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Rags17

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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) ?

Filters are applied before the decision is parsed. They're basically a quick step to minimize CPU load by filtering out as many characters as possible as quickly as possible. They are however very blunt and are only designed to catch all characters of a certain class, eg courtiers, players, rulers etc.

For more fine grained filtering there is a block in each decision called the from_potential block. Inside here are all sorts of very specific filters, things like whether or not the target has a certain trait, age, minimum (or maximum) amount of gold or a certain attribute. If the target character, title or whatever does not meet these criteria then, like elements filtered out via a filter, the decision simply won't show up at all.

Finally comes the allow block. Inside here are even more filters, but of the same type as the from_potential block. The difference here is that if the target does not have the relevant requirement then the decision will show up but it will be greyed out. This can be useful if you want the player to know that they could do something but only if they changed their circumstances in some way. An example might be requiring a minimum wealth level, the player will see that they need to meet the required minimum amount and if they saved their money then they will eventually be able to carry out the decision.

All of the above can be manually edited or effectively overwritten via a mod.
 

jursamaj

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1. Gaussian blur
2. 3. Syntax error, go for the Validator or post your codes and wait for a kind guy helping.

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?
If you don't mind a slight delay, the simple thing to do is change your immediate:
Code:
   immediate = {
      if = {
         limit = { has_global_flag = global_convert }
         any_character = { limit = { religion = catholic } religion = orthodox }
      }
      else = {
         set_global_flag = global_convert
         repeat_event = { id = CSM.44 days = 1 }
      }
   }
This will re-fire the same event 1 day later, so the vanilla startup events should be finished. If need be, you can increase the days (maybe some other events are also on delay…).

Also add controls_religion = yes to the trigger, thus it only fires the event for the pope, who fixes all catholics.
 
Last edited:

Silversweeeper

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Is it possible to create a trade power like in EU4 or trade influence?

Given that trade (such as it is) in CK2 is completely different you'd have to add something you basically build from scratch to get anything remotely similar. It might be possible to do that, but definitely not trivial.
 

Elminister

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Can anyone help me figure out where I'm going wrong here. I'm trying to create a sub-imperial government for those who are subjects of the Byzantine/Roman empire but every time I start it up the vassals are still stuck in feudal.
Code:
feudal_governments = {

    roman_imperial_government = {
        preferred_holdings = { CASTLE CITY }
        allowed_holdings = {
            CASTLE
            CITY
            FORT
            HOSPITAL
        }
        allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture
            TRIBAL
        }
        accepts_liege_governments = { # Gets the wrong religion modifier instead
            feudal_government
            republic_government
            merchant_republic_government
        }
        free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free
            tribal_government
        }
        frame_suffix = "_romanimperial"
        potential = {
            OR = {
                AND = {
                    is_save_game = no
                    has_game_started = no
                    primary_title = {
                        OR = {
                            title = e_byzantium
                            title = e_roman_empire
                        }
                    }
                }
                AND = {
                    primary_title = {
                        OR = {
                            title = e_byzantium
                            title = e_roman_empire
                        }
                        has_law = succ_byzantine_elective
                    }
                }
            }
            is_patrician = no
        }
      
        color = { 143 12 125 }

        barons_need_dynasty = yes

        can_build_tribal = no
      
        ignore_in_vassal_limit_calculation = {
            tribal_government
        }
        capital_move_delay = 2000
      
        can_usurp_kingdoms_and_empires = no
        can_imprison_without_reason = no
        can_create_empires = no
        vassal_government_opinion_penalties = no
        can_grant_kingdoms_and_empires_to_other_government_group = yes
        can_be_granted_kingdoms_and_empires_by_other_government = no
        free_retract_vassalage = yes
      
