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jursamaj

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"Petty" + the localized "king" title.
Makes me wonder if the Petty tag in v1_10.csv or the TITLE_BASE_NAME_PETTY tag in MonksAndMystics.csv could be culture suffixed.

I'm having problems deleting provinces. Whenever it loads it reads in the error.log
"[map.cpp:1449]: Province 2200 has no pixels in provinces.bmp"
The thing is this province doesn't exist and the colors don't exist on the map. All traces of it is deleted and "2200", the province number doesn't appear in any of the mod's files. 2200 is also not used by CK2 (goes up to 1581). The history file is deleted, so is the count title.

sfU3IPD.jpg


How does one reliably delete a province?
The line "2200;2;210;0;;x" is probably still in map/definition.csv. Since the game is trying to fill in all provinces below max_provinces, it's looking for the color that definition.csv says that 2200 should be. If all it does is throw an error in the log, you can ignore it.
 

Thezezeal

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What is the proper encoding for Culture/Dynasty files? I'm having issues names aren't displaying correctly. For example, in-game I'll get odd symbols; but when I encode it to 1252, the names display correctly in-game, but some letters get replaced with "?" in the actual files, even though the names are just exact copies of one's found in vanilla.
 

SchwarzKatze

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Thank you, should I make a "letterevent" with 2 days waiting-time?
1 Day is enough to ensure that the player (instead of the ai) get the event.
Code:
on_new_holder_inheritance = {
    events = {
        ...
        ...
        MyMod.123
    }
}
Code:
namespace = MyMod
character_event = {
    id = MyMod.123
    is_triggered_only = yes
    hide_window = yes

    trigger = {
        #Whatever trigger you have, though the dying character is now FROMFROM instead of root
    }

    immediate = {
        if = { #Change the options into switch blocks
            limit = { 
                trait = harem_chef
            }
            character_event = { id = MyMod.456 days = 1 }
            break = yes
        }
        if = { #Like this
            limit = { 
                trait = soup_chef
            }
            character_event = { id = MyMod.457 days = 1 }
            break = yes
        }
        if = { #etc.
            limit = { 
                trait = patissier
            }
            character_event = { id = MyMod.458 days = 1 }
            break = yes
        }
    }
}
 

SchwarzKatze

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What is the proper encoding for Culture/Dynasty files? I'm having issues names aren't displaying correctly. For example, in-game I'll get odd symbols; but when I encode it to 1252, the names display correctly in-game, but some letters get replaced with "?" in the actual files, even though the names are just exact copies of one's found in vanilla.
Do all accented letters turn into '?' or just some of them? If the latter, which ones does/doesn't?
 

Thezezeal

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Do all accented letters turn into '?' or just some of them? If the latter, which ones does/doesn't?
From what I can tell, it seems to be all.

For example, I have a culture that uses the Irish names, and it should be like this :
Abbán Abner_Abner Abél_Abel Adomnán Áed_Hugh Áedgen
(from the vanilla file)
but comes up as :
Abb?n Abner_Abner Ab?l_Abel Adomn?n ?ed_Hugh ?edgen

once I've gone encoded them.

With that said, though, the other weird letters seem to be resolved (like how sometimes you get weird sort of "a-" letters, if that makes sense?)
 

SchwarzKatze

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From what I can tell, it seems to be all.

For example, I have a culture that uses the Irish names, and it should be like this :

(from the vanilla file)
but comes up as :


once I've gone encoded them.

With that said, though, the other weird letters seem to be resolved (like how sometimes you get weird sort of "a-" letters, if that makes sense?)
Are you sure it's Windows-1252? What program are you using?
 

Thezezeal

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Are you sure it's Windows-1252? What program are you using?
I'm using Notepad++ with an encoding of UTF-8, and then running it through a... "codepage"(?) converter I downloaded ages ago to transfer them to Western European (Windows-1252).

Whenever I've tried using the Encoding>Character Sets>Western European>Windows-1252 in Notepad++, it always came out with the normal 'wrong encoding' issue for me. So this was the only way I was able to get them working.
 

SchwarzKatze

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I'm using Notepad++ with an encoding of UTF-8, and then running it through a... "codepage"(?) converter I downloaded ages ago to transfer them to Western European (Windows-1252).

