They are.are they hard coded in the game?
You can add restrictions in common/holding_types/00_holding_types.txt , but you can't remove the restrictions on building outside of your territory through modding.
They are.are they hard coded in the game?
Include the entire 00_traits file in your mod, and modify that version.
nd
It's actually possible now: You'll need to add the line
to your targetted decision, for example using GFX_trait_amateurish_plotter will result in that trait icon to be displayed.Code:diplomacy_icon = GFX_whatever_you_want
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.
- 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
NOT = { at_location = ROOT }
######## EXCEPTION: 0xC0000005 at address: 0x00EC0187: ACCESS VIOLATION read attempt to address 0x00000038
Version: Unknown Version
11/24/18 18:48:14
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.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.
de_facto_liege = ROOT
is_landed = no
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.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.
additive_modifier = {
value = 10
OR = {
has_minor_title = title_commander
higher_real_tier_than = BARON
}
any_dejure_liege = { title = FROMFROM }
}
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.
}
}
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.
}
}
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.
NOT = { host = { character = ROOT } }
pentarchy = yes
pentarchy = yes
religion = arian