Instead of having it triggered by an on_action, try calling the event directly from the cb.
That's what I'm currently using. I was hoping to get around editing the cb file so that my submod has one less thing to update when CK2 plus updates.Instead of having it triggered by an on_action, try calling the event directly from the cb.
Like jursamaj said, localization needs to be encoded in ANSI.Instead of saying Lôke-Khan of Rhûn, it says LÁ"KE-KHAN of the RhÁ>>n...... So clearly something went horribly wrong.
I do have Notepad++, in fact that is the only coding tool I use. But what is a ANSI?Like jursamaj said, localization needs to be encoded in ANSI.
Get Notepad++ if you don't have an editor that can do that.
Okay that changed it to be those symbols that appeared in game. Does that mean that now it will show up in game as Rhûn and Lôke-Khan?Go to the "Encode" tab and make sure "Encode in ANSI" is selected (not "Encode in UTF-8" or anything else).
You'll need to retype them in your files. What's happening here is that there are different standards for encoding text files, and CKII is reading the files as though they were ANSI. Since initially your file wasn't ANSI encoded, it was interpreting the special characters as the garbage you saw. When you changed the encoding in Notepad++, you see the same garbage again, because that's how the previous encoding looks when interpreted as ANSI. Put in your special characters under the ANSI encoding and they'll appear correct in the game.Okay that changed it to be those symbols that appeared in game. Does that mean that now it will show up in game as Rhûn and Lôke-Khan?
Oh, okay, but will that also fix the problem with LÁ"KE-KHAN rather than it saying Lôke-Khan?You'll need to retype them in your files. What's happening here is that there are different standards for encoding text files, and CKII is reading the files as though they were ANSI. Since initially your file wasn't ANSI encoded, it was interpreting the special characters as the garbage you saw. When you changed the encoding in Notepad++, you see the same garbage again, because that's how the previous encoding looks when interpreted as ANSI. Put in your special characters under the ANSI encoding and they'll appear correct in the game.
It actually sounds like you're still trying to use special characters in your tags rather than just in your localisation. In your landed_titles file, make sure the title is LOKE-KHAN rather thanOh, okay, but will that also fix the problem with LÁ"KE-KHAN rather than it saying Lôke-Khan?
You could remove "short_title = yes", but this will turn it into the Kingdom of Rhun in other contexts.Also it says Of The, when it is supposed to simply say Of, will the Of The be replaced or do I need to edit something else special about that?
No, it's not supposed to be. How do you mean "changed something" and "not showing up"?Damn it, so I changed something when I edited it to be a ANSI file, and it is not showing up again. Is it supposed to be in another folder within the Localisation folder?
Well first, thank you for the information. Second, Lôke-Khan is supposed to be the title of the kingdom owner. (As well as Emperor, which is going to be Lôke-Khagan, should they form the Titular Empire that I will work on later.)It actually sounds like you're still trying to use special characters in your tags rather than just in your localisation. In your landed_titles file, make sure the title is LOKE-KHAN rather than
LÔKE-KHAN (or LKHAN, or FOOBAR, or whatever, it doesn't matter because it's a tag not actual text) and also make sure that's the tag in your localisation file.
You could remove "short_title = yes", but this will turn it into the Kingdom of Rhun in other contexts.
No, it's not supposed to be. How do you mean "changed something" and "not showing up"?
k_rhun = {
color={ 235 137 10 }
color2={ 151 22 22 }
capital = 1378 # Urgench
creation_requires_capital = yes
title = "Lôke-Khan"
foa = "Lôke-Khan_foa"
short_name = yes
# Cannot be held as a secondary title
primary = yes
dynasty_title_names = no # Will not be named "Seljuk", etc.
purple_born_heirs = yes
allow = {
culture = khazar
OR = {
religion = shiite
religion = tengri_pagan
}
}
So to answer your original question, 'title = "Lôke-Khan"' is bad practice but should do what you want, but 'foa = "Lôke-Khan_foa"' is silly and you shouldn't do that. Either put the form of address you want in there, or put a tag for either a new form of address you design for yourself, or use a vanilla one. But don't put special characters in there, that's just unnecessary. It's better practice to use localisation on the title as well, but the game will default to whatever you put there in the absence of localisation so it's probably fine for your purposes.Well first, thank you for the information. Second, Lôke-Khan is supposed to be the title of the kingdom owner. (As well as Emperor, which is going to be Lôke-Khagan, should they form the Titular Empire that I will work on later.)
