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Silversweeeper

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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!

If I remember correctly it is unsupported to have titular titles below duchy tier (patrician houses being an exception).
 

Silversweeeper

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hey, does anyone know if it's possible to mod the base stats of holdings? Like, say, if i want to change the base stats of castles or cities?

See static_modifiers.txt.
 

Aerotinge

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I've been modding for years and trying to get landless mod working for a fair chunk of that time and no, it is not possible to make a landless title below Duke level.
It's possible that landless/titular count exists. However not recommend this.
It's an unpublished mod that crop the vanilla map into old & legacy square map.
View attachment 530905
As you see, a huge part of map was completely cut off(and removed) so there should be no eastern/bon/taoist religion, if we ignoring console cheating and the wildass in the screenshot...
It's known that game crashes if less than 5 holy sites defined in landed_titles.txt
I add some *stub* countries as holy sites back for game running
While using titular baronies as holy sites starts the game but it crashes on opening the religion tab.

That's all, nothing magical.
 

Kingsaver

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Does a filter influence whether a decision appears or not? I have a third_party_decision which normally works. I want the ai to be able to use it and have added some filters. The decision now does not show up most of the time but sporadically is present but greyed out. It then indicates that the conditions on the third_party are not met but I haven't changed those and the character meets the conditions. Since I only changed the filters I suppose the problem is there, but I don't understand why. Can somebody explain to me how filters work (especially the ai_target_filter) ?
 

DougyFresh

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I've noticed in the way of life decisions there are some that end with "_target" such as "stop_seduce_decision_target".

can someone explain what "_target" changes or in other words the differences between "stop_seduce_decision" and "stop_seduce_decision_target"?
 

Silversweeeper

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I've noticed in the way of life decisions there are some that end with "_target" such as "stop_seduce_decision_target".

can someone explain what "_target" changes or in other words the differences between "stop_seduce_decision" and "stop_seduce_decision_target"?

They're scoped differently. One is accessed from your portrait, and one from the target's portrait. However, the "_target" suffix does not come with any functionality attached.
 

Whizzer

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Looking at this vanilla localisation, it appears one is for using the decision on the target, and another for using it on your own character.

Code:
stop_spy_on_decision;Stop Spying;
stop_spy_on_decision_desc;Cease spying on my current target. There are so many other suspects...;
stop_spy_on_decision_target;Stop Spying On;
stop_spy_on_decision_target_desc;Stop spying on ?[Root.GetTitledFirstNameNoRegnal]?. I should turn my attention elsewhere...;
 

Nemthega

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Moin everyone. I hope this fits here.
I recently used the Map Generator again. Fairly happy with the generated map. T
o make the map seem "cleaner",​
I succesfully tried to change some regions and other small stuff. But now I have a problem with the adjacencies.csv file:

Code:
890 (Province number 1);1253 (Province number 2);sea;???? (here goes the "number of the Sea" province);-1;-1;-1;-1;laraut_apronia (comment)

Here is my Question: How do I find the ????"Number of the sea"? It's not a Province. Therefore I have no clue what number the Generator gave it.
Maybe someone knows what to do and how I can solve my Little problem.
Wish you all a great weekend!
 

Silversweeeper

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Moin everyone. I hope this fits here.
I recently used the Map Generator again. Fairly happy with the generated map. T
o make the map seem "cleaner",​
I succesfully tried to change some regions and other small stuff. But now I have a problem with the adjacencies.csv file:

Code:
890 (Province number 1);1253 (Province number 2);sea;???? (here goes the "number of the Sea" province);-1;-1;-1;-1;laraut_apronia (comment)

Here is my Question: How do I find the ????"Number of the sea"? It's not a Province. Therefore I have no clue what number the Generator gave it.
Maybe someone knows what to do and how I can solve my Little problem.
Wish you all a great weekend!

Sea zones (and major river segments, and wastelands) are provinces, and the ids aren't generated; they're assigned based on provinces.bmp and definitions.csv.

To discover the id, open provinces.bmp, use the colour select tool to look up the RGB (not HSV) colours for the province, and search for those values in definitions.csv, which is written on the form ID;R;G;B;NAME (note that the name here and the in-game name can differ) plus some extra stuff at the end.
 

Nemthega

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Sea zones (and major river segments, and wastelands) are provinces, and the ids aren't generated; they're assigned based on provinces.bmp and definitions.csv.

To discover the id, open provinces.bmp, use the colour select tool to look up the RGB (not HSV) colours for the province, and search for those values in definitions.csv, which is written on the form ID;R;G;B;NAME (note that the name here and the in-game name can differ) plus some extra stuff at the end.

Worked like a charm. Thank you very much!
 

Jamie Roberts

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Three things.

I'm modding in a new trait, and I'm wondering how you get the edges of the image to fade out like all the others do? I've got the image up in GIMP, and I'm really just hoping I'm not going to have to set the eraser tool to one pixel size and ten percent power, and manually reduce each and every pixel I want faded to their individually appropriate level. Which I would have to eyeball. That sounds like a nightmare.

Second, I'm trying to code in title history for a titular kingdom title which has none in the base mod. I've already altered title histories for a number of titles which had some history to them already, but for some reason going from scratch isn't working.

Third, possibly/probably somehow related to second, I'm trying to code in two new titles, one a titular kingdom the other a mercenary band, but they won't appear in game. I've already successfully modded in several new counties, but the titular titles are giving me trouble. I've followed through every title-modding guide I could find, but nothing seems to work.
 

CrisH7

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Hi, everyone. Does anyone know if the inability to transfer dukes to a non-de jure liege is hard-coded or moddable? I can't find it with a quick search.
Thanks.
Tried to keep this short rather than taking up space, but just my 'avatar' is four times its height on the page...
 

Aerotinge

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I'm modding in a new trait, and I'm wondering how you get the edges of the image to fade out like all the others do?

Second,
Third,
1. Gaussian blur
2. 3. Syntax error, go for the Validator or post your codes and wait for a kind guy helping.
Hi, everyone. Does anyone know if the inability to transfer dukes to a non-de jure liege is hard-coded or moddable? I can't find it with a quick search.
Thanks.
Tried to keep this short rather than taking up space, but just my 'avatar' is four times its height on the page...
Hardcoded. And your avatar looks fine for me, don't worry.
=============================
I have a small maintenance event, which converts all catholics to orthodox before 1054, fires on on_startup trigger.
Code:
character_event = {
   id = CSM.44
 
   hide_window = yes
   is_triggered_only = yes
 
   religion = catholic
 
   trigger = {
       #has_game_started = no
       is_save_game = no
       NOT = { year = 1054 }
       #FROM = { character = no }
   }
 
   immediate = {
       religion = orthodox
   }
}
And it's unable to handle characters spawn by other on_startup events, e.g a wife spawn by event GR.30 "spawn family" game rule.
I've tried call this event again on on_host_change but it does not work.

How can I handle these event-spawn character correctly on the very beginning, without modding vanilla events?
 
Last edited:

Silversweeeper

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Does anyone know if the inability to transfer dukes to a non-de jure liege is hard-coded or moddable?

The built-in vassal transfer is hardcoded, but you could create a targeted_decision with a third party character to achieve the desired effect. Teaching the AI to use it sanely would be another matter, however, so it would probably work best as a player-only thing.