or the AI.

Okay, so basically any character who is valuable or important to my mod should probably have this. I'm curious how much a toll this would have on performance if I have multiple characters using this. Not necessarily all alive at once, but in my files, or are you saying it has nothing to do with processing and all about just keeping characters alive?
 

Dryhad

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Okay, so basically any character who is valuable or important to my mod should probably have this. I'm curious how much a toll this would have on performance if I have multiple characters using this. Not necessarily all alive at once, but in my files, or are you saying it has nothing to do with processing and all about just keeping characters alive?
There is a process that goes through and kills irrelevant courtiers periodically, and this will protect characters from that. It is about processing, but not to the extent that a handful of extra courtiers will slow your game down to any noticeable degree. As long as you're not making literally every character "historical" there's nothing to worry about.
 
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blckdrgn

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Question about making placeholder Ethnic character GFX sets:

I'd like to create a "boilerplate" framework of an image that just says "Ethnicity 1 male, young" or "Ethnicity 2 female, old" etc and use that as a stand in character GFX until I can get around to doing the whole thing. Now, I know that to do that I'd want to use the image as the top most later on the character GFX, but I'm not sure how to go about that. Are there any good guides on how to go about doing something like this? Or even simpler solutions? I've taken a look at the wiki for the basic one but I'm at a bit of a loss as to which layer is the top most.
 

RelVleDy

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Question about making placeholder Ethnic character GFX sets:

I'd like to create a "boilerplate" framework of an image that just says "Ethnicity 1 male, young" or "Ethnicity 2 female, old" etc and use that as a stand in character GFX until I can get around to doing the whole thing. Now, I know that to do that I'd want to use the image as the top most later on the character GFX, but I'm not sure how to go about that. Are there any good guides on how to go about doing something like this? Or even simpler solutions? I've taken a look at the wiki for the basic one but I'm at a bit of a loss as to which layer is the top most.

What controls the layers are the portraits_(culture).gfx files located in the interface folder. The very bottom of each .gfx list is the top-most layer, such as the purple vignette player layer and imprisonment.

For reference, on Steam, there's a mod I made called GoT Portrait Pack, utilizing static portrait overlays as one of the top-most layers, with only the imprisonment layer being eligible to be above it. Reference that for samples.

I'll warn you though, unless you're impatient, you're better off waiting until Reaper's Due is released, as it will break all your hard work. I have a feeling it will add a lot more property slots with the inclusion of the new masks, eyepatch, etc. and this means the culture .gfx files will need to be updated to accommodate these new property slots, so you'll need to pull from the updated files when they're released, otherwise you're wasting your time on what will soon be outdated files.
 
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vinnypatapov

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I cannot for the life of me get my mod to show in the launcher.
 

ahhheygao

Double-Peace Stegosaurus
54 Badges
Jan 2, 2013
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Is there a simple/elegant way to allow holding conversions to carry over buildings? For example, I want a Temple -> City conversion settlement decision to also convert a Temple Shipyard into its equivalent level of City Shipyard. Obviously I can't just do if = { limit = { has_building = tp_shipyard_1 } and then add_building = ct_shipyard_1 because City buildings cannot be added to a Temple holding before its conversion, and post conversion all previous buildings would be wiped. Being brain-dead, I could only come up with a brute solution of set_province_flag = has_tp_shipyard_1 and then use that flag as condition to add ct_shipyard_1 after the conversion. Can one of you pro scripters and coders think of a better way to do this?