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SchwarzKatze

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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
  }
}
}
Why are you using any_dynasty_member instead of dynasty?
 

crowdemon

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Why are you using any_dynasty_member instead of dynasty?

I couldn't find it on the wiki page for modding.

Is there anything else I should I know?
 

SchwarzKatze

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crowdemon

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But they're both there. Perhaps you're looking at the scopes instead of the conditions?


I haven't looked though all of it, but that one is just too obvious.

I see.
 

SchwarzKatze

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Why are you giving the units to ROOT? That's the person clicking the decision, which is you.

When I was switching characters (using the play command) I used that decision to give that character more troops. This means it was time consuming (depending on the number of switches I did.

Instead of ROOT, what is the correct code?
 

Sylas

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Bump :)

HI guys! I'm a proud member of a little team, which try to make a hungarian localization for CK2. This is not an easy task, because the differences of the hungarian and english language. My question is: Is it possible to change the title's or the ruler's word order? For example: the Duchy of Esztergom is Esztergomi hercegség in hungarian. So I need an "i" suffix instead an " of " preffix. And I should put somehow the title level (Duchy=Hercegség) behind the province name. The situation is similar with the ruler name's. "Béla IV" is "IV. Béla" in hungarian. Is this depth of modding possible?
 

crowdemon

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Right after capital_scope, change ROOT to PREV. Then change owner = ROOT to owner = THIS.

Thank you SchwarzKatze & jursamaj. It works fine.
 
Last edited:

damanamana

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Can an event change a religion's holy sites?

I want to make a mod that switches the Orthodox holy sites to the Pentarchy after Mending the Schism, but I can't figure out how to. Any ideas?
 

Silversweeeper

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Can an event change a religion's holy sites?

I want to make a mod that switches the Orthodox holy sites to the Pentarchy after Mending the Schism, but I can't figure out how to. Any ideas?

You can't change holy sites except in the landed_titles file. However, you could create an orthodox_mended religion (or whatever) and forcibly convert everyone (and all counties, and all secret believers) and forcibly set all heresies of the regular Orthodox religion to that upon schism mending to that religion on mending, though you'd need to check every reference to the real Orthodox religion and ensure that it checks for reformation and then sets/checks the orthodox_mended religion.
 

name_here

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Can an event change a religion's holy sites?

I want to make a mod that switches the Orthodox holy sites to the Pentarchy after Mending the Schism, but I can't figure out how to. Any ideas?

Holy sites are defined in the title, and I don't think you can dynamically mod them. The only idea I've had is a crude hack where you basically have an extra version of the religion floating around with its own holy sites, and use an event to swap it in, either by reformation or by messing around with parent_religion like in the mending event. Then do a massive event-based conversion and decide how to handle transferring over moral authority modifiers.
 

Aardvark Bellay

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HI guys! I'm a proud member of a little team, which try to make a hungarian localization for CK2. This is not an easy task, because the differences of the hungarian and english language. My question is: Is it possible to change the title's or the ruler's word order? For example: the Duchy of Esztergom is Esztergomi hercegség in hungarian. So I need an "i" suffix instead an " of " preffix. And I should put somehow the title level (Duchy=Hercegség) behind the province name. The situation is similar with the ruler name's. "Béla IV" is "IV. Béla" in hungarian. Is this depth of modding possible?

I don't know, but if anyone does, then probably..

@zimxavier
 

zimxavier

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HI guys! I'm a proud member of a little team, which try to make a hungarian localization for CK2. This is not an easy task, because the differences of the hungarian and english language. My question is: Is it possible to change the title's or the ruler's word order? For example: the Duchy of Esztergom is Esztergomi hercegség in hungarian. So I need an "i" suffix instead an " of " preffix. And I should put somehow the title level (Duchy=Hercegség) behind the province name. The situation is similar with the ruler name's. "Béla IV" is "IV. Béla" in hungarian. Is this depth of modding possible?

