• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

jursamaj

General
125 Badges
Aug 20, 2012
2.360
216
  • Victoria 2: Heart of Darkness
  • Hearts of Iron III
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
  • Cities in Motion
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Leviathan: Warships
  • Rome: Vae Victis
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Magicka 2 - Signup Campaign
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Pillars of Eternity
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: No Step Back
Is there a simple way to preform a mass edit of the positions.txt file? i want to shift the entire map over by a few pixels and was wondering if theres a way to increment every X value in positions.txt by the same number all at once rather than manually calculating and inputting the new values several thousand times
Wouldn't be very hard with a Python script…
 

Rayon

Private
1 Badges
Jan 22, 2015
16
2
  • Crusader Kings II
I have problem while creating custom dynasty for AGOT mod, i want character with culture "western_valyrian", but i want it to display in game as culture "northman"
Have a look ;)
Code:
1000000 = {
    name="Jon"
    dynasty=1000000
    father=1000022
    mother=27107
  
    religion="old_gods"
    culture="western_valyrian"
  
    8016.8.5={
        birth="8016.8.5"
        effect = { culture = northman }
    }
    8032.8.5={add_trait=brilliant_strategist add_trait=skilled_warrior  add_trait=greensight add_trait=ambitious add_trait=brave add_trait=honest}
    8052.1.3={
        death = {
            death_reason = death_battle
        }
    }
}
I made it just like some characters in history folder but still in game character displays as "Western Valyrian" and not as "Northman"
 

Korbah

Ratel
136 Badges
Mar 3, 2011
4.758
1.272
  • Europa Universalis IV
  • Crusader Kings II: Holy Knight (pre-order)
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Campus
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
Code:
1000000 = { #I'd use a lower ID if you can, as low as possible.
name = "Jon"
dynasty = 1000000
father = 1000022
mother = 27107

religion = "old_gods"
culture = "western_valyrian"
8016.8.5 = {
birth = yes
culture = northman
}
}
8032.8.5 = { #Your traits
}
8052.1.3 = {
death = { death_reason = death_battle }
}
}
Something like that should work.
 

DC123456789

Field Marshal
87 Badges
Oct 22, 2012
6.422
2.476
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Major Wiki Contributor
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Surviving Mars
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Cossacks
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Sign Up
  • Imperator: Rome
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Imperator: Rome Deluxe Edition
  • Victoria 2
  • Stellaris: Distant Stars
  • Stellaris: Galaxy Edition
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
I'm making an event where when the Byzantine empire no longer controls d_thrace and Constantinople, the event fires, and only vassals under the de jure of k_greece stay apart of the realm.

So far I have this:
Code:
namespace = d_b
character_event = {
    id = d_b.1
    desc = EVTDESCd_b.1
 
    trigger = {
        AND = {
            c_constantinople = {
                holder_scope = {
                    NOT = {
                        has_landed_title = e_byzantium
                        any_liege = {has_landed_title = e_byzantium }
                        }
                    }
                }
            d_thrace = {
                holder_scope = {
                    NOT = {
                        has_landed_title = e_byzantium
                        any_liege = { has_landed_title = e_byzantium }
                    }
                }
            }
        }
    }
 
    immediate = {
        e_byzantium = {
            holder_scope = {
                k_nicaea = {
                    grant_title = PREV
                }
            }
        }
    }
 
    option = {
        name = EVOPTAd_b.1
        k_nicaea = { copy_title_history = e_byzantium }
        k_nicaea = { copy_title_laws = e_byzantium }
        activate_title = { title = k_nicaea status = yes }
        e_byzantium = {
            any_vassal ={
                if = {
                    limit = {
                        any_de_jure_vassal_title = {
                            k_greece
                        }
                    }
                    set_defacto_liege = k_nicaea
                }
                if = {
                    limit = {
                        NOT = {
                            any_de_jure_vassal_title = {
                                k_greece
                            }
                        }
                    }
                    set_defacto_liege = THIS
                }
            }
        }
    }
 
    after = {
        hidden_tooltip = {
            e_byzantium = { destroy_landed_title = THIS }
        }
    }
}

