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MensIuguolo

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So, I tried making a new CB that will allow a King or Emperor (not a duke) to press all his De Jure claims at once.
I tried several ways of combining the de_jure_claim and claim_all CBs but to no avail. It either doesn't work or crashes the game.

Any help?
 

Silversweeeper

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So, I tried making a new CB that will allow a King or Emperor (not a duke) to press all his De Jure claims at once.
I tried several ways of combining the de_jure_claim and claim_all CBs but to no avail. It either doesn't work or crashes the game.

Any help?

I would copy the can_use and can_use_title blocks from the regular de jure CB (though check for holding a kingdom or empire title instead of any de jure liege), then have this in the on_success_title block if you still want to separate it by kingdom/empire:

Code:
ROOT = {
   vassalize_or_take_under_title = {
       title = PREV
       enemy = FROM
   }
}

If you don't want to separate it by kingdom/empire and want to take all possible de jure claims vs. the target, use this in the on_success_title block:
Code:
ROOT = {
   holder_scope = {
       any_demesne_title = {
           limit = {
               OR = {
                   tier = king
                   tier = emperor
               }
           }
           vassalize_or_take_under_title = {
               title = PREV
               enemy = FROM
           }
       }
   }
}
 

LordPeter

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Unfortunately, I don't know how to mod, is this easy to do?
Well, I thought it was.
I wrote some quick code that should do as I suggested, but apparently it does not work.
Can somebody tell me what I have done wrong?
That's the event code:
Code:
namespace = MAM

### First event forces alliance on marriage

character_event = {    # Force Alliance
    id = MAM.1
   
    is_triggered_only = yes        # by on_action
   
    hide_window = yes
   
    immediate = {
        new_character = {
            add_alliance = {
                who = FROM
                days = -1
            }
        }
    }
}

### Second event dissolves alliance on divorce

character_event = {    # Dissolve Alliance
    id = MAM.2
   
    is_triggered_only = yes        # by on_action
   
    hide_window = yes
   
    immediate = {
        FROM = {
            break_alliance = ROOT
        }
    }
}
The events are fired by these on_actions:
Code:
# Sent to employers of both spouses - ROOT is employer. FROM is employers "employee". new_character is the other spouse.
on_marriage = {
    events = {
        MAM.1        # Force alliance on every marriage
    }
}

# From = Divorcer, Root = Spouse, New = Religious head if applicable
on_divorce = {
    events = {
        MAM.2        # Dissolve alliance on divorce (neccessary? not sure...)
    }
}
 

jursamaj

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But when my character (the one I'm controlling) dies, the characters (the one from decisions) dies as well. How do I stop it?


Code:
decisions = {
        house_of_jute = {
        potential = {
        ai = no
        is_ruler = yes
        NOT = {has_global_flag = house_of_jute}
        has_global_flag = dynasty_menu
        }
        allow = { }
        effect = {
        create_character = {
        random_traits = yes
                dynasty = 818
                female = no
                religion = ROOT
                culture = ROOT
                age = 21
        }
        set_global_flag = house_of_jute
        }
        ai_will_do = {
        factor = 0}
        }

    }
The game likes to prune "unimportant" characters, and one of the times it does this is on ruler death. You would have to somehow make your created character important enough not to be dropped.
 

crowdemon

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The game likes to prune "unimportant" characters, and one of the times it does this is on ruler death. You would have to somehow make your created character important enough not to be dropped.

I suppose I could always change the word to character instead of global.


Code:
NOT = { has_character_flag = somenamehere } in the potential and set_character_flag = somenamehere in the effect.

This way the character from house of Jute (decision) won't be effected if my character (the one I'm playing as) dies.

All I have to do is just to ignore the decision.
 

Thezezeal

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What would cause a lag similar to "too many events" running, even if there are no events? I've used replace_path to over-ride the vanilla events folder with an empty one, but the game is still running incredibly slowly. It will kind of pause a second, run 3-4 days, pause a second, run 3-4 days, even at maximum speed.

Previously, I've had exactly 1,000 Provinces under the same conditions, and it ran super faster (about a year in 20 seconds); this time it is about 1400 Provinces. It doesn't seem like 400 should make such a huge difference (esp. when I think Vanilla is about... 1200-ish?)
 

