• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Lordy's

Major
16 Badges
Jun 10, 2017
572
2.216
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Crusader Kings III
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
The patch notes mention the ability to prompt names. However, I can't figure out how it actually works: How do I make a custom message box (or give it some meaningful text, instead of NEWBORN)? And how do I actually retrieve the name from the prompt and use it to rename someone?
Has anyone used this yet or has an idea how it might work?

prompt_name = { player = ROOT # What player should get the prompt type = NEWBORN # What message type to use, as defined in messagetypes.txt. This is what defines the text and picture. The text uses the current scopes portrait = e_hre # Optional. What portrait to show on the right. If not defined, the scoped character (if scope is a character) will be used name_list = LOC_KEY # Optional. What name list to use. Can also use "religion" for religious names of the scoped character's religion, or "culture" for cultural names. If not specified, there will be no "randomize name" button (except for characters, that'll use the standard buttons for newborns). The loc key should contain a list of names separated by pipes. E.G., "LOC_KEY;Name|Name2|Name3;;;;;;x". When the name list is specified, a name from the list will be chosen at random, and hitting "randomize name" will cause the name to change to another random name in the list. When using a loc key rather than culture/religion, custom loc is supported, using the current scopes }
 

jursamaj

General
125 Badges
Aug 20, 2012
2.360
216
  • Victoria 2: Heart of Darkness
  • Hearts of Iron III
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
  • Cities in Motion
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Leviathan: Warships
  • Rome: Vae Victis
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Magicka 2 - Signup Campaign
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Pillars of Eternity
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: No Step Back
The patch notes mention the ability to prompt names. However, I can't figure out how it actually works: How do I make a custom message box (or give it some meaningful text, instead of NEWBORN)? And how do I actually retrieve the name from the prompt and use it to rename someone?
Has anyone used this yet or has an idea how it might work?
To make a custom message box, you'd have to mod it into interface/messagetypes.txt. The text would be defined with localizations for <typename>_SETUP and <typename>_LOG. Thus there is a NEWBORN type already defined, with NEWBORN_SETUP and NEWBORN_LOG localizations (*_LOG prints to the Chronicle…). As you can see in messagetypes.txt, there are options to define pictures and sounds for a message type, and to define a letter_event (which uses another localization key…), plus some other things you'd have to sort out yourself.

The prompt_name effect itself renames the thing it appears in the scope of. So, if you are scoped to an artifact, it renames that artifact; if scoped to a person, renames that person; etc. The 'player' parameter says who gets the popup.
 

Mike Louis

Major
79 Badges
Aug 25, 2001
660
381
  • 500k Club
  • Crusader Kings III
  • Europa Universalis IV
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome - Magna Graecia
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
Has anyone have the problem of feudal and republic (both regular and merchant) rulers below empire and kingdom tier wearing feudal empire and kingdom headgear and clothing when updating your mods to patch 3.0? Which files do I need to add or edit to correct the problem?
 

HandicapdHippo

General
63 Badges
Jul 26, 2012
1.935
1.283
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III Complete
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings III
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Stellaris: Megacorp
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Stellaris: Distant Stars
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Imperator: Rome Sign Up
  • Crusader Kings II: Holy Fury
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Crusader Kings III: Royal Edition
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
Has anyone have the problem of feudal and republic (both regular and merchant) rulers below empire and kingdom tier wearing feudal empire and kingdom headgear and clothing when updating your mods to patch 3.0? Which files do I need to add or edit to correct the problem?
Do you have new cultures with new gfx's? A lot of new layers where added to portraits and any custom properties need moving to a higher numbers.
 

Mike Louis

Major
79 Badges
Aug 25, 2001
660
381
  • 500k Club
  • Crusader Kings III
  • Europa Universalis IV
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome - Magna Graecia
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
Do you have new cultures with new gfx's? A lot of new layers where added to portraits and any custom properties need moving to a higher numbers.

I added new cultures but since they’re using existing gfx from vanilla cultures, I didn’t add any new gfx. Do I need to add any new gfx to the portraits files in order to correct the problem?
 