I am just going to post the code here.
Code:k_rhun = { color={ 235 137 10 } color2={ 151 22 22 } capital = 1378 # Urgench creation_requires_capital = yes title = "Lôke-Khan" foa = "Lôke-Khan_foa" short_name = yes # Cannot be held as a secondary title primary = yes dynasty_title_names = no # Will not be named "Seljuk", etc. purple_born_heirs = yes allow = { culture = khazar OR = { religion = shiite religion = tengri_pagan } }
Also, when I went back into the file to change it from a Encode in UTF-8 to an ANSI everything seemed to alter just fine, with a little editing of the nation name and adjective so that it would appear correctly in game. However I now can't give the title to my character, even through the console.
Okay.....So to answer your original question, 'title = "Lôke-Khan"' is bad practice but should do what you want, but 'foa = "Lôke-Khan_foa"' is silly and you shouldn't do that. Either put the form of address you want in there, or put a tag for either a new form of address you design for yourself, or use a vanilla one. But don't put special characters in there, that's just unnecessary. It's better practice to use localisation on the title as well, but the game will default to whatever you put there in the absence of localisation so it's probably fine for your purposes.
I assume there is a close bracket at the end of all that that you just didn't copy? If not, that's an easy answer to why it isn't working. Beyond that, check the game logs (in Documents\Paradox Interactive\Crusader Kings II\logs) to see if anything relevant is going wrong (but don't assume that just because something is in the log means it's the cause of your problem).
allow = {
culture = khazar
OR = {
religion = shiite
religion = tengri_pagan
}
}
}
}
}
allow = {
culture = khazar
OR = {
religion = shiite
religion = tengri_pagan
}
}
}
You need to close all the brackets you open, but I'm not sure which brackets you think you are closing in the first example. By my count, there are five sets of brackets in your code, of which four are already closed (two colour definitions, the allow block, the OR block within it, and the kingdom title itself encapsulating everything). You've indented your allow block in a strange way but that shouldn't matter except you also seem to think this indentation reflects additional brackets?3) I need to add a close brackets to the k_rhun.txt file. Is that only one bracket or do I need to close all brackets back to the first line?
So like this?
Code:allow = { culture = khazar OR = { religion = shiite religion = tengri_pagan } } } } }
Or this?
Code:allow = { culture = khazar OR = { religion = shiite religion = tengri_pagan } } }
Well the original brackets that were being closed was the bottom one, with only three brackets. The extra two on top is because, looking at other titles in the landed_titles folder of the main game, they always had five brackets to close off a title.You need to close all the brackets you open, but I'm not sure which brackets you think you are closing in the first example. By my count, there are five sets of brackets in your code, of which four are already closed (two colour definitions, the allow block, the OR block within it, and the kingdom title itself encapsulating everything). You've indented your allow block in a strange way but that shouldn't matter except you also seem to think this indentation reflects additional brackets?
Don't blindly copy just part of what Paradox did, count your brackets yourself. Every open bracket needs a corresponding close bracket and vice versa. You will find, incidentally, that Paradox does not always use five brackets to close off a title. Depending on the de jure structure and other aspects, there are varying numbers of close brackets at the immediate end of title blocks. But they always use as many close brackets as open brackets, and no more.Well the original brackets that were being closed was the bottom one, with only three brackets. The extra two on top is because, looking at other titles in the landed_titles folder of the main game, they always had five brackets to close off a title.
Leader titles need localization. You can't define those directly in /landed_titles/.Oh, okay, but will that also fix the problem with LÁ"KE-KHAN rather than it saying Lôke-Khan?