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Andrelvis

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Question:

I wrote the localizacion files to personalize the name of the titles:


Code:
king_Chibcha    Guecha
king_female_Chibcha    Guecha
kingdom_of_Chibcha    Confederation
city_king_Chibcha    Guecha

But when i play, if im tribal, the names do not show, but if im feudal they do. Whats wrong? the localization do not work with only with tribals.

You could try adding a localization for tribals, i.e. "tribe_king_Chibcha", "tribe_kingdom_of_Chibcha" and etc. Apparently the "government" localization is taking precedence over the cultural one, so to get the cultural one to show you probably need to have a government-specific one.
 

Kazanov

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You could try adding a localization for tribals, i.e. "tribe_king_Chibcha", "tribe_kingdom_of_Chibcha" and etc. Apparently the "government" localization is taking precedence over the cultural one, so to get the cultural one to show you probably need to have a government-specific one.

I'll try this, thanks.

Edit: it didnt worked :(
 
Last edited:

richvh

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Is the tag for the culture in common/cultures/ Chibcha, or something else like chibcha? Capitalization matters for localization tags.
 

richvh

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is there a command to revoke all the titles of a char?

edit- Actually I need something similar to banish. I want to strip the title of a character but, those titles go to their heir.
abdicate = yes will transfer all titles to current heir(s).
 

selteur

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Hi, after reading the bloodline info I'have wanted to use bloodline as a mechanic and created an event on_birth which gives a trait if the newborn be part of a certain bloodline, so here is the scope I put: is_bloodline_member_of = { type = mybld }

But it doesn't seems to work and I don't really understand how it is used.

Same for the add_to_bloodline, I tried to make an event where every person of a culture gets a specific bloodline so i've made this: add_to_bloodline = { type = mybld }
Can someone clarify me how it's working ?
Thanks
 

karmaepsilon

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Hi, after reading the bloodline info I'have wanted to use bloodline as a mechanic and created an event on_birth which gives a trait if the newborn be part of a certain bloodline, so here is the scope I put: is_bloodline_member_of = { type = mybld }

But it doesn't seems to work and I don't really understand how it is used.

Same for the add_to_bloodline, I tried to make an event where every person of a culture gets a specific bloodline so i've made this: add_to_bloodline = { type = mybld }
Can someone clarify me how it's working ?
Thanks
This is similar to me trying to get matrilineal passage of bloodlines in a small few additional circumstances and I've just been hitting walls
Genuinely just tempted to enable full passage but that would have pretty wide repercussions
 

Kazanov

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Is the tag for the culture in common/cultures/ Chibcha, or something else like chibcha? Capitalization matters for localization tags.

Yep, i use capitalized letters so i dont have to use localization to do the same thing xD
 

Rognvaldr19

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How do I get Waldensian priests to stop wearing Catholic stuff, and make them wear black cloaks instead like this:

CjgIBFg.png


Fudging with religious_clothing_head = 0 and religious_clothing_priest = 1 either makes them naked or look like Orthodox priests.
 

Rags17

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Does anyone know what would happen if I made a new elective succession type and the list of candidates came up empty ? I am thinking about making a new succession type for bishops (succ_catholic_bishopric) and limiting the list of candidates to characters with a certian level of piety and traits who do NOT already have a landed title, what would happen if this list came up blank ?
 

HandicapdHippo

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Fudging with religious_clothing_head = 0 and religious_clothing_priest = 1 either makes them naked or look like Orthodox priests.
All the religious gfx for men and women can be found in \Crusader Kings II\gfx\characters. You will need to find the cloak in the other clothing files, move it over and add it to the end then find whatever file controls the number of slots religious clothing has (think its either in Crusader Kings II\gfx\interface or Crusader Kings II\interface?) and extended the number by one to cover your new additions then use that number in the religion file.
 