        ## Modifiers
        court_size_modifier = 15
        vassal_limit = 70
    }

    roman_vassal_government = {
    preferred_holdings = { CASTLE }
    allowed_holdings = {
        CASTLE
        FORT
        HOSPITAL
    }
    allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture
            TRIBAL
    }
    accepts_liege_governments = {
        roman_imperial_government
    }
    free_revoke_on_governments_religion = {
        tribal_government
    }
    frame_suffix = "_romanimperial"
    potential = {
        OR = {
            is_save_game = no
            has_game_started = no
            any_liege = {
                has_landed_title = {
                    e_byzantium
                    e_roman_empire
                }
                AND = {
                        liege = { government_potential = { roman_imperial_government } }
                }
            }
        }
        is_patrician = no
    }
  
        color = { 143 12 125 }

        barons_need_dynasty = yes

        can_build_tribal = no
      
        ignore_in_vassal_limit_calculation = {
            tribal_government
        }
        capital_move_delay = 2000
      
        can_usurp_kingdoms_and_empires = no
        can_imprison_without_reason = no
        can_create_kingdoms = no
        can_create_empires = no # Shouldn't be able to in the first place with above. But best be safe.
        vassal_government_opinion_penalties = no
        can_grant_kingdoms_and_empires_to_other_government_group = no
        can_be_granted_kingdoms_and_empires_by_other_government = yes
    }
}
As you can see I've got it set up so that if the top liege holds either Byzantium or Rome and have Roman imperial government the vassals should be of roman vassal government rather than feudal.
 

HandicapdHippo

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Can anyone help me figure out where I'm going wrong here. I'm trying to create a sub-imperial government for those who are subjects of the Byzantine/Roman empire but every time I start it up the vassals are still stuck in feudal.
Because they still qualify for the standard feudal government and the game assins the first valid government, you need to add the following to the normal feudal government potential.

NOT = { is_government_potential = roman_imperial_government }
 

Elminister

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Because they still qualify for the standard feudal government and the game assins the first valid government, you need to add the following to the normal feudal government potential.

NOT = { is_government_potential = roman_imperial_government }
Thanks, it's always the little things. But did you mean to say to add:

NOT = { is_government_potential = roman_vassal_government }, because NOT = { is_government_potential = roman_imperial_government } is already part of the regular feudal government potential in the vanilla file.
 

Silversweeeper

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has_landed_title = {
e_byzantium
e_roman_empire
}

You're missing an OR here (and the surrounding any_liege is more expensive than top_liege, which would be sufficient due to empires not ever being vassals).

Also, you need to add a second check for liege_before_war (and your top_liege's liege_before_war) to ensure civil wars don't cause issues due to temporary liege changes.
 

Elminister

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You're missing an OR here (and the surrounding any_liege is more expensive than top_liege, which would be sufficient due to empires not ever being vassals).

Also, you need to add a second check for liege_before_war (and your top_liege's liege_before_war) to ensure civil wars don't cause issues due to temporary liege changes.
Alright I'm guessing it would look something like this:
Code:
potential = {
        OR = {
            is_save_game = no
            has_game_started = no
            top_liege = {
                has_landed_title = {
                    e_byzantium
                OR = {
                    e_roman_empire
                }
                }
                AND = {
                        top_liege = { government_potential = { roman_imperial_government } }
                }
            liege_before_war = {
                has_landed_title = {
                    e_byzantium
                OR = {
                    e_roman_empire
                AND = {
                    top_liege = {
                        liege_before_war = {
                            has_landed_title = {
                                e_byzantium
                            OR = {
                                e_roman_empire
                                }
                            }
                        }
                    }
                AND = {
                    top_liege = {
                        liege_before_war = { government_potential = { roman_imperial_government }}
                }
                }
                }
                }
            }
        }
        is_patrician = no
    }
Government modding is very new to me if it isn't obvious. ;)
 

Babarigo

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Hi everyone, I'm using the mod CPR+ and I'd like to know how I can edit the headgear used. My main issue is with catholic female rulers, they all have some kind of headgear that hides almost all their hair. I really dislike it and no matter the rank they still have it. Also, the headgear is selectable in the character creation and as the two screenshots below show it, the veil (I don't know how I could call it) appears only after I have selected the character.
My question is the following, does someone know how can I remove this type of headgear completely?
I usually manage to find my way with other mods but I know very little about portrait modding.
Thanks.

