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Sweawm

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And it is using the interface that has one of those with it?

It's using the vanilla offmap_china interface, as far as I know. Everything on the interface appears, and supposedly works. It's just when I click the gift button, no decisions show up at all. Is there an interface file where I have to specify something more?

Code:
offmap_spirit_world = {
    name = spirit_world
    window_name = domestic_offmaps_window
    button_name = icon_offmaps_entry
    currency_name = TXT_GRACE
    currency_gain = monthly_grace
    currency_reset_on_dynasty_change = yes
    holder_title = title_spirit_emperor            # minor title used to identify a character as holder of this offmap power
    governor_title = d_fire_sages
    tier = emperor
    non_aggression_modifier = peace_deal_with_china
    coa_religion = earth_spirituality
    government = feudal_government
    beginning_of_history = 1.1.1
    sound = china_interaction_interface
    display_trigger = {
        always = yes
    }
 

blackninja9939

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It's using the vanilla offmap_china interface, as far as I know. Everything on the interface appears, and supposedly works. It's just when I click the gift button, no decisions show up at all. Is there an interface file where I have to specify something more?

Code:
offmap_spirit_world = {
    name = spirit_world
    window_name = domestic_offmaps_window
    button_name = icon_offmaps_entry
    currency_name = TXT_GRACE
    currency_gain = monthly_grace
    currency_reset_on_dynasty_change = yes
    holder_title = title_spirit_emperor            # minor title used to identify a character as holder of this offmap power
    governor_title = d_fire_sages
    tier = emperor
    non_aggression_modifier = peace_deal_with_china
    coa_religion = earth_spirituality
    government = feudal_government
    beginning_of_history = 1.1.1
    sound = china_interaction_interface
    display_trigger = {
        always = yes
    }
Hmm in that case it is likely something in decision file or how you set up the file itself. Upload the actual files as otherwise you are probably not going to get anything useful.
 

Sweawm

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Hmm in that case it is likely something in decision file or how you set up the file itself. Upload the actual files as otherwise you are probably not going to get anything useful.

Alright then. I'll upload the decision and offmap power file.
 

Attachments

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MFineberg

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Hi. I'm making a mod, and I'm a bit confused about holdings. I have this problem

For example, let's say the province history file is:
Code:
b_tribal

#b_randomcastle = castle
#b_randomcity = city
#b_randomtemple = temple

When I run the game though, they always get built in the order of writing, regardless of what type is written. For example, I build a temple, and it gets the name 'randomcastle'. Any idea how to fix it?
 
Last edited:

HandicapdHippo

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Hi. I'm making a mod, and I'm a bit confused about holdings. I have this problem

For example, let's say the province history file is:
Code:
b_tribal

#b_randomcastle = castle
#b_randomcity = city
#b_randomtemple = temple

When I run the game though, they always get built in the order of writing, regardless of what type is written. For example, I build a temple, and it gets the name 'randomcastle'. Any idea how to fix it?
Pretty sure that is not possible,unless the holdings are prebuilt in history the game just picks the first free holding name in landed titles for the county. Those three extra holdings lines in landed titles arent doing anything, they are commented out so the game doesn't read the line.
 

MFineberg

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Pretty sure that is not possible,unless the holdings are prebuilt in history the game just picks the first free holding name in landed titles for the county. Those three extra holdings lines in landed titles arent doing anything, they are commented out so the game doesn't read the line.
oh. I had a feeling the game was giving the holdings names based on their type... Well, it sucks then.

Wait, but why does it specify the type of the holding then? I mean why are they all written as "#b_randomcastle = castle" instead of just "#b_randomcastle"?
 

DC123456789

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oh. I had a feeling the game was giving the holdings names based on their type... Well, it sucks then.

Wait, but why does it specify the type of the holding then? I mean why are they all written as "#b_randomcastle = castle" instead of just "#b_randomcastle"?

It's just a reference for the coder. There's no actual code reason it needs to be there.
 

Omniscient

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How does has_law work? e.g. say I'm k_bohemia under e_hre and test has_law = x. Does this test if I myself have tha law, or wether I'm under it (i.e wether my liege title has the law). And if it's the former, does it always return false for courtiers?
I believe has_law checks if the title currently scoped to has the law.
 

EightDeer

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Got it.

Further question: is government_flavor's trigger in character or title scope?
If you're talking about common\government_flavor, the triggers are based on characters, as far as I can tell.
 

Kilkakon

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The whole "forts/trading posts getting demolished when sieged" mechanic, is that something that can be adjusted or disabled via event? I would like to have them occupied instead.
 

unknownenlord

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Any way to make the option fire on adjacent counties only if can include within one sea zone great if not i will take it as good enough.

Code:
namespace = newBeginning

narrative_event = {
    picture = GFX_evt_victory_arch_byzantine
    id = newBeginning.1
    desc = EVTDESCnewBeginning.1
    title = EVTTLEnewBeginning.1
    
    
    only_playable = yes

    
    trigger = {
        num_of_count_titles = 3
        independent = yes
        is_nomadic = yes
    }
    mean_time_to_happen = {
        months = 1
    }
    
    
    option = {
        name = EVTOPTAnewBeginning.1
        prestige = 100
        set_government_type = tribal_government
        capital_scope = {
            create_title = {
                tier = DUKE
                landless = no
                temporary = no
                custom_created = yes
                culture = ROOT
                holder = ROOT
                base_title = THIS
                copy_title_laws = yes
             }
        }
        any_demesne_title = {
            limit ={
                tier = DUKE
            }
            holder_scope = {
                any_demesne_title = {
                    limit = {
                        de_jure_liege = d_everything
                        tier = COUNT
                    
                    }
                    de_jure_liege = PREVPREV
                }
            }
        }
    }
}

so in my mod there is only one duchy d_everything i want to dynamically create duchies without bordergore.
this event creates a duchy tribe when a nomad controls 3 counties (everyone starts as nomads.).

By fire i mean can include eithor/or changes to potential or effect as long as it helps minimize bordergore.
 

MFineberg

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I've encountered another little problem. When I'm creating new provinces, I can easily set the terrain in province_setup file. But, when I'm trying to change the terrain of the existing ones, it doesn't work for some reason.
 

MFineberg

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province_setup is only supposed to be used for setting the terrain in savegames IIRC. To change the terrain you're supposed to use the province history file (of course, both should be consistent anyways).
thank you!
 

Auirus

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Is there an easy way to make an event trigger only once?
If not is it possible to use the following as a pre-trigger:
Code:
NOT = { has_global_flag = example }
Also how does mod load order work in this game?