RedBaronFlyer

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Is it working as intended for republic vassals (or a modded vassal government with the open elective succession type) to not get married? I tested it out and noticed that the rulers of the Republic of Novgorod don't get married at all, but will willingly accept marriage proposals. I could understand a lowborn character struggling to get married, but even ones with dynasties won't get married. Is there a file I could change so they can get married, and if so which file?
 

raistlin_wizard

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I'm messing around with dates before 1066, and there are some titles that don't behave the way I want.
This is how Burdundy looks like. I'm trying to give them to the king of Burgundy, Rudolf Welf ID=1144
66e0838320eade7e479b19c5a9f96817.png

This is how the count of Escuens (c_escuens) looks like:
71bec3d19ef45aef603cf2857ceb7734.png

I'm writing this:
860.1.1={
holder = 245001
}
936.7.2={
holder=1144 #Rudolf Welf
}
982.1.1 = {
liege="d_burgundy"
holder= 272 #Otte-Guillaume de Bourgogne
}

It still remains independent, and when I click on it on the choose character it shows the long dead 769 holder. (And it messes the 1066 startdate too).

Can someone guide me a little bit?
 
Last edited:

Silversweeeper

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Is it working as intended for republic vassals (or a modded vassal government with the open elective succession type) to not get married? I tested it out and noticed that the rulers of the Republic of Novgorod don't get married at all, but will willingly accept marriage proposals. I could understand a lowborn character struggling to get married, but even ones with dynasties won't get married. Is there a file I could change so they can get married, and if so which file?

If they're non-merchant republics (meaning they pass the is_republic = yes check but not the is_merchant_republic = yes check), I believe they won't marry at all (likely for performance reasons, since having non-playable republics led by characters actively trying to get married is going to mean more checks than if they simply don't care), and that cannot be modded since the marriage system is hardcoded (well, assuming you're not going to be tearing out the whole system; I really don't recommend that). In that case, your best bet is to have somewhat rare on_X_year_pulse events that make them get married (ideally to a courtier generated out of thin air, since you otherwise have to check a bunch of characters to find a suitable spouse and need to figure out acceptance logic for the AI).

If you've got a "republic" that's actually a feudal realm (meaning it passes the is_feudal = yes check) or a republic that passes the is_merchant_republic = yes check (even with a custom government type; be aware that modding MRs is extremely difficult due to a lot of things being hardcoded), I think they would try to get married even with Open Elective. If they aren't, you might want to @ blackninja9939 (I've deliberately left that @ broken to avoid unnecessarily pinging him) to check if it is a bug and report it if it is one (and possibly suggest changing it in the suggestion thread if it is working as intended).
 

ShamanMcLamie

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I wanted to make a King Tier character I've added to the game uncrowned and require a Coronation Ceremony. The game automatically makes a character crowned sometimes with a modifier such as Extravagant Coronation, or Crowned in a Barn, but I want to make it so King level character hasn't had a coronation yet. I'm not really sure how you go about doing this.
I noticed that Charlemagne and his brother Carloman start the game uncrowned, but when I checked their character info in old_frankish in the characters folder nothing pertained to the issue. Neither was it in the k_france, or k_lotharingia filese in the titles folder. Anyone have any ideas?
 

Anemetius

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Yes - just put it in an effect block
Code:
1.1.1={
   effect = {
      add_province_modifier = { modifier = my_modifier duration = -1 }
   }
}

Thx for help but it doesn't work for me. I trz to add jewish settlement modifier that gives extra taxes and nothing.

1.1.1={
effect = {
add_province_modifier = { jewish_settlement_province = jewish_settlement_province duration = -1 }
}
}
 

richvh

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Thx for help but it doesn't work for me. I trz to add jewish settlement modifier that gives extra taxes and nothing.

1.1.1={
effect = {
add_province_modifier = { jewish_settlement_province = jewish_settlement_province duration = -1 }
}
}
The first jewish_settlement_province must be the keyword modifier.
 

Dryhad

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Question:

I wrote the localizacion files to personalize the name of the titles:


Code:
king_Chibcha    Guecha
king_female_Chibcha    Guecha
kingdom_of_Chibcha    Confederation
city_king_Chibcha    Guecha

But when i play, if im tribal, the names do not show, but if im feudal they do. Whats wrong? the localization do not work with only with tribals.

You could try adding a localization for tribals, i.e. "tribe_king_Chibcha", "tribe_kingdom_of_Chibcha" and etc. Apparently the "government" localization is taking precedence over the cultural one, so to get the cultural one to show you probably need to have a government-specific one.
It's tribal_ not tribe_