order in general:
UNIT_ARMY_NAME;$ADJ$ $ARMY$;$ARMY$ $ADJ$;$ADJ$ $ARMY$;;$ARMY$ $ADJ$;;;;;;;;;x
TITLE_HOUSE_NAME;$HOUSE$ $DYN$;$HOUSE$ $DYN$;$HOUSE$ $DYN$;;$HOUSE$ $DYN$;;;;;;;;;x
TITLE_DYNASTIC_NAME;$DYN$ $NAME$;$NAME$ $DYN$;$DYN$ $NAME$;;$DYN$ $NAME$;;;;;;;;;x
TITLE_BASE_NAME;$PREFIX$ $NAME$;$PREFIX$ $NAME$;$PREFIX$ $NAME$;;$PREFIX$ $NAME$;;;;;;;;;x
TITLE_BASE_NAME_PETTY;$PETTY$ $PREFIX$ $NAME$;$PETTY$ $PREFIX$ $NAME$;$PETTY$ $PREFIX$ $NAME$;;$PETTY$ $PREFIX$ $NAME$;;;;;;;;;x
TITLE_BASE_NAME_TRIBAL;$TRIBAL$ $PREFIX$ $NAME$;$TRIBAL$ $PREFIX$ $NAME$;$TRIBAL$ $PREFIX$ $NAME$;;$TRIBAL$ $PREFIX$ $NAME$;;;;;;;;;x
TITLE_BASE_NAME_TITULAR;$TITULAR$ $PREFIX$ $NAME$;$TITULAR$ $PREFIX$ $NAME$;$TITULAR$ $PREFIX$ $NAME$;;$TITULAR$ $PREFIX$ $NAME$;;;;;;;;;x
TITLE_BASE_NAME_PETTY_TRIBAL;$TRIBAL$ $PETTY$ $PREFIX$ $NAME$;$TRIBAL$ $PETTY$ $PREFIX$ $NAME$;$TRIBAL$ $PETTY$ $PREFIX$ $NAME$;;$TRIBAL$ $PETTY$ $PREFIX$ $NAME$;;;;;;;;;x
TITLE_BASE_NAME_PETTY_TITULAR;$TITULAR$ $PETTY$ $PREFIX$ $NAME$;$TITULAR$ $PETTY$ $PREFIX$ $NAME$;$TITULAR$ $PETTY$ $PREFIX$ $NAME$;;$TITULAR$ $PETTY$ $PREFIX$ $NAME$;;;;;;;;;x
PLOTTER_JOB_DESC;, the $TITLE$ of $HOLDING$;, $TITLE$ de $HOLDING$;, $TITLE$ von $HOLDING$;;, el $TITLE$ de $HOLDING$;;;;;;;;;x
TITLE_SHORT_NAME_FORM;the $TITLE$;$TITLE$;$TITLE$;;el $TITLE$;;;;;;;;;x
TITLE_SHORT_NAME_FORM_CAPPED;The $TITLE$;$TITLE$;$TITLE$;;El $TITLE$;;;;;;;;;x
offmap_full_title;$TITLE$ $TIER$;$TIER$ de $TITLE$;$TITLE$ $TIER$;;$TIER$ $TITLE$;;;;;;;;;x

About "of", search lines containing " of;"
Examples:
duchy_of;Duchy of;Duché de;Herzogtum;;Ducado de;;;;;;;;;x
kingdom_of;Kingdom of;Royaume de;Königreich;;Reino de;;;;;;;;;x
 
Last edited:

Sylas

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order in general:
UNIT_ARMY_NAME;$ADJ$ $ARMY$;$ARMY$ $ADJ$;$ADJ$ $ARMY$;;$ARMY$ $ADJ$;;;;;;;;;x
TITLE_HOUSE_NAME;$HOUSE$ $DYN$;$HOUSE$ $DYN$;$HOUSE$ $DYN$;;$HOUSE$ $DYN$;;;;;;;;;x
TITLE_DYNASTIC_NAME;$DYN$ $NAME$;$NAME$ $DYN$;$DYN$ $NAME$;;$DYN$ $NAME$;;;;;;;;;x
TITLE_BASE_NAME;$PREFIX$ $NAME$;$PREFIX$ $NAME$;$PREFIX$ $NAME$;;$PREFIX$ $NAME$;;;;;;;;;x
TITLE_BASE_NAME_PETTY;$PETTY$ $PREFIX$ $NAME$;$PETTY$ $PREFIX$ $NAME$;$PETTY$ $PREFIX$ $NAME$;;$PETTY$ $PREFIX$ $NAME$;;;;;;;;;x
TITLE_BASE_NAME_TRIBAL;$TRIBAL$ $PREFIX$ $NAME$;$TRIBAL$ $PREFIX$ $NAME$;$TRIBAL$ $PREFIX$ $NAME$;;$TRIBAL$ $PREFIX$ $NAME$;;;;;;;;;x
TITLE_BASE_NAME_TITULAR;$TITULAR$ $PREFIX$ $NAME$;$TITULAR$ $PREFIX$ $NAME$;$TITULAR$ $PREFIX$ $NAME$;;$TITULAR$ $PREFIX$ $NAME$;;;;;;;;;x
TITLE_BASE_NAME_PETTY_TRIBAL;$TRIBAL$ $PETTY$ $PREFIX$ $NAME$;$TRIBAL$ $PETTY$ $PREFIX$ $NAME$;$TRIBAL$ $PETTY$ $PREFIX$ $NAME$;;$TRIBAL$ $PETTY$ $PREFIX$ $NAME$;;;;;;;;;x
TITLE_BASE_NAME_PETTY_TITULAR;$TITULAR$ $PETTY$ $PREFIX$ $NAME$;$TITULAR$ $PETTY$ $PREFIX$ $NAME$;$TITULAR$ $PETTY$ $PREFIX$ $NAME$;;$TITULAR$ $PETTY$ $PREFIX$ $NAME$;;;;;;;;;x
PLOTTER_JOB_DESC;, the $TITLE$ of $HOLDING$;, $TITLE$ de $HOLDING$;, $TITLE$ von $HOLDING$;;, el $TITLE$ de $HOLDING$;;;;;;;;;x
TITLE_SHORT_NAME_FORM;the $TITLE$;$TITLE$;$TITLE$;;el $TITLE$;;;;;;;;;x
TITLE_SHORT_NAME_FORM_CAPPED;The $TITLE$;$TITLE$;$TITLE$;;El $TITLE$;;;;;;;;;x
offmap_full_title;$TITLE$ $TIER$;$TIER$ de $TITLE$;$TITLE$ $TIER$;;$TIER$ $TITLE$;;;;;;;;;x

About "of", search lines containing " of;"
Examples:
duchy_of;Duchy of;Duché de;Herzogtum;;Ducado de;;;;;;;;;x
kingdom_of;Kingdom of;Royaume de;Königreich;;Reino de;;;;;;;;;x

And these lines are in the text1.csv file? Or I should add them?
 

zimxavier

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@Sylas

In Notepad++
Ctrl+Schift+F
select localisation folder
Search UNIT_ARMY_NAME;
etc.
 

IntoTheMaelstrom

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I'm at loss how to enable tanistry for every pagan and every tribal. When I start as pagan I have only one visible option - gavelkind. I want tanistry to be visible too. When it is visible I think I can mod requirements myself. But after one hour of trying to put is_tribal = yes nothing really changed. The best I achieved was that every pagan starts with tanistry instead of ele_gavelkind, but this is obviously not what I want
Code:
succ_tanistry = {
        oldest_child_opinion = -20
        child_opinion = -10
        dynasty_opinion = 5
        vassal_opinion = 5
        potential = {
            holder_scope = {
                OR = {
                    independent = yes
                    NOT = {
                        any_liege = {
                            holy_order = yes
                        }
                    }
                }
                NOT = { religion_group = muslim }
                is_merchant_republic = no
                is_patrician = no
                culture_group = celtic
                OR = {
                    independent = yes
                    NOT = {
                        any_demesne_title = {
                            is_vice_royalty = yes
                        }
                    }
                }
            }
            OR = {
                is_landless_type_title = no
                is_tribal_type_title = yes
                temporary = yes
            }
            is_primary_type_title = no
            NOT = { tier = baron }
            OR = {
                holder_scope = {
                    culture_group = celtic
                }
                AND = {
                    tier = baron
                    is_feudal = yes
                }
                holder_scope = { is_feudal = yes }
            }
            NOT = { holder_scope = { government = confucian_bureaucracy } }
            NOT = { holder_scope = { government = chinese_imperial_government } }
        }
        allow = {
            OR = {
                holder_scope = { is_feudal = yes }
                holder_scope = { is_tribal = yes }
            }
            custom_tooltip = {
                text = not_forced_tt
                hidden_tooltip = {
                    holder_scope = { NOT = { has_character_flag = liege_forced_succ_law } }
                }
            }
            conditional_tooltip = {
                trigger = {
                    has_dlc = "Conclave"
                }
                custom_tooltip = {
                    text = forced_elective_tt
                    hidden_tooltip = {
                        NAND = {
                            has_law = succession_voting_power_1
                            has_law = succ_feudal_elective
                        }
                    }
                }
            }
        }
        effect = {
            succession = tanistry
        }
        revoke_allowed = {
            always = no
        }           
    }