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Aardvark Bellay

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Does it mean my song has to be at least 44100 Hz or that my song must be exactly 44100 Hz?

I didn't test any higher levels and not in 2.8 yet.
As far as i know all overhaul mods' music is also only 44100.
 
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Rags17

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How would one go about in preventing countries from declaring war on certain regions? Like, for example, preventing the Byzantine Empire from deciding it wants to conquer the steppe to the north instead of doing things like going for old Roman territory?

I think that you would have to edit the casus belli itself to bar the ERE (or better yet ANY empire tiered realm) from declaring war on a character with tribal or nomadic capital. Once you got the syntax right and constructed the right text block you could then ideally copy and paste it into every single relevant CB, more likely all you would nee dot do is paste it into the most common ones (eg dejure claim, ducal claim, holy war etc).
 

Arko

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I did not have much luck asking this in the less active mod map thread, maybe someone can help me here.
How exactly do i add a .mesh to the map?
So far i got a working mesh make with jorodox and added it into a mapconfig.gfx located inside interfaces like:

Code:
objectTypes = {
    pdxmesh = {
    name = "statue"
    file = "gfx\models\statics\statue\statue.mesh"
    scale = 1
    use_animation = no
    always_visible=yes
    visible_in_all_map_modes=yes
    }
}

and then i try to make it appear with this 00_static.txt located in map\statics entry:

Code:
object = {
type = "statue"
position = { 15.000 15.100 15.000 }
rotation = { 0.000 0.000 0.000 }
scale = 2.7
}


This however does not work, does anyone have experience with this?
Also what are the position values based on?
For the first file, i never sew the "always_visible" and "visible_in_all_map_modes", make sure they exist for CK2.

For placing it, the position is in pixel numbers. The pixel value are determined by the map files, for vanilla it is 3072*2048. IIRC correctly the origin in bottom left corner, so if your item is displayed, it is at the vry corner of the world seeing your value.
Also mind that one of the position is the altitude of your object, so make sure it is not very high in the sky on sunk.
If you get difficulties to spot it, make it much much bigger ;)
 

Thezezeal

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For Job Actions, how do I get the percentages to display? The Job works and fires, but nowhere does it show me the possible outcomes/percentage chance.

Also, with a Province, how do I scope to the Baronies for grant_title?

Thanks for the help :)
 

LordPeter

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For Job Actions, how do I get the percentages to display? The Job works and fires, but nowhere does it show me the possible outcomes/percentage chance.
I am not entirely sure, but I think the chances that are being displayed are somehow calculated by the game depending on the MTTH (+modifiers) of the events. So you can specify the events that fire from the action in the action itself, but the description there states already that this is purely visual, as no events fire directly from the action. So I think once you specify the events in the action, the game looks for them in the files, and calculates the modified MTTH, which it then displays as a yearly percentage.
Again, I'm just guessing there, I don't know if it really works that way.

Also, with a Province, how do I scope to the Baronies for grant_title?
What do you mean by that? You want to see if grant_title transfers any additional baronies when you grant a county?
(province =/= county, i.e. you technically can't grant a province, even though a county always belongs to the same province.)
Or do you mean you are looking at a certain province, and want to grant its baronies?
 

Thezezeal

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I am not entirely sure, but I think the chances that are being displayed are somehow calculated by the game depending on the MTTH (+modifiers) of the events. So you can specify the events that fire from the action in the action itself, but the description there states already that this is purely visual, as no events fire directly from the action. So I think once you specify the events in the action, the game looks for them in the files, and calculates the modified MTTH, which it then displays as a yearly percentage.
Again, I'm just guessing there, I don't know if it really works that way.
Thanks for the reply :) Yeah, they're not showing at all. I get the "Is in Province X to do Y" thing, but not the "possible outcomes" or odds. It still appears to be firing, however, so... :S Perhaps I've messed something up with it somewhere :/

What do you mean by that? You want to see if grant_title transfers any additional baronies when you grant a county?
(province =/= county, i.e. you technically can't grant a province, even though a county always belongs to the same province.)
Or do you mean you are looking at a certain province, and want to grant its baronies?

What I'm currently doing is using grant_title to give a character a Province, but I want to grant them the Baronies belonging to it, as well. So that when the character 'takes over' the Province (via event) they also take over all the Baronies, too.[/Quote][/QUOTE]
 

LordPeter

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What I'm currently doing is using grant_title to give a character a Province, but I want to grant them the Baronies belonging to it, as well. So that when the character 'takes over' the Province (via event) they also take over all the Baronies, too.
Hmm, I never really modded anything with titles, but could you maybe use any_province_holding (I assume "holding" is equivalent to "barony"), and also use grant_title on them all somehow?
Remember that you'd need to call that from province, not county scope.
 