Whenever I've tried using the Encoding>Character Sets>Western European>Windows-1252 in Notepad++, it always came out with the normal 'wrong encoding' issue for me. So this was the only way I was able to get them working.
Have you tried "Convert to ANSI" under the same menu?
 

name_here

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And that's hardcoded?
For barons, you can get landed lowborns by using a gov type that doesn't have barons_need_dynasty, such as vanilla theocracies. I'm not sure if there's a way to give them a higher title without a dynasty being assigned. Be advised, however, that lowborns kinda-sorta count as all being part of the same dynasty, so if you get it to work you will have no end of headaches from that.
 

Bulkabalka

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Has Jade Dragon changed map modding in any way? I'm working on a total map conversion and it worked up until the latest patch. Now it crashes at "Loading Graphics". I was working on adding in my custom provinces in the definition.csv file - my guess is there's some mandatory province that needs to be left in the file to avoid the CTDs.

Also, this stands out in the error log, and is the final entry:
[gfx_dx9.cpp:1483]: Error create vertices -2005530516 8 0 28
[gfx_dx9.cpp:1486]: managed
 

Thezezeal

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Have you tried "Convert to ANSI" under the same menu?
I *think* I have in the past, but cannot swear to it, so will try tomorrow, thanks for the suggestion :)

Has Jade Dragon changed map modding in any way? I'm working on a total map conversion and it worked up until the latest patch. Now it crashes at "Loading Graphics". I was working on adding in my custom provinces in the definition.csv file - my guess is there's some mandatory province that needs to be left in the file to avoid the CTDs.

Also, this stands out in the error log, and is the final entry:
[gfx_dx9.cpp:1483]: Error create vertices -2005530516 8 0 28
[gfx_dx9.cpp:1486]: managed

Not sure overall, but I've had very similar errors about the vertices without any observable issue. Have you checked your positions file? I know that I got CTDs when I'd forgotten to back-up the vanilla Positions file, before using nudge on my custom map.
 

Romulien

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Quick question about portrait modding: how can I apply the Clothing Override mechanism from M&M to courtiers not in a society?

I was creating a new Republic Government, and I used it to remove those out of place Renaissance hats from the characters of my government, only this works fine for rulers but not for courtiers (i.e. they still look like late 13th century Italian dudes). Apparently it doesn't recognize a courtier of a republic as valid for the "portrait_government = " scope.

This is the code I had written, with an added "liege =" scope, but it still does not work for courtiers. Again, the sprites show up fine on Rulers, so it seems it is not a problem of missing files.

Code:
portraitType = {
        name = "PORTRAIT_clothing_roman_republic_male"
        effectFile = "gfx/FX/portrait.lua"
        portrait_is_female = no
        weight = {
            additive_modifier = {
                value = 100000
                portrait_clothing = yes
                OR = {
                    portrait_government = merchant_republic_government
                    liege = {
                        portrait_government = merchant_republic_government
                    }
                }
            }
        }

        layer = {
            "GFX_senate_male_clothes_behind:c0"
            "GFX_empty:c1"
            "GFX_senate_male_clothes:c2"
            "GFX_empty:c3"
            "GFX_empty:c4"
            "GFX_empty:c5"
        }
      
        headgear_that_hides_hair = {}
      
        allow_property_values = {
            5 = {
                0 = {
                    always = yes
                }
            }
        }
    }

This is not really helpful, but I'm not sure if:
- portrait_is_female = no is valid outside of weight = {} block (should be moved it inside just in case)
- liege = { } or any character scope is valid in portrait scope. - that's probably the issue ?
- portrait_government actually works since it's undocumented (I guess it does, if it works for rulers ?!)

Note: use [CODE ] tag instead of [SPOILER ] to preserve indentation !
 

Eludio

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This is not really helpful, but I'm not sure if:
- portrait_is_female = no is valid outside of weight = {} block (should be moved it inside just in case)
- liege = { } or any character scope is valid in portrait scope. - that's probably the issue ?
- portrait_government actually works since it's undocumented (I guess it does, if it works for rulers ?!)

Note: use [CODE ] tag instead of [SPOILER ] to preserve indentation !

Thanks, I’ll try those as soon as I get back to my pc. Portrait_government does indeed work, however as far as I have experimented, it only works for rulers, not courtiers.
I do hope there is a way to add character scopes in portrait_scope, I’ll check around other mods
 

RedBaronFlyer

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How/where do you change a councilors model upon changing religion? I was wanting to make it so Iconoclast uses the Legacy of Rome council models like Orthodox does.
 

