• 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.

Aerotinge

Gouverneur van Torkia
41 Badges
Aug 1, 2018
570
170
  • Battle for Bosporus
  • Surviving Mars
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings III Referal
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • 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: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Pre-order
Is there a way to mod christian women being banned from inheritance just like the muslim ones?
Agnatic gender law do, no mod required.
Or did you want to force global gender law to agnatic?
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!
You should not unzip the .zip file to run a mod. The launcher identified a mod from a .mod file along with .zip file

Also, are you talking "C:\Program Files (x86)\Steam\steamapps\common\Crusader Kings II" or "%userprofile%\Documents\Paradox Interactive\Crusader Kings II"
Don't put mods in the former path.

BTW, wrong place.
 
Last edited:

Rags17

Ludere Ludum
62 Badges
Dec 11, 2014
5.953
3.631
  • 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
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Surviving Mars
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Crusader Kings Complete
  • Stellaris: Distant Stars
  • Europa Universalis IV: Cossacks
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome Sign Up
  • Crusader Kings III
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Europa Universalis IV: Dharma
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: La Resistance
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Call to arms event
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
What is the syntax to scope to the player ins a single player game ?

I am creating a decision that allows the player to ask for money from a friendly courtier or family member, the associated event transfers the cash and creates an opinion modifier between them, later on another event fires randomly on the lender (with a delay based on traits) to ask for the money back. I have used the following code in my trigger block but the Validator says that the scope any_player is not valid.

Code:
    trigger = {
        OR = {
            has_character_modifier = made_small_personal_loan
            has_character_modifier = made_medium_personal_loan
            has_character_modifier = made_large_personal_loan
        }
        
        NOT = {
            opinion = {
                who = any_player # player ? something else ?
                value = 75
            }
        }
    }

Any ideas ?
 

Silversweeeper

Ichi no Hito
58 Badges
Aug 24, 2012
3.951
2.853
  • Stellaris - Path to Destruction bundle
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Imperator: Rome Deluxe Edition
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis IV
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Charlemagne
  • Stellaris Sign-up
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • 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 Complete
  • Magicka
"who" only takes a few scopes (ROOT, FROM, PREV, LIEGE, event_target, and a few more), but you could get around it by wrapping the opinion check in a scope and using reverse_opinion.

Code:
NOT = {
   any_player = {
       reverse_opinion = {
           who = ROOT # Or other appropriate scope
           value = 75
       }
   }
}
 

Lystraeus

Corporal
46 