MensIuguolo

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Another Quick one:
While editing a mod's files, is there any way to force the game to reload them while in-play?
As in "recheck all possible cbs" or something?

Because restarting the game for every tiny change is... tiresome
 

MensIuguolo

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I would copy the can_use and can_use_title blocks from the regular de jure CB (though check for holding a kingdom or empire title instead of any de jure liege), then have this in the on_success_title block if you still want to separate it by kingdom/empire:

So I took your advice and did a little swap-around. Took pieces from Caliphal Subjegation war, etc. This is my code so far:
Code:
all_dejure_claims = {
   name = CB_NAME_ALLDEJURECLAIM
   war_name = WAR_NAME_ALLDEJURECLAIM
   sprite = 16
   truce_days = 3650
   hostile_against_others = yes
   is_permanent = yes
   can_ask_to_join_war = yes
   check_de_jure_tier = KING
   allowed_to_target_tributaries = no
   allowed_to_target_suzerains = no

   infamy_modifier = 0.5
   
   can_use = {
       ROOT = {
           OR = {
               tier = king
               tier = emperor
           }
       }
   }
   
   can_use_title = {
       FROM = {
           any_realm_title = {
               de_jure_liege_or_above = ROOT
           }
       }
   }
   
   is_valid_title = {
       FROM = {
           any_realm_title = {
               de_jure_liege_or_above = ROOT
           }
       }
   }

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

   on_fail_title = {
       ROOT = {
           prestige = -100
       }
       any_defender = {
           limit = { character = FROM }
           participation_scaled_prestige = 50
       }
       any_defender = {
           limit = { NOT = { character = FROM } }
           hidden_tooltip = { participation_scaled_prestige = 50 }
       }
   }

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

   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
   }       
}

Now, this kind-of works.
I play-test it on the Charlemange early start where The Khan of Bulgaria rules over land de-jure of the Byzantine Emperor, but also on land that isn't. His land comes from two kingdoms: Bulgaria (DJ Byz.) and Wallachia (not),
So far it allows me to claim all de-jure counties of Bulgaria in one CB, and shows another for the Wallachian lands.
I want it to only show subjecgation of kingdoms that are de-jure mine as emperor (or king)

Any ideas?
 

Silversweeeper

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I believe that your problem is because any_realm_title might include duchies (and possibly k_bulgaria itself) that are de jure vassals of the ERE. Try using this in the can_use_title and is_valid_title blocks instead of what you have there

Code:
FROM = {
   any_realm_province = {
       kingdom = PREVPREV # The defender has a province in the target de jure kingdom
       OR = {
           kingdom = {
               holder_scope = {
                   character = ROOT # The attacker holds the kingdom
               }
           }
           empire = {
               holder_scope = {
                   character = ROOT # The attacker holds the empire
               }
           }
       }
   }
}
 

LordPeter

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Another Quick one:
While editing a mod's files, is there any way to force the game to reload them while in-play?
As in "recheck all possible cbs" or something?

Because restarting the game for every tiny change is... tiresome
Nope, sadly.
I think something like that was now added to HoI4, but not in CK2, alas.
 

Raykyn

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Hi again,
while the CTD is still not fixed, I'm trying to fix another bug.
The problem is, that when a murder plot succeeds and a person gets murdered, it shows up as if that person murdered himself. The person even gets the 'kinslayer' trait.