Nendur

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How/where do you change a councilors model upon changing religion? I was wanting to make it so Iconoclast uses the Legacy of Rome council models like Orthodox does.
It's based on the religions graphical culture. I you change Iconoclast to something else, you can set a priest like:
Code:
	EMFXActorType = {
		name = "easterngfx_job_spiritual"
		actorfile = "gfx\models\Mapindicators\Eastern_Lord_Spritual.xac"

		idle   = "gfx\models\Mapindicators\Eastern_Lord_Spritual.xsm"
		scale = 1.0f
	}
 

RedBaronFlyer

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It's based on the religions graphical culture. I you change Iconoclast to something else, you can set a priest like:
Code:
    EMFXActorType = {
        name = "easterngfx_job_spiritual"
        actorfile = "gfx\models\Mapindicators\Eastern_Lord_Spritual.xac"

        idle   = "gfx\models\Mapindicators\Eastern_Lord_Spritual.xsm"
        scale = 1.0f
    }

Where is that located?
 

Tyler537

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would this work? (talking about the code below the i edited from here on)
Code:
    after = { #Clear and set all relevant flags...
        if = {
            limit = {
                has_character_flag = wrote_about_battle
                has_character_flag = wrote_about_relationships
                has_character_flag = wrote_about_administration
                has_character_flag = wrote_about_religion
                has_character_flag = wrote_about_dynasty
            }
            set_character_flag = has_explored_all_topics
        }

        clr_character_flag = writing_about_battle
        clr_character_flag = writing_about_relationships
        clr_character_flag = writing_about_administration
        clr_character_flag = writing_about_religion
        clr_character_flag = writing_poetry
        clr_character_flag = writing_about_dynasty
        clr_character_flag = decent_book_potential
        clr_character_flag = good_book_potential
        clr_character_flag = great_book_potential
        clr_character_flag = hide_martial_this_time
        clr_character_flag = hide_relationships_this_time
        clr_character_flag = hide_administration_this_time
        clr_character_flag = hide_learning_this_time
        clr_character_flag = currently_working_on_a_book
       #I edited from here on
        if = {
            limit = {
                ai = no
            }
            add_character_modifier = {
            name = uninspired
            duration = 1
            }
        }
        if = {
            limit = {
                ai = yes
            }
            add_character_modifier = {
            name = uninspired
            duration = 7300
            }
        }

        hidden_effect = {
            remove_character_modifier = writing_a_book
        }
    }
 

grigorii

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Is it possible to somehow create taxation from barony to county owner outside realm?

The best idea I have is somehow use prosperity, so baronies increase prosperity somehow (through events based on buildings) and hospital decreases it while generating income. Yet I would like not to use prosperity.
 

crowdemon

Lt. General
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May 13, 2013
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Instead of going through the "play (character ID)" commands manually, then fire spawn units via a decision. I want that decision to target any landed member of a specifier dynasty to give them spawn units. As you can see it is not working.

For example, dynasty 502 = Munso

Code:
decisions = {

norse_reinforcement_decisions = {
    potential = {
        ai = no
        }
    allow = {}
    effect = {
    
    any_playable_ruler = {
    
    if = {
            limit = { any_dynasty_member = 1059}
            hidden_tooltip = {
                capital_scope = {
                    ROOT = {
                        spawn_unit = {
                            province = PREV
                            owner = ROOT
                            disband_on_peace = no
                            troops = {
                                light_infantry = { 6000 6000  }
                                heavy_infantry = { 1000 1000  }
                                archers = { 1000 1000 }
                                light_cavalry = { 1500 1500  }
                                knights = { 500 500 }
                            }
                        }
                        spawn_fleet = {
                            province = closest
                            owner = ROOT
                            disband_on_peace = no
                            troops = {
                                galleys = { 5000 5000 }
                            }
                        }
                    }
                }
            }
        }
    
    if = {
            limit = { any_dynasty_member = 705}
            hidden_tooltip = {
                capital_scope = {
                    ROOT = {
                        spawn_unit = {
                            province = PREV
                            owner = ROOT
                            disband_on_peace = no
                            troops = {
                                light_infantry = { 6000 6000  }
                                heavy_infantry = { 1000 1000  }
                                archers = { 1000 1000 }
                                light_cavalry = { 1500 1500  }
                                knights = { 500 500 }   
                            }
                        }
                        spawn_fleet = {
                            province = closest
                            owner = ROOT
                            disband_on_peace = no
                            troops = {
                                galleys = { 5000 5000 }
                            }
                        }
                    }
                }
            }
        }
    