So the problems with this code are:
  • I can only fire the event manually, and the triggers don't seem to work. Am I using the wrong scopes?
  • The part where I assign my old vassals who are de jure of k_greece doesn't work. In fact, every single vassal becomes independent, which doesn't make much sense, considering I still have a kingdom title and vassal dukes should remain vassals. What are the proper scopes for this part?
Thanks

You either need a mean_time_to_happen block or a is_triggered_only = yes line and firing it from somewhere else (an on_action, another event, etc.) - this may be why it's not triggering (but there's a syntax error in your option, which is the more likely culprit).

The conditions in your options are incorrect; it checks (or would, ignoring the syntax error) if any of your vassals has k_greece as their de jure vassal, not their de jure liege. What you should have is:

Code:
        e_byzantium = {
            any_vassal ={
                if = {
                    limit = {
                        dejure_liege_title = {
                            title = k_greece
                        }
                    }
                    set_defacto_liege = k_nicaea
                }
                if = {
                    limit = {
                        NOT = {
                            dejure_liege_title = {
                                title = k_greece
                            }
                        }
                    }
                    set_defacto_liege = THIS
                }
            }
        }
 

Yoshilin

Corporal
35 Badges
Feb 12, 2016
41
1
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Ship Simulator Extremes
  • Hearts of Iron III
  • Impire
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Sengoku
  • Magicka 2
  • Teleglitch: Die More Edition
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Steel Division: Normandy 44
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Shadowrun Returns
  • Crusader Kings II: Holy Fury
  • Crusader Kings III
  • Humble Paradox Bundle
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • Victoria 2
  • Europa Universalis IV
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
Hey guys, I've got a strange problem with the total conversion mod I am currently working on. It's been working fine on single-player but I discovered that trying to launch a multi-player session just crashes the game. To be exact, it happens after clicking the "Host" button on the game settings window. Any ideas? I can attach the mod files if it helps. Thanks again.
 

Nitraus

Private
39 Badges
May 11, 2016
15
0
  • Crusader Kings II: Charlemagne
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Cities: Skylines - Campus
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Prison Architect
  • Imperator: Rome Sign Up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2: Heart of Darkness
  • Victoria 2
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Rome: Vae Victis
  • Rome Gold
The conditions in your options are incorrect; it checks (or would, ignoring the syntax error) if any of your vassals has k_greece as their de jure vassal, not their de jure liege. What you should have is:

Code:
       e_byzantium = {
            any_vassal ={
                if = {
                    limit = {
                        dejure_liege_title = {
                            title = k_greece
                        }
                    }
                    set_defacto_liege = k_nicaea
                }
                if = {
                    limit = {
                        NOT = {
                            dejure_liege_title = {
                                title = k_greece
                            }
                        }
                    }
                    set_defacto_liege = THIS
                }
            }
        }
}

This isn't working still. I cannot figure out why, but de jure dukes of Greece are still not staying vassals k_nicaea.

Also, the event keeps firing at the mtth, meaning the trigger just doesn't work.

If you can figure out whats wrong with the event (which the validator can't), then you are doing me god's work. :) thanks.

Here's what I have now:
Code:
namespace = fob
character_event = {
    title = EVTNAMEfob01
    id = fob.01
    desc = EVTDESCfob01
    picture = GFX_evt_fob

    mean_time_to_happen = {
        months = 0
        modifier = {
            factor = .01
        }
    }
    
    trigger = {
        NAND = {
            k_nicaea = {
                has_title_flag = fob
            }
            c_byzantion = {
                holder_scope = {
                    has_landed_title = e_byzantium
                    any_liege = {has_landed_title = e_byzantium }
                }
            }
            d_thrace = {
                holder_scope = {
                    has_landed_title = e_byzantium
                    any_liege = { has_landed_title = e_byzantium }
                }
            }
        }
    }
    