HandicapdHippo

General
63 Badges
Jul 26, 2012
1.935
1.283
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III Complete
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings III
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Stellaris: Megacorp
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Stellaris: Distant Stars
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Imperator: Rome Sign Up
  • Crusader Kings II: Holy Fury
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Crusader Kings III: Royal Edition
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
I added new cultures but since they’re using existing gfx from vanilla cultures, I didn’t add any new gfx. Do I need to add any new gfx to the portraits files in order to correct the problem?
No, if you aren't adding any gfx you should be fine if you are referring existing gfx in the culture file. You didn't copy over any files from the gfx or interface folders file to your mod? And does it only effect the new cultures?
 

Mike Louis

Major
79 Badges
Aug 25, 2001
660
381
  • 500k Club
  • Crusader Kings III
  • Europa Universalis IV
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome - Magna Graecia
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
No, if you aren't adding any gfx you should be fine if you are referring existing gfx in the culture file. You didn't copy over any files from the gfx or interface folders file to your mod? And does it only effect the new cultures?

It effects all cultures, both vanilla and modded. I been trying pinpoint which files in either the gfx or interface folders do I need to edit in order to display the correct headgear and clothing for the landed characters below empire and kingdom tier.
 

MrGrindor

Recruit
66 Badges
Dec 2, 2017
8
20
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • Crusader Kings II: Holy Fury
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Stellaris: Nemesis
  • Stellaris: Ancient Relics
  • Europa Universalis IV
  • Imperator: Rome - Magna Graecia
  • Victoria 3 Sign Up
  • Surviving Mars: First Colony Edition
  • Victoria 2
  • Imperator: Rome Sign Up
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris: Federations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
Is there a way to add additional holding pictures. Like for example with HF we got new holding pictures for greek culture, is there a way to mod more holding pictures in. I have gone through the vanilla files and while I could find where the holdings are loaded from the files in the gfx files I was unable to find where they get applied to the appropriate culture/graphical culture.
 

HandicapdHippo

General
63 Badges
Jul 26, 2012
1.935
1.283
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III Complete
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings III
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Stellaris: Megacorp
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Stellaris: Distant Stars
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Imperator: Rome Sign Up
  • Crusader Kings II: Holy Fury
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Crusader Kings III: Royal Edition
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
It effects all cultures, both vanilla and modded. I been trying pinpoint which files in either the gfx or interface folders do I need to edit in order to display the correct headgear and clothing for the landed characters below empire and kingdom tier.
Right but why do you have those files in your mod if you are just reusing vanilla gfx for those culture? have you actually made edits to the graphics files? If so look for the portraits folder under gfx, files there holds the portraits layers for each gfx.
 

Mike Louis

Major
79 Badges
Aug 25, 2001
660
381
  • 500k Club
  • Crusader Kings III
  • Europa Universalis IV
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome - Magna Graecia
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
Right but why do you have those files in your mod if you are just reusing vanilla gfx for those culture? have you actually made edits to the graphics files? If so look for the portraits folder under gfx, files there holds the portraits layers for each gfx.

I don’t have the gfx/portraits folder since I didn’t make any changes to the vanilla gfx/portraits file.
 

Warial

監修五代史
74 Badges
Sep 27, 2009
3.794
1.871
30
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Sengoku
  • Crusader Kings II
  • Divine Wind
  • Europa Universalis III Complete
  • Victoria 2: Heart of Darkness
  • Deus Vult
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Rome: Vae Victis
  • Stellaris Sign-up
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Stellaris
  • Surviving Mars
  • Victoria 2
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • PDXCon 2017 Awards Winner
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Nemesis
How to set government type in history files? I'm trying to make it so Xia starts with Chinese Imperial government, but it won't work.
I gave them an Empire tier title e_xia and in it:
Code:
1032.1.1={
    holder=206650 # Yuanhao becomes emperor
    law = crown_authority_2
    law = succ_primogeniture
    law = centralization_3
    law = imperial_administration
    law = ze_administration_laws_2
    law = vice_royalty_2
    law = revoke_title_law_1
    government = chinese_imperial_government
    set_title_flag = uses_temple_names_by_script #Titles with this flag give their heirs a temple name via on_death event
    set_title_flag = pretender_chinese_empire #Blocks all grace interactions
    set_title_flag = china_name_Xia
}
But at the game start it still appears as a Monastic Feudal.
 

