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For the first one, edit events/HF_sainthood_events.txt, search for the first random and change the chance to a lower value.
For the second, I think you can create a triggered_modifier. Leave potential and allow empty. Put health = -x and an icon in.
I had a hunch it was a a trigger modifier thing just didn’t know how to get it to work, now I’ve learned I can add exceptions for traits and things this is awesome.
Is there a way to block a religion group behind a DLC? Because we have a buddhist_group and we aren't sure PDX would be happy if it didn't require Rajas of India to play.
Is there a way to block a religion group behind a DLC? Because we have a buddhist_group and we aren't sure PDX would be happy if it didn't require Rajas of India to play.
Unfortunately there is no way to DLC lock a religion or religion group. I suggest you put the religions in your buddhist_group back in indian_group, as that'd definitely avoid DLC lock issues if you've got any intention to publish the mod. Scoping can be simplified a bit with a custom is_buddhist_religion_trigger, which should make up for one of the benefits of having a separate group.
It might also be permissible to use a buddhist_group if you lock everything that checks for the Buddhist religion in vanilla to RoI, but that'd at the very least fail to lock playing as a Buddhist (or whatever the actual religion would be after the split) ruler, which might be enough on its own to count as a rule violation, and as it would require about the same amount of work as the option above (as you'd need to hunt down the same "religion = buddhist" references and change them) it seems better to go with the safer option.
So, is any attempts to move "buddhist" out of "indian_group" illegal?
Code:
indian_group = {
#buddhist = {
#...
#}
}
buddhist_group = {
buddhist = { # id is for back-ward compatibility, it works like Chalcedonian in Christianity
}
#tibet_buddhist = {
#han_buddhist = {
#theravada_buddhist = {
}
I was trying split buddhism elements from RoI, since it's already spearded to an extended, farther lands before the beginning of CK2 timeframe.
More, It's ridiculous to lock buddhist with RoI DLC, especially when it became extinct in India in 12 century.
I own that DLC and neverseldom play with it, I have to give up buddhist characters, even if they'reJapanese.
EDIT: Ah, forget I'm coming for asking a question,
Is variable still 32-bit signed fixed-point? Is 3.3 patch change this part? EDIT2: Alright find the answer myself. Yes it's still 32-bit signed fixed-point.
I acknowledge that before I start modding. And one day when I play a multiplayer game, I found every mod will eventually break rule 7...
I'm in a dilemma from then on. And pretend it does not exitst.
Yes, you'd have to add conditions to title creation in landed titles. I suggest you make it a scripted trigger, which you can then add to every single duchy title by hand.
After two years away from modding I am back into CK2 and more importantly back into modding. I play with a custom minimod to which I keep adding decisions and events, the most recent decision will allow a tribal player to build a colony in an empty nomadic province. After lots of futzing about (my skills have become very rusty !) I finally worked out how to get what I want by simply usurping the province title from the nomadic holder, then picking an appropriate courtier at random, then handing it over to them along with a weak claim and alliance to the player.
The decision and its event are now about 99% complete apart from two minor but annoying issues, and thus my queries
1) What is the syntax to build a fort in the province ? After taking over the area I get a free Tribal village but it starts off empty of garrison or levy and nothing seems to restock this so I am thinking instead of just adding a fort to give the colony some sort of minimal defence until the village restores its troops.
2) What is the syntax to scope the decision to only appear for provinces that are nomadic and empty, ie not the capital of the holder or their liege ? So far I have successfully limited it to nomadic provinces within 100 miles away only, I just can't seem to work out the syntax for this last restriciton..
The decision and its associated event are detailed below -
Code:
# Establish a colony in empty nomadic land
title_decisions = {
establish_colony = {
only_playable = yes
# Must be out of prison, be feudal or tribal, not have a disqualifying trait
from_potential = {
is_adult = yes
OR = {
government = tribal_government
government = feudal_government
}
NOR = {
trait = incapable
trait = imbecile
}
}
# Target province must be not owned by the decision taker, be less than 80 miles away, and be empty nomadic land
potential = {
NOR = {
owner = { liege = { character = FROM } }
}
NOT = {
distance = { who = FROM value = 100 }
}
holder_scope = {
government = nomadic_government
# NOT = { capital_scope = PREVPREV }
}
}
# Decision taker must not be in prison, in hiding or at war, and have at least 50 gold and 200 prestige
allow = {
FROM = {
prisoner = no
NOT = { trait = in_hiding }
war = no
wealth = 50
prestige = 200
}
}
# Save target province, fire event
effect = {
save_event_target_as = colonised_province
FROM = { character_event = { id = TTTB_tributary.001 } }
}
revoke_allowed = { always = no }
ai_will_do = { factor = 0 }
}
}
1) What is the syntax to build a fort in the province ? After taking over the area I get a free Tribal village but it starts off empty of garrison or levy and nothing seems to restock this so I am thinking instead of just adding a fort to give the colony some sort of minimal defence until the village restores its troops.
2) What is the syntax to scope the decision to only appear for provinces that are nomadic and empty, ie not the capital of the holder or their liege ? So far I have successfully limited it to nomadic provinces within 100 miles away only, I just can't seem to work out the syntax for this last restriciton..