    immediate = {
        e_byzantium = {
            set_title_flag = lost_thrace
            holder_scope = {
                k_nicaea = {
                    grant_title = PREV
                }
            }
        }
    }
    
    option = {
        name = EVTOPTAfob01
        k_nicaea = {
            set_title_flag = fob
        }
        k_nicaea = { copy_title_history = e_byzantium }
        k_nicaea = { copy_title_laws = e_byzantium }
        activate_title = { title = k_nicaea status = yes }
        e_byzantium = {
            any_vassal = {
                if = {
                    limit = {
                        NOT = {
                            dejure_liege_title = {
                                title = k_byzantium
                            }
                        }
                    }
                    set_defacto_liege = THIS
                }
            }
        }
    }
    
    after = {
        e_byzantium = { destroy_landed_title = THIS }
    }
}
 
Last edited:

jursamaj

General
125 Badges
Aug 20, 2012
2.360
216
  • Victoria 2: Heart of Darkness
  • Hearts of Iron III
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
  • Cities in Motion
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Leviathan: Warships
  • Rome: Vae Victis
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Magicka 2 - Signup Campaign
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Pillars of Eternity
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: No Step Back
This isn't working still. I cannot figure out why, but de jure dukes of Greece are still not staying vassals k_nicaea.

Also, the event keeps firing at the mtth, meaning the trigger just doesn't work.

If you can figure out whats wrong with the event (which the validator can't), then you are doing me god's work. :) thanks.

Here's what I have now:
Code:
namespace = fob
character_event = {
    title = EVTNAMEfob01
    id = fob.01
    desc = EVTDESCfob01
    picture = GFX_evt_fob

    mean_time_to_happen = {
        months = 0
        modifier = {
            factor = .01
        }
    }
   
    trigger = {
        NAND = {
            k_nicaea = {
                has_title_flag = fob
            }
            c_byzantion = {
                holder_scope = {
                    has_landed_title = e_byzantium
                    any_liege = {has_landed_title = e_byzantium }
                }
            }
            d_thrace = {
                holder_scope = {
                    has_landed_title = e_byzantium
                    any_liege = { has_landed_title = e_byzantium }
                }
            }
        }
    }
   
    immediate = {
        e_byzantium = {
            set_title_flag = lost_thrace
            holder_scope = {
                k_nicaea = {
                    grant_title = PREV
                }
            }
        }
    }
   
    option = {
        name = EVTOPTAfob01
        k_nicaea = {
            set_title_flag = fob
        }
        k_nicaea = { copy_title_history = e_byzantium }
        k_nicaea = { copy_title_laws = e_byzantium }
        activate_title = { title = k_nicaea status = yes }
        e_byzantium = {
            any_vassal = {
                if = {
                    limit = {
                        NOT = {
                            dejure_liege_title = {
                                title = k_byzantium
                            }
                        }
                    }
                    set_defacto_liege = THIS
                }
            }
        }
    }
   
    after = {
        e_byzantium = { destroy_landed_title = THIS }
    }
}
Pretty sure the game won't like MTTH months=0. Just do days=1.

In your trigger, you're testing that the holder of c_byzantion himself has e_byzantium *and* one of his lieges has e_byzantium. Likewise for the holder of d_thrace. Inside each holder scope, put the 2 tests for e_byzantium in an OR.

In the option, you do any_vassal under e_byzantium. That will only get the emperor's direct vassals, which are mostly kings, thus can't be de jure under k_byzantium.
 

neutrondecay

Colonel
23 Badges
Oct 1, 2015
1.107
917
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings III
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Holy Fury Pre-order
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
I'm struggling a bit with nomads. I hope you can help.