richvh

Preserver of the Light
63 Badges
Dec 1, 2001
14.691
1.999
Visit site
  • Stellaris: Leviathans Story Pack
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Age of Wonders
  • Age of Wonders II
  • Crusader Kings II: Jade Dragon
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • A Game of Dwarves
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Rome Gold
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
How to set government type in history files? I'm trying to make it so Xia starts with Chinese Imperial government, but it won't work.
I gave them an Empire tier title e_xia and in it:
Code:
1032.1.1={
    holder=206650 # Yuanhao becomes emperor
    law = crown_authority_2
    law = succ_primogeniture
    law = centralization_3
    law = imperial_administration
    law = ze_administration_laws_2
    law = vice_royalty_2
    law = revoke_title_law_1
    government = chinese_imperial_government
    set_title_flag = uses_temple_names_by_script #Titles with this flag give their heirs a temple name via on_death event
    set_title_flag = pretender_chinese_empire #Blocks all grace interactions
    set_title_flag = china_name_Xia
}
But at the game start it still appears as a Monastic Feudal.
Are there any provinces that start out with Chinese Imperial government in any start date? Governments are mostly determined by capital holding type.
 

Warial

監修五代史
74 Badges
Sep 27, 2009
3.794
1.871
30
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Sengoku
  • Crusader Kings II
  • Divine Wind
  • Europa Universalis III Complete
  • Victoria 2: Heart of Darkness
  • Deus Vult
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Rome: Vae Victis
  • Stellaris Sign-up
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Stellaris
  • Surviving Mars
  • Victoria 2
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • PDXCon 2017 Awards Winner
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Nemesis
Are there any provinces that start out with Chinese Imperial government in any start date? Governments are mostly determined by capital holding type.
No. How to make it so? I don't see any government = xxx in province history files and there are multiple government types valid for castles.
 

richvh

Preserver of the Light
63 Badges
Dec 1, 2001
14.691
1.999
Visit site
  • Stellaris: Leviathans Story Pack
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Age of Wonders
  • Age of Wonders II
  • Crusader Kings II: Jade Dragon
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • A Game of Dwarves
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Rome Gold
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
Titles will take the first valid government found. You have to give something to Xia that is not available to other provinces, and edit the government files so titles that don't have that unique item in their capital can't become Chinese Imperial, and ones that do can.
 

selteur

Second Lieutenant
26 Badges
Aug 30, 2012
105
87
  • Crusader Kings II
  • Hearts of Iron IV: Death or Dishonor
  • Battle for Bosporus
  • Crusader Kings III
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • 500k Club
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Victoria: Revolutions
  • Stellaris: Megacorp
  • Crusader Kings II: Sword of Islam
There are ADD_BLOODLINE_MEMBER_EFFECT, REMOVE_FROM_BLOODLINE_EFFECT, REMOVE_BLOODLINE_MEMBER_EFFECT, and ADD_TO_BLOODLINE_EFFECT localizations, which would be totally useless if the only place they could be used was character history. Vanilla scripts don't currently use those effects, but they are available.

Also the create_bloodline effect creates the bloodline *and* adds the scoped character to it.

Yes, But we can't add a bloodline to a character and can't scopes characters who have a bloodline wich they not created...
 

Nendur

Colonel
1 Badges
Dec 16, 2013
882
197
  • Crusader Kings II
Has anyone have the problem of feudal and republic (both regular and merchant) rulers below empire and kingdom tier wearing feudal empire and kingdom headgear and clothing when updating your mods to patch 3.0? Which files do I need to add or edit to correct the problem?
interface/portrait_properties selects the rank of clothing, it's likely a conflict in there.
 

Nendur

Colonel
1 Badges
Dec 16, 2013
882
197
  • Crusader Kings II
Is there a way to add additional holding pictures. Like for example with HF we got new holding pictures for greek culture, is there a way to mod more holding pictures in. I have gone through the vanilla files and while I could find where the holdings are loaded from the files in the gfx files I was unable to find where they get applied to the appropriate culture/graphical culture.
You can add more holding pictures. Load them similar to the ones in province.gfx and they will be used if they have the same naming scheme with the right graphical culture in the name.