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LlywelynMawr

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So, there exists “christian portraits“ (which actually are non-pagan portraits), but how would one go about trying to code for religion specific portraits, or even government specific portraits?
 

thelad

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Include the entire 00_traits file in your mod, and modify that version.

nd

From the description I quoted, I assumed that the game engine would read both files and have duplicate traits cropping up everywhere.

However, it would also make sense that a copy of the original file (with the same name) would override it.

I'll try that, thanks.
 

Abominus

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It's actually possible now: You'll need to add the line
Code:
diplomacy_icon = GFX_whatever_you_want
to your targetted decision, for example using GFX_trait_amateurish_plotter will result in that trait icon to be displayed.
To add your own graphics, do the same you would do for custom trait icons: Save them as .dds of size 20x20 (or rather 25x20?) (I've not found any documentation on this yet, but 24x24 (trait icon size) seems to be to be a little bit too big, so this size seems to fit). Then add a spriteType referencing to your .dds file.
View attachment 421067
Here you can see that trait icons are a little bit too big. There's probably some documentation somewhere.

Thank you very much!

I found this in the changelog:

  • It is now possible to specify icons for objectives, decisions, and hardcoded interactions to show up in the diplomacy list (like how "plot to kill" has a dagger). For objectives and decisions, simply put "diplomacy_icon = GFX_gfx_name" and define that piece of GFX. For hardcoded interactions, the GFX name is pre-determined, using the format "GFX_<something>_icon", where "<something>" is the same as is used for offer descriptions, defines, and so on (E.G:, "DECLARE_WAR_INTERACTION"). By defining that GFX (in the case of war declaration, GFX_DECLARE_WAR_INTERACTION_icon), the icon will then show up
 

KhanMaytok

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How to check if a character is not already my courtier?

I'm doing it with:

Code:
NOT = { at_location = ROOT }

But, is it correct? For example, maybe I can be leading an army in another province and mi courtiers are in my capital.
 

Mundane

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What does this mean?

Code:
######## EXCEPTION: 0xC0000005 at address: 0x00EC0187: ACCESS VIOLATION  read attempt to address 0x00000038 
Version: Unknown Version
11/24/18 18:48:14

I'm modifying HIP but I don't think this is specific to the mod. I modified some portrait properties and religion files.
 

Rydelfox

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How to check if a character is not already my courtier?

I'm doing it with:

Code:
NOT = { at_location = ROOT }

But, is it correct? For example, maybe I can be leading an army in another province and mi courtiers are in my capital.
That could cause some issues - your council and commanders are either your courtiers or vassals but aren't always at your court, and if you are leading troops, then none of your courtiers are at your location.
Instead, try
Code:
de_facto_liege = ROOT
is_landed = no
If you also want to include vassals, leave out the second line.
 

richvh

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What does this mean?

Code:
######## EXCEPTION: 0xC0000005 at address: 0x00EC0187: ACCESS VIOLATION  read attempt to address 0x00000038
Version: Unknown Version
11/24/18 18:48:14

I'm modifying HIP but I don't think this is specific to the mod. I modified some portrait properties and religion files.
It means you referenced a pointer to system memory. Run Validator against your mod and see if it will tell you what you did wrong.
 

Satcharna

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I'm trying to make an elective succession where commanders are elected for two year terms (This part is already functional through an event), and are then the electors and candidates in the title succession, as a form of parliamentary republic government.

Code:
additive_modifier = {
    value = 10
    OR = {
        has_minor_title = title_commander
        higher_real_tier_than = BARON
    }
    any_dejure_liege = { title = FROMFROM }
}

This is the code I'm using to add commanders (and landed characters) as electors, and it does work for commanders in the home court as well as for landed characters. The problem I'm having is that only commanders in the court of the title itself are eligible to vote, any vassal commander is ineligible.

Code:
additive_modifier = { #The rulers and commanders of all de jure vassal titles are also electors.
    value = 10
    OR = {
        has_minor_title = title_commander
        higher_real_tier_than = BARON
    }
    OR = {
        any_dejure_liege = { title = FROMFROM } #One step down from lord.
        any_dejure_liege = { any_dejure_liege = { title = FROMFROM } } #Two steps down from lord.
        any_dejure_liege = { any_dejure_liege = { any_dejure_liege = { title = FROMFROM } } } #Three steps down from lord.
    }
}

This is my ugly attempt at including everyone down to count tier (from an emperor), but it doesn't work, giving only the same list of characters as the first block. I don't suppose I've made some very easy to notice mistake somewhere? I'm having the same problem with available candidates, for which I use the below, very similar, block.

Code:
FROM = { #Title holders and commanders are eligible.
    OR = {
        has_minor_title = title_commander
        higher_real_tier_than = BARON
    }
    OR = { #Eligible locations.
        any_dejure_liege = { title = ROOT_FROMFROM } #Any de jure vassal of the title.
    }
}
 

Rydelfox

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I'm have an issue where ruler designer characters can take as many leadership traits as they want, and sometimes generated characters come will a lot of leadership traits. I haven't changed the max number of leadership traits not added the ability to have additional leadership traits to anything. I don't have any mods enabled other than my own. Is anyone else having this issue, or does anyone have any ideas what could cause it?
 

CorpusIurisCivilis

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Been working on a unit pack mod, but CK2 and the DLC don't have assets for units that interest me, does anyone know of any mods that have a great selection of custom unit assets I can use?
 

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How to check if a character is not already my courtier?

I'm doing it with:

Code:
NOT = { at_location = ROOT }

But, is it correct? For example, maybe I can be leading an army in another province and mi courtiers are in my capital.

Code:
NOT = { host = { character = ROOT } }
Just be aware that prisoners are considered to be in the court of their imprisoner.
 

Leyrann

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I'm aiming to get into modding, and I've got two simple questions that I'm hoping someone can answer for me before I start building my first mod:

1. If I were to have two mods with an event, one with id = modone.0001 and one with id = modtwo.0001, does this make the mods incompatible, or does the namespace avoid that (as I suspect)?

2. Is it possible to view event pictures out of the game, and if so, with which program(s)? This would make it easier to find a good picture to go with an event.
 

Rydelfox

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1. The namespace avoids the issue
2. nVidia has a tool called DDS Tumbnail viewer: https://www.nvidia.com/object/dds_thumbnail_viewer.html
Note that same images are in DLC compressed folders, so I made a folder where I copies all of the event images and set View to Extra Large Icons to make it easy to browse through
Plus, several programs like DDSView or Paint.net can open them natively, and others like Gimp or Photoshop can open them with a plugin
 

ShamanMcLamie

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I need a quick refresher. What code do you type in specifically to remove a settlement in a provinces history. I know when you add settlement you type in something like "b_sparta = castle". What if I want this castle removed later in the timeline.
 

thingol

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Does anyone know why this code is not working?
I want it to play music when the capital is in a specific region.
It is showing "now playing" when using nextsong in console.

song = {
name = "some music.ogg"
song_name = "some music"

chance = {
factor = 0.5
modifier = {
factor = 5
capital_scope = {
region = some_region
}
}
}
volume = 0.48
}

Many thanks in advance
 

Mundane

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How do I exclude a religion from the
Code:
pentarchy = yes
thing so I can define seperate pentarch locations that are different from the other religions that use the mechanic?

In other words, how do I keep the
Code:
pentarchy = yes
while excluding a new religion im including? In this case
Code:
religion = arian