1) My current nomad realm is small - just six provinces, and four clans - two have two provinces each, and the other two each have one. I get a 'Too many clans' error, even if I set NDefines.NNomad.PROVINCES_PER_CLAN = 1 in the override defines file. How can I get rid of it?
2) For just this one culture, I would like an alternative term for 'Clan'. I don't need the Clan screen renamed or anything like that; I just want it so that clans for this culture are 'Clan-alternative Foo' instead of 'Foo Clan'. I've experimented a bit with doing this through customisable localisation, but it doesn't seem to work.
3) I've created titular duchies for my Khan-equivalents, and a titular kingdom for my Khagan-equivalent, but they appear as available for the Khagan-equivalent to create, rather than being given to the characters named in their title histories; except that the kingdom-level title both shows as the Khagan-equivalent's primary title, and as available for him to create.

Any advice would be most welcome.

Thanks,

nd
 

Nitraus

Private
39 Badges
May 11, 2016
15
0
  • Crusader Kings II: Charlemagne
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Cities: Skylines - Campus
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Prison Architect
  • Imperator: Rome Sign Up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2: Heart of Darkness
  • Victoria 2
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Rome: Vae Victis
  • Rome Gold
Pretty sure the game won't like MTTH months=0. Just do days=1.

In your trigger, you're testing that the holder of c_byzantion himself has e_byzantium *and* one of his lieges has e_byzantium. Likewise for the holder of d_thrace. Inside each holder scope, put the 2 tests for e_byzantium in an OR.

In the option, you do any_vassal under e_byzantium. That will only get the emperor's direct vassals, which are mostly kings, thus can't be de jure under k_byzantium.

Do you mean that instead of e_byzantium it should be k_byzantium? Other than that, I tried using an any_realm_character which still didn't work, and made one of the limits tier = DUKE to only work on Dukes, but that still doesn't work.
 

moscal

Field Marshal
55 Badges
Jan 6, 2012
3.940
3.006
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Europa Universalis III Complete
  • Crusader Kings II: Conclave
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Tyranny: Archon Edition
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Europa Universalis 4: Emperor
  • Imperator: Rome
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • Warlock: Master of the Arcane
  • 500k Club
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
Game dont see this event. It is initialized by the console, but is only an error message on the ID. ID must be good, because "byzsla_slavic_event_spec.56" work correct.

Code:
province_event = {
   id = byzsla_slavic_event_spec.57
   desc = desc_byzsla_slavic_event_spec.57
   picture = GFX_evt_slavic_tribal
   border = GFX_event_normal_frame_economy
   
   is_triggered_only = yes
   
   option = {
       name = optA_byzsla_slavic_event_spec.57
       add_province_modifier = {
           name = byzsla_stolica_2
           duration = 750
       }
       owner = {
           prestige = -50
       }
   }
}
 

Korbah

Ratel
136 Badges
Mar 3, 2011
4.758
1.272
  • Europa Universalis IV
  • Crusader Kings II: Holy Knight (pre-order)
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Campus
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
Whole event file or it didn't happen :p

Really though, it could be that the event preceding that one has a syntax error or some other issue, so while it may seem like the previous event is working it might well be breaking everything after it in the event file.
 

Korbah

Ratel
136 Badges
Mar 3, 2011
4.758
1.272
  • Europa Universalis IV
  • Crusader Kings II: Holy Knight (pre-order)
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Campus
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
I remade the event chain from province_event to character_event and work good.

This is strange...

It's been awhile since I've tested province events, but I think you had to use a decision or character event to fire the province one on your capital. I believe the console is character scope. You can try removing is_triggered_only while testing (since you don't have trigger conditions anyway), the event should just pop up then.

Might be a way to shift scope to provinces or titles in the console but I haven't the foggiest how.
 

jursamaj

General
125 Badges
Aug 20, 2012
2.360
216
  • Victoria 2: Heart of Darkness
  • Hearts of Iron III
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
  • Cities in Motion
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Leviathan: Warships
  • Rome: Vae Victis
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Magicka 2 - Signup Campaign
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Pillars of Eternity
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: No Step Back
Nitraus: I'm pretty sure part of your problem is that you grant k_nicaea before activating it.

