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.
Last edited:
Does it mean my song has to be at least 44100 Hz or that my song must be exactly 44100 Hz?
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?
For the first file, i never sew the "always_visible" and "visible_in_all_map_modes", make sure they exist for CK2.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?
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.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.
What do you mean by that? You want to see if grant_title transfers any additional baronies when you grant a county?Also, with a Province, how do I scope to the Baronies for grant_title?
Thanks for the replyI 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.
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?
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?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, that might be worth a try, thanksHmm, 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.
Are you looking at the flank leader, or one of the sub-leaders? And does any_controlled_unit only work on flak leaders?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?
at both if possible, but flank leaders whould do.Are you looking at the flank leader, or one of the sub-leaders? And does any_controlled_unit only work on flak leaders?
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. :/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.
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 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.
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?