So I've run the validator and this is one of the errors:
--- Error 1 of 1 ---
At <mod>\events\plot_events.txt [character_event\option\if\death\killer] (Line 16443, column 5):
"FROMFROMFROM" is not a valid ThisChar.
FROMFROMFROM points to <null>.
However, a Char was expected.
The FROMFROMFROM could not be determined, because the FROMFROM of <mod>\events\plot_events.txt [character_event\option\hidden_tooltip\random_list\75\character_event\id] (Line 16323, column 26) could not be determined.
The FROMFROM of <mod>\events\plot_events.txt [character_event\option\hidden_tooltip\random_list\75\character_event\id] (Line 16323, column 26) could not be determined, because the FROM of <mod>\events\plot_events.txt [character_event\option\event_target:plot_target\character_event\id] (Line 15780, column 52) could not be determined.
This event , at <mod>\events\plot_events.txt [character_event\option\event_target:plot_target\character_event\id] (Line 15780, column 52), must be called from somewhere else, which it is not.
Additional information: FROMFROMFROM points to <null>.
However, a Char was expected.
The FROMFROMFROM could not be determined, because the FROMFROM of <mod>\events\plot_events.txt [character_event\option\hidden_tooltip\random_list\75\character_event\id] (Line 16323, column 26) could not be determined.
The FROMFROM of <mod>\events\plot_events.txt [character_event\option\hidden_tooltip\random_list\75\character_event\id] (Line 16323, column 26) could not be determined, because the FROM of <mod>\events\plot_events.txt [character_event\option\event_target:plot_target\character_event\id] (Line 15780, column 52) could not be determined.
This event , at <mod>\events\plot_events.txt [character_event\option\event_target:plot_target\character_event\id] (Line 15780, column 52), must be called from somewhere else, which it is not.
(How do I prevent smileys?)
There are also a lot of other scoping errors, all in that same file. The thing is, I didn't change anything on that file. Even if I don't copy it in the mod directory, I get the same bug. So I guess there has to be a fault in another file. Can anyone help me? Can you give me a hint, which other files I should check? I am thankful for any help

Thank you in advance,
Ray
 

LordPeter

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Hi again,
while the CTD is still not fixed, I'm trying to fix another bug.
The problem is, that when a murder plot succeeds and a person gets murdered, it shows up as if that person murdered himself. The person even gets the 'kinslayer' trait.

So I've run the validator and this is one of the errors:

(How do I prevent smileys?)
There are also a lot of other scoping errors, all in that same file. The thing is, I didn't change anything on that file. Even if I don't copy it in the mod directory, I get the same bug. So I guess there has to be a fault in another file. Can anyone help me? Can you give me a hint, which other files I should check? I am thankful for any help

Thank you in advance,
Ray
Use
Code:
Code :P
tags to avoid smileys.

From what I can tell from the errors, is that the problem is indeed not in the file itself, as you guessed, but somewhere else.
More prescisely, because some other file is missing. Because FROM points to the scope which sent the current event.
Silly example: Just imagine you have an event where your ruler can chose to bake his wife a cake. If you chose to bake the cake, the wife gets another event fired by that option, and gains say +10 prestige for eating an awesome cake. Now in that latter event that the spouse gets, FROM would be the original character, the one who did bake the cake. If you wanted to now give an opinion bonus "thankful" from the spouse to the ruler, you could pinpoint him with FROM.
Your problem is that something else should call the events in your file, which isn't there - FROM points to nothing.
In other words: The wife just ate an awesome cake, but doesn't know the heck where it came from, because the event where it gets baked isn't there. Worse evem: There isn't even a cake which she did eat, just nothing, which of course leaves her really confused.

So you need to find the file with the original event - your errors even give you that hint:
This event , at <mod>\events\plot_events.txt [character_event\option\event_target:plot_target\character_event\id] (Line 15780, column 52), must be called from somewhere else, which it is not.

The poor murder victims/killers probably always think since there is no else with them at the time of the murder, they must have killed themselves. Find FROM to stop this madness!

... okay that was probably the most confused advice I have given yet. I hope you understand what I mean, else ask again :p

EDIT: I have been proven wrong. Apparently it's a false positive. Apologies. I still like my example though.


Btw, what is the CTD you are referring to? Have you tried disabling the events that cause it - or maybe somthing similar (missing other files) is the case there?
 
Last edited:

Rydelfox

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Nope, everything loads at launch.
CK2 can't even go back to the title screen from an in-progress game without actually closing and relaunching itself.

EDIT:
The Validator always gives scope errors with the assassination events, even in vanilla events. I think it's because there are two different paths two them (executing a plan yourself or a co-conspirator bringing the plan) so the Validator can't tell which event FROMFROMFROMFROM refers to
 

Thezezeal

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Maybe there's already a Mod which does it (if so, feel free to just point me there), but is there any 'easy' way to mass-generate holders for vanilla titles for use with earlier starting times? Like, something that would just fill-in characters for all/many provinces prior to the start of vanilla/official history?

Another quick one: what condition would I use for something like:
Edit : Found that.
 
Last edited:

DrewX

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How do you set cousins as close relatives instead of distant ones?