Does anyone have a good amount of knowledge on how dynasties work? I have a real problem with them on my save game, with blank names dynasties and other stuff
province_event = {
id = asnys_hidden.9991
is_triggered_only = yes
hide_window = yes
immediate = {
if = {
limit = {
has_trade_post = yes
}
trade_post_owner = {
any_trade_post = {
county = {
province_event = { id = asnys_hidden.9992 }
}
}
}
}
}
}
In the Validator thread, you mentioned making changes to the original game files. Were you by any chance editing the dynasties, then had the latest patch roll out and continued the same save?
If so, the patch will have erased your changes and the games trying to read data that's blank. I'm pretty sure that can't be fixed; you'd have to start a new game.
I'm getting my head round basics as it seems not too hard for me as far as creating traits and cultures are concerned.
However does the possibility in any way exist to make it so a character trait or culture has modifiers which effect how quickly or slowly (preferably never) any given culture spreads in provinces? I'm specifically thinking if it's possible to have rulers whom will never influence or change the cultures of the provinces they control etc. Or at the very least make the chance of culture conversion extremely low.
k_pyrgos ={
capital = 343
color ={ 208 255 0 }
allow = {
OR = {
religion = catholic
culture_group = iberian
culture_group = byzantine
culture_group = latin
religion = orthodox
}
}
italian = "Pyrgosa"
french = "Graecia"
short_name = yes
}
k_altis ={
capital = 487 # lesbos
color ={ 255 0 89 }
color2={ 255 255 255 }
allow = {
OR = {
culture_group = byzantine
culture_group = latin
religion = orthodox
religion = catholic
}
}
short_name = yes
}
k_sardinia2 ={
capital = 326 # cagliari
color ={ 230 178 255 }
color2={ 255 255 255 }
allow = {
OR = {
culture_group = iberian
culture_group = latin
culture_group = byzantine
culture_group = arabic
religion = catholic
religion = byzantine
}
}
french = "Sardaigne"
italian = "Sardegna"
berber = "Sardiniaan"
andalusian = "Sardiniaan"
egyptian = "Sardiniaan"
levantine = "Sardiniaan"
short_name = yes
}
k_corsica ={
capital = 324 # corsica
color ={ 68 208 255 }
color2={ 255 255 255}
allow = {
OR = {
religion = catholic
religion = orthodox
culture_group = latin
culture_group = byzantine
culture_group = iberian
}
}
}
d_logudoro ={
capital = 325 # arborea
color ={ 20 252 209 }
color2={ 255 255 255}
allow = {
OR = {
culture_group = latin
culture_group = iberian
religion = catholic
}
}
}
d_cagliari ={
capital = 326 # cagliari
color ={ 20 213 252 }
color2={ 255 255 255}
allow = {
OR = {
culture_group = latin
culture_group = iberian
religion = catholic
}
}
}
k_flanders = {
capital = 78 #brugge
color ={ 255 144 0 }
allow = {
OR = {
culture_group = latin
culture_group = west_germanic
religion = catholic
}
}
short_name = yes
}
d_pyrgos ={
capital = 343
color ={ 208 255 0 }
allow = {
OR = {
religion = catholic
culture_group = iberian
culture_group = byzantine
culture_group = latin
religion = orthodox
}
}
italian = "Pyrgosa"
french = "Graecia"
short_name = yes
}
k_efstratos = {
capital = 485 # Eubioa
color ={ 3 186 61 }
color2={ 255 255 255 }
allow = {
OR = {
culture_group = byzantine
culture_group = latin
religion = orthodox
}
}
short_name = yes
}
k_lombardia = {
capital = 235 # Lombardia
color ={ 0 255 72 }
allow = {
OR = {
religion = norse
religion = catholic
culture_group = west_germanic
culture_group = latin
culture_group = central_germanic
}
}
}
I was wondering if maybe there was an error with the coding of my landed titles preventing it from working.
You could make an edited version of event 55000 where the owner having the trait changes the MTTH
How do you created the ERA_CHAR_INFO when you're creating a mod? In the mod I'm working on I've made the correct localisation. ERA_CHAR_INFO_4;Description;;;;;;;;;x . However when I go into the character selection menu and click on the character it just says ERA_CHAR_INFO_4 in the description box.
Any ideas?