EDIT: I think that the file to modify is 00_portrait_properties.

upload_2020-3-15_23-45-49.png

upload_2020-3-15_23-46-26.png
 
Last edited:

Silversweeeper

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Alright I'm guessing it would look something like this:
[Snip]

Not quite.

This

Code:
potential = {
   OR = {
       top_liege = {
           OR = {
               has_landed_title = e_byzantium
               has_landed_title = e_roman_empire
           }
           government = roman_imperial_government
       }
       liege_before_war = {
           OR = {
               has_landed_title = e_byzantium
               has_landed_title = e_roman_empire
           }
           government = roman_imperial_government
       }
       top_liege = {
           liege_before_war = {
               OR = {
                   has_landed_title = e_byzantium
                   has_landed_title = e_roman_empire
               }
               government = roman_imperial_government
           }
       }
       is_patrician = no
   }
}

should work, assuming all preceding governments are unavailable for those that should have roman_vassal_government (or whatever you named it). You'll of course have to update any set_government_type block in addition to the government definitions as that does not respect the definitions and people thus could get the wrong government type until the game validates their government due to something else (e.g. gaining a title or changing religion).

Unless you've modded the availability for roman_imperial_government you could also completely cut the ORs containing the has_landed_title checks, since the checks for the government types also contains that OR implicitly as a top liege without either of those titles won't have the government type. The opposite does not necessarily hold, however, as e.g. a nomad or a merchant republic could get one of the titles without getting the government type.
 

Silversweeeper

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I probably sound really ignorant but which file or files would those generally be found in.

I don't remember the file names, but at least one such instance is in the "Become feudal" decision for tribals and one is in the events for settling raiding adventurers. There might be a few others to be found as well, so I suggest doing a search for "set_government_type".
 

Derectodestren

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Hello.
I have a mod that changes on_action and spawn character in event.
But the character is always the same! At the same time, calling the event from the console is different.
I thought for a long time and found a problem. SEED in events which causes on_action is always zero.
I tried to call the EVENT which causes the EVENT I need. And cheers, something has changed! I was already glad that I did not have an army of clones, but it turned out that SEED is now equal to 1, not zero.

And now I already have an army of clones, not with zero seed, but with the ONE.
My question is this: How to get SEED to randomly generate randomly every time? As if the event is being called from the console?


Thanks in advance, do not judge strictly for English. I use a translator.
 

dani1887

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There are several mods on bloodlines, I don't know if it would be very difficult or it just can't, but it would be nice to group them in a super mod. I have no idea about it, that's why I release it and you will know ...
I put some of the mods that I would like to unite in one:
More Bloodlines
AI forged Bloodlines
Bloodlines Fix
MTA Divine Bloodlines
Muslim Bloodlines
Forge unlimited Bloodlines
Inherit Bloodlines (this optional)
WOWGAG's More Artifact and Bloodlines

And if artifacts were also inserted:
MTA New Artifact
No artifact losing

and I suppose some more could be compiled

I guess nobody will get down to the task, greetings
 

KhanMaytok

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Is there some condition to know if any special troop is at location OR a mercenary unit is at location?

For example:

Code:
If I won a siege AND (I have war_elephants in my siege army OR a specific hired mercenary band), THEN run an event.
 
Last edited:

VulgarSwami-

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Hope this is the right place;

To get them to show up in the launcher, I have to unzip the mods' files outside of their folder:
By this I mean, originally it will go CK2>Mod>*Mod_Name Folder*> then the mod itself, often including a 'common' folder.
However to show up I have to move the mod outside of it's *Mod_name Folder*, so it's CK2>Mod> the mod files.

I hope this make sense, and is this WAI?

If so, I have the problem that when doing this, quite a few mods use the same 'common' folder. So when I unpack them they try to over-write. What is the work-around/what am I doing wrong?

Thanks!