Thezezeal

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Hmm, I never really modded anything with titles, but could you maybe use any_province_holding (I assume "holding" is equivalent to "barony"), and also use grant_title on them all somehow?
Remember that you'd need to call that from province, not county scope.
Hmm, that might be worth a try, thanks :)

I have another very bizarre issue : my error log, when one Mod is loaded, references files from another Mod, which I've already removed from my Mod folder... I do not understand how that is possible?
Edit : Resolved. I'd somehow managed to copy bits of the other Mod into the new one :S
 
Last edited:

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So, I have events for army commanders affecting their army.
However there is a little problem with the scope any_army, because it "scopes to all armies belonging to the character", but not to all armies and any_controlled_unit only scopes to the all units in the flank he is assinged to, but not to all.
I also can't scope to any amry on the location and then just find out if my ROOT is any flank leader, because the scope is always in dependency of a chararacter.

Any way to easily scope to the army root is currently assigned to?
 

jursamaj

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So, I have events for army commanders affecting their army.
However there is a little problem with the scope any_army, because it "scopes to all armies belonging to the character", but not to all armies and any_controlled_unit only scopes to the all units in the flank he is assinged to, but not to all.
I also can't scope to any amry on the location and then just find out if my ROOT is any flank leader, because the scope is always in dependency of a chararacter.

Any way to easily scope to the army root is currently assigned to?
Are you looking at the flank leader, or one of the sub-leaders? And does any_controlled_unit only work on flak leaders?
 

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Are you looking at the flank leader, or one of the sub-leaders? And does any_controlled_unit only work on flak leaders?
at both if possible, but flank leaders whould do.
I currently don't know how any_controlled_unit exaclty works as i couldn't test it yet, but i've read that it doesn't allow most commands, so even if i get it to work, i might not be able to do what i want to with it.
 

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at both if possible, but flank leaders whould do.
I currently don't know how any_controlled_unit exaclty works as i couldn't test it yet, but i've read that it doesn't allow most commands, so even if i get it to work, i might not be able to do what i want to with it.
I spent a while investigating this. Without knowing more about how the any unit/army scopes work, I'm stumped. And I've got to get to bed now. :/
 

CorpusIurisCivilis

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Hi! recently I've been working on two mods that I can't seem to get working right.

Firstly I 've "finished" making "The Palatina Guard" mod. The Varangian Guard for the Holy Roman Empire. Unfortunately, there are two issues that bug the mod, 1st I can't seem to make the decision button appear even if I have made just about all needed decision/localisation files. 2nd I decided to give the leader of the Palatina Guard the title of High Paladin yet the title appears as HIGH_PALADIN in-game.

Secondly, I've been attempting to create custom Roman Units by combining existing unit models but I can't seem to get them to appear in-game as they keep using the default game models.

All help is welcomed of course! If anyone wants to analyse the files personally just ask and ill be happy to provide them.
 

Rags17

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Hi! recently I've been working on two mods that I can't seem to get working right.

Firstly I 've "finished" making "The Palatina Guard" mod. The Varangian Guard for the Holy Roman Empire. Unfortunately, there are two issues that bug the mod, 1st I can't seem to make the decision button appear even if I have made just about all needed decision/localisation files. 2nd I decided to give the leader of the Palatina Guard the title of High Paladin yet the title appears as HIGH_PALADIN in-game.

Secondly, I've been attempting to create custom Roman Units by combining existing unit models but I can't seem to get them to appear in-game as they keep using the default game models.

All help is welcomed of course! If anyone wants to analyse the files personally just ask and ill be happy to provide them.


I'm happy to check it out, pm me.
 

Rydelfox

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I have some event modifiers that are disappearing from the provinces I add them to after a couple days. How can I determine why they are disappearing?
I do have a maintenance event that will remove them if the situation no longer makes sense for them, but that only runs yearly, on death, or when the title changes hands. The issue's to consistent for any of those.
 

Rags17

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I have some event modifiers that are disappearing from the provinces I add them to after a couple days. How can I determine why they are disappearing?
I do have a maintenance event that will remove them if the situation no longer makes sense for them, but that only runs yearly, on death, or when the title changes hands. The issue's to consistent for any of those.


FWIW I have been playing a lot with on_yearly_pulse events lately ans I can vouch that they most definitely do NOT go off every 12 months ! Sometimes they go off every 13 months like clockwork, other times they go off from 6-10 months in. I have no idea why this is, still trialing. The only help I can offer is to say to watch out for adding a MTTH to a is_triggered_only event, this seems to stuff it up.
 

Rydelfox

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Removing the maintenance event from the yearly pulse fixed it, but that just raises further questions
- The character involved doesn't meet the requirements of the trigger block, confirmed by testevent
- Changing the event to display a window doesn't show the window when removing the modifier.
 

Caeserion

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Is it possible to change culture localisations without changing the checksum? I want to do a 867 Kyntling playthrough where I convert to norman. My heirs name in the start is Knud (should by Knut since he's norse but whatever) and upon converting to norman I want it to change to Canute. Is that possible?
 

Rags17

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Is it possible to change culture localisations without changing the checksum? I want to do a 867 Kyntling playthrough where I convert to norman. My heirs name in the start is Knud (should by Knut since he's norse but whatever) and upon converting to norman I want it to change to Canute. Is that possible?


AFAIK there is no vanilla mechanic that changes a character's dynasty name automatically, but you could do it via a mod that checked continuously for change of culture. Set it to run for ai= no and it wouldn't eat too much cycle time either.