    if = {
            limit = { any_dynasty_member = 499}
            hidden_tooltip = {
                capital_scope = {
                    ROOT = {
                        spawn_unit = {
                            province = PREV
                            owner = ROOT
                            disband_on_peace = no
                            troops = {
                                light_infantry = { 6000 6000  }
                                heavy_infantry = { 1000 1000  }
                                archers = { 1000 1000 }
                                light_cavalry = { 1500 1500  }
                                knights = { 500 500 }   
                            }
                        }
                        spawn_fleet = {
                            province = closest
                            owner = ROOT
                            disband_on_peace = no
                            troops = {
                                galleys = { 5000 5000 }
                            }
                        }
                    }
                }
            }
        }
    
    if = {
            limit = { any_dynasty_member = 502}
            hidden_tooltip = {
                capital_scope = {
                    ROOT = {
                        spawn_unit = {
                            province = PREV
                            owner = ROOT
                            disband_on_peace = no
                            troops = {
                                light_infantry = { 6000 6000  }
                                heavy_infantry = { 1000 1000  }
                                archers = { 1000 1000 }
                                light_cavalry = { 1500 1500  }
                                knights = { 500 500 }   
                            }
                        }
                        spawn_fleet = {
                            province = closest
                            owner = ROOT
                            disband_on_peace = no
                            troops = {
                                galleys = { 5000 5000 }
                            }
                        }
                    }
                }
            }
        }
    
    if = {
            limit = { any_dynasty_member = 490}
            hidden_tooltip = {
                capital_scope = {
                    ROOT = {
                        spawn_unit = {
                            province = PREV
                            owner = ROOT
                            disband_on_peace = no
                            troops = {
                                light_infantry = { 6000 6000  }
                                heavy_infantry = { 1000 1000  }
                                archers = { 1000 1000 }
                                light_cavalry = { 1500 1500  }
                                knights = { 500 500 }   
                            }
                        }
                        spawn_fleet = {
                            province = closest
                            owner = ROOT
                            disband_on_peace = no
                            troops = {
                                galleys = { 5000 5000 }
                            }
                        }
                    }
                }
            }
        }
    
    if = {
            limit = { any_dynasty_member = 20084}
            hidden_tooltip = {
                capital_scope = {
                    ROOT = {
                        spawn_unit = {
                            province = PREV
                            owner = ROOT
                            disband_on_peace = no
                            troops = {
                                light_infantry = { 6000 6000  }
                                heavy_infantry = { 1000 1000  }
                                archers = { 1000 1000 }
                                light_cavalry = { 1500 1500  }
                                knights = { 500 500 }   
                            }
                        }
                        spawn_fleet = {
                            province = closest
                            owner = ROOT
                            disband_on_peace = no
                            troops = {
                                galleys = { 5000 5000 }
                            }
                        }
                    }
                }
            }
        }
    
    if = {
            limit = { any_dynasty_member = 7514}
            hidden_tooltip = {
                capital_scope = {
                    ROOT = {
                        spawn_unit = {
                            province = PREV
                            owner = ROOT
                            disband_on_peace = no
                            troops = {
                                light_infantry = { 6000 6000  }
                                heavy_infantry = { 1000 1000  }
                                archers = { 1000 1000 }
                                light_cavalry = { 1500 1500  }
                                knights = { 500 500 }   
                            }
                        }
                        spawn_fleet = {
                            province = closest
                            owner = ROOT
                            disband_on_peace = no
                            troops = {
                                galleys = { 5000 5000 }
                            }
                        }
                    }
                }
            }
        }
        
        if = {
            limit = { any_dynasty_member = 818}
            hidden_tooltip = {
                capital_scope = {
                    ROOT = {
                        spawn_unit = {
                            province = PREV
                            owner = ROOT
                            disband_on_peace = no
                            troops = {
                                light_infantry = { 6000 6000  }
                                heavy_infantry = { 1000 1000  }
                                archers = { 1000 1000 }
                                light_cavalry = { 1500 1500  }
                                knights = { 500 500 }   
                            }
                        }
                        spawn_fleet = {
                            province = closest
                            owner = ROOT
                            disband_on_peace = no
                            troops = {
                                galleys = { 5000 5000 }
                            }
                        }
                    }
                }
            }
        }
    }
    }
    ai_will_do =  {
    factor = 0
  }
}
}