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Silversweeeper

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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?

Try using the convert_to_city (or castle, tribal, nomad, or temple) command in the building definition (look at the tribal buildings to see how it is used).
 
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duelistgamer

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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need to pull from the updated files when they're released, otherwise you're wasting your time on what will soon be outdated files.

Yeah, it's pretty much why I'm using the default dlc+vanilla culturegfx values for the cultures in my mod right now. That and I want to see the mod work before I touch any art assets that don't need to be fiddled with :p
 

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)
Win10
Major DLC: Sword of Islam, Legacy of Rome, & The Republic.

May I get some help with this?
 

RelVleDy

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Yeah, it's pretty much why I'm using the default dlc+vanilla culturegfx values for the cultures in my mod right now. That and I want to see the mod work before I touch any art assets that don't need to be fiddled with :p

Keep in mind Reaper's Due will be released with a free content pack, so the cultural files will include the changes to the new property slots, even if you don't plan on purchasing or using Reaper's Due, so be prepared to update those files, regardless of your DLC decisions, otherwise your mod will be insanely incompatible not just with Reaper's Due, but with the latest vanilla CKII update.
 

K.M.W.

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What do you mean by "unlock" (what are you trying to do)? What value did you change in the defines and what did you change it to?

Sorry should have made that more clear. What I mean is have traits attributes etc. be free by removing age costs.

And I tried to change these Values:


NRulerDesigner =
{
BASE_ATTRIB = 5,
BASE_AGE = 16,
BASE_FERTILITY = 0.5,
BASE_HEALTH = 5.0,
COST_ATTRIB = 1.0,
COST_SON = 3.0,
COST_DAUGHTER = 2.0,
COST_MARRIED = 2.0,
COST_FERTILITY = 20.0,
COST_HEALTH = 10.0,
COST_MONTHLY_PRESTIGE = 10.0,
COST_MONTHLY_PIETY = 20.0,
COST_MONTHLY_WEALTH = 10.0,
COST_GLOBAL_TAX = 50.0,
COST_CHURCH_OPINION = 0.5,
COST_SPOUCE_OPINION = 0.5,
COST_SEXAPPEAL_OPINION = 0.5,
COST_DYNASTY_OPINION = 0.5,
COST_VASSAL_OPINION = 1.0,
COST_LIEGE_OPINION = 0.0,
COST_INFIDEL_OPINION = 0.0,
COST_OPPOSITE_TRAIT_OPINION = 0.5,
COST_SAME_TRAIT_OPINION = 0.5,
COST_SAME_RELIGION_OPINION = 0.5,
COST_AMBITION_OPINION = 0.0,
COST_TRIBAL_OPINION = 0.0,
COST_UNREFORMED_TRIBAL_OPINION = 0.0,
COST_GENERAL_OPINION = 1.0,
COST_MUSLIM_OPINION = 0.25,
COST_JEWISH_OPINION = 0.25,
COST_CHRISTIAN_OPINION = 0.25,
COST_ZOROASTRIAN_OPINION = 0.25,
COST_MORALE_OFFENCE = 50.0,
COST_MORALE_DEFENCE = 50.0,
COST_DEFENCE = 50.0,
MAX_AGE = 50
},

But every time I try to change them my problem happens.
 

K.M.W.

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I fixed my problem!

What I did was

1. Changed my file
2. Save as...
3. changed the file type to "All Files"

and that fixed it. what wend wrong was that win 10 saved it as a text document and by doing the above I changed it back to a .LUA.
 

duelistgamer

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Keep in mind Reaper's Due will be released with a free content pack, so the cultural files will include the changes to the new property slots, even if you don't plan on purchasing or using Reaper's Due, so be prepared to update those files, regardless of your DLC decisions, otherwise your mod will be insanely incompatible not just with Reaper's Due, but with the latest vanilla CKII update.

I assume you mean the dna and property attributes of my characters might have to change? Yeah, I am using random values for now.
 

duelistgamer

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I fixed my problem!

What I did was

1. Changed my file
2. Save as...
3. changed the file type to "All Files"

and that fixed it. what wend wrong was that win 10 saved it as a text document and by doing the above I changed it back to a .LUA.
Yeah, Windows explorer's file saving tool is retarded. It autoselects the extension and often disrespects what you give it unless you explicitly choose the "all files" option.
 

christopher0936

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So I have created a government type, and in the character modifiers I want to put a +1000% boost to retinues and -90% debuff to levies. I did put "levy_size = -0.9" and "retinuesize_perc = 10", however, while showing correctly in the tooltip, it seems to have no effect whatsoever. Can anyone help?
 

Silversweeeper

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So I have created a government type, and in the character modifiers I want to put a +1000% boost to retinues and -90% debuff to levies. I did put "levy_size = -0.9" and "retinuesize_perc = 10", however, while showing correctly in the tooltip, it seems to have no effect whatsoever. Can anyone help?

According to the wiki, neither of those commands are valid for governments. You could probably set it up by giving all characters with the government a modifier that gives more retinues and less levies.
 

Romulien

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What wiki page?! I've been looking for hours!

The page is here: http://www.ckiiwiki.com/Modifiers#List_of_modifiers
Both levy_size and retinuesize_perc are currently listed as working for characters, though as I think they are not used in vanilla in this context it might be an oversight, especially if they show OK in tooltip, but effects are not actually applied. Can you confirm same behavior with a standard character event modifier (to know it doesn't come from governments' character_modifier) ?
 

Romulien

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Is it possible to put "default = yes" for a law inside an if? For example "if = { limit = { is_tribal = yes } default = yes }"

No, it wouldn't work.
You'll need to find a workaround, like have a different set of laws for tribal, or setting the default law for tribal via some startup event.
 

christopher0936

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The page is here: http://www.ckiiwiki.com/Modifiers#List_of_modifiers
Both levy_size and retinuesize_perc are currently listed as working for characters, though as I think they are not used in vanilla in this context it might be an oversight, especially if they show OK in tooltip, but effects are not actually applied. Can you confirm same behavior with a standard character event modifier (to know it doesn't come from governments' character_modifier) ?

Can confirm. We tried it with a triggered modifier for them having the Government. Did Nada