My suggestions:

Code:
namespace = fob
character_event = {
    title = EVTNAMEfob01
    id = fob.01
    desc = EVTDESCfob01
    picture = GFX_evt_fob

    mean_time_to_happen = {
        days = 1
    }
   
    trigger = {
        AND = {
            has_landed_title = e_byzantium
            NOT = {
                k_nicaea = {
                    has_title_flag = fob
                }
            }
            c_byzantion = {
                holder_scope = {
                    NOR = {
                        character = ROOT
                        any_liege = { character = ROOT }
                    }
                }
            }
            d_thrace = {
                holder_scope = {
                    NOR = {
                        character = ROOT
                        any_liege = { character = ROOT }
                    }
                }
            }
        }
    }
   
    option = {
        name = EVTOPTAfob01
        e_byzantium = {
            set_title_flag = lost_thrace
        }
        activate_title = { title = k_nicaea status = yes }
        k_nicaea = {

            set_title_flag = fob
            copy_title_history = e_byzantium
            copy_title_laws = e_byzantium
            grant_title = ROOT
        }

        e_byzantium = { destroy_landed_title = THIS }
        any_vassal = {
            if = {
                limit = {
                    NOT = {
                        de_jure_liege_or_above = ROOT
                        }
                    }
                }
                set_defacto_liege = THIS
            }
        }
    }
   
}
 

Korbah

Ratel
136 Badges
Mar 3, 2011
4.758
1.272
  • Europa Universalis IV
  • Crusader Kings II: Holy Knight (pre-order)
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Campus
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
How resource intensive are triggered modifiers, and is it always more reasonable to use event modifiers assigned through maintenance events instead?

Simply put; triggered_modifiers are checked every day against every landed character in the world while events are checked every 20 days against landed characters and every 50 days for courtiers by default.
100 triggered modifiers will have a more noticeable impact than 100 maintenance events when it comes to speed, additionally triggered modifiers are notorious for causing desync issues in multiplayer.

Source: I was insane and Elder Kings at one point had around a hundred triggered modifiers. It was bad, very bad.
 

Sevgart

Second Lieutenant
91 Badges
Jun 10, 2008
165
51
  • Magicka
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: El Dorado
  • Teleglitch: Die More Edition
  • Victoria 2
  • 500k Club
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines Deluxe Edition
  • Stellaris: Digital Anniversary Edition
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Nemesis
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Hong Kong
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Cities: Skylines - Green Cities
  • Stellaris: Synthetic Dawn
  • Europa Universalis III Complete
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Europa Universalis III Complete
What is wrong with this decision? I cannot see it in game :/

Code:
decisions = {

   organize_children_of_atom = {
       only_independent = yes
       is_high_prio = yes
      
       potential = {
           independent = yes
           prisoner = no
           age = 16
           religion = atomicist
           NOT = { trait = incapable }
           NOT = { has_global_flag = children_of_atom_founded }
           d_children_of_atom = {
               has_holder = no
           }
       }
       allow = {
           prestige = 300
           wealth = 300
       }
       effect = {
           set_global_flag = children_of_atom_founded
           prestige = -300
           wealth = -300
           activate_title = { title = d_children_of_atom = yes }
           hidden_tooltip = {
               narrative_event = { id = TOG.3100 }
               create_character = {
                   random_traits = yes
                   religion = atomicist
                   culture = ROOT
                   dynasty = NONE
                   female = no
                   age = 34
                   trait = zealous
                   trait = inspiring_leader
                   trait = atom_bless
                   trait = skilled_tactician
               }
               new_character = {
                   d_children_of_atom = {
                       grant_title = PREV
                   }
                   set_name = Cromwell
               }
           }
       }
       ai_will_do = {
           factor = 1
       }
   }
}