After two years away from modding I am back into CK2 and more importantly back into modding. I play with a custom minimod to which I keep adding decisions and events, the most recent decision will allow a tribal player to build a colony in an empty nomadic province. After lots of futzing about (my skills have become very rusty !) I finally worked out how to get what I want by simply usurping the province title from the nomadic holder, then picking an appropriate courtier at random, then handing it over to them along with a weak claim and alliance to the player.
The decision and its event are now about 99% complete apart from two minor but annoying issues, and thus my queries
1) What is the syntax to build a fort in the province ? After taking over the area I get a free Tribal village but it starts off empty of garrison or levy and nothing seems to restock this so I am thinking instead of just adding a fort to give the colony some sort of minimal defence until the village restores its troops.
2) What is the syntax to scope the decision to only appear for provinces that are nomadic and empty, ie not the capital of the holder or their liege ? So far I have successfully limited it to nomadic provinces within 100 miles away only, I just can't seem to work out the syntax for this last restriciton..
The decision and its associated event are detailed below -
Code:
# Establish a colony in empty nomadic land
title_decisions = {
establish_colony = {
only_playable = yes
# Must be out of prison, be feudal or tribal, not have a disqualifying trait
from_potential = {
is_adult = yes
OR = {
government = tribal_government
government = feudal_government
}
NOR = {
trait = incapable
trait = imbecile
}
}
# Target province must be not owned by the decision taker, be less than 80 miles away, and be empty nomadic land
potential = {
NOR = {
owner = { liege = { character = FROM } }
}
NOT = {
distance = { who = FROM value = 100 }
}
holder_scope = {
government = nomadic_government
# NOT = { capital_scope = PREVPREV }
}
}
# Decision taker must not be in prison, in hiding or at war, and have at least 50 gold and 200 prestige
allow = {
FROM = {
prisoner = no
NOT = { trait = in_hiding }
war = no
wealth = 50
prestige = 200
}
}
# Save target province, fire event
effect = {
save_event_target_as = colonised_province
FROM = { character_event = { id = TTTB_tributary.001 } }
}
revoke_allowed = { always = no }
ai_will_do = { factor = 0 }
}
}
Sadly, create_fort is not in the wiki, and not used in vanilla code. Presumably it works just like create_hospital: be scoped to the person building the fort and 'create_fort = <province>', where <province> is a numeric ID or a scope (like ROOT or PREV or event target) that points to a province.
1) Is it possible to force open the character window ? My custom decision picks a courtier at random to be the nominated owner of the new colony but one of the options allows the player to basically "re-roll" the courtier at the cost of 5 Prestige. I'd like the character portrait to open automatically so that the player does not have to click on the random courtier's portrait.
2) How do you create a random courtier for an event, then use that courtier's name and details in the localization of the various button options ? My event has some standard guff followed by the options A) "<random courtier> is perfect, they will have my full support !" B) "No <random courtier> is not up to the task, maybe someone else ?" and C) "Maybe this is not such a good idea..."
I have tried selecting the random courtier via an "immediate block" then saving it as an event target and using that in the following option blocks and their localization but all I am getting is a blank letter event block. What am I missing here ?
Is there a way to adjust the base income of different holding types? ex: Castles have a base tax of 4.00. If I wanted to raise this to 5.00 or 6.00 (if possible), where should I look? Defines?
Is there a way to adjust the base income of different holding types? ex: Castles have a base tax of 4.00. If I wanted to raise this to 5.00 or 6.00 (if possible), where should I look? Defines?
Check static_modifiers.txt. Keep in mind that it applies the changes globally, and that there will be various side-effects (e.g. richer provinces are more likely to get disease outbreaks, and all provinces with a castle will be richer if you increase the castle base tax), so consider not making big changes (4 -> 5 is already a 25 % increase per castle) right away.
As a workaround, apply some kind of dummy modifier to all other built holdings in the province before you build the new holding, use any/random_province_holding with a limit that excludes holdings with the modifier as your scope, do whatever you want to do with the holding, and then clear out the modifier after you're done with the holding. It's rather ugly, but it should work.
As an alternate to Silversweeper's idea, if you don't need to do your thing in the same event, there is a on_settlement_construction_completed action. You could add a dummy flag/modifier to the province, then have an event fired under on_settlement_construction_completed watch for that flag/modifier, do it's thing, then unflag the province. Downside is, it's a separate event that doesn't inherit the scopes of the original event.
1) Is it possible to force open the character window ? My custom decision picks a courtier at random to be the nominated owner of the new colony but one of the options allows the player to basically "re-roll" the courtier at the cost of 5 Prestige. I'd like the character portrait to open automatically so that the player does not have to click on the random courtier's portrait.
2) How do you create a random courtier for an event, then use that courtier's name and details in the localization of the various button options ? My event has some standard guff followed by the options A) "<random courtier> is perfect, they will have my full support !" B) "No <random courtier> is not up to the task, maybe someone else ?" and C) "Maybe this is not such a good idea..."
I have tried selecting the random courtier via an "immediate block" then saving it as an event target and using that in the following option blocks and their localization but all I am getting is a blank letter event block. What am I missing here ?
The first one isn't really possible. You can display the portrait with portrait = event_target:chosen_governor.
The second should work fine. You need to write [chosen_governor.GetFirstName] or something like this in loc. You may have put an event_target: before chosen_governor, you shouldn't do that. I'm just saying, because I always made this mistake for a while.
Is it possible to create a count-level titular title? I tried changing the titular Durham title to that level and it made Durham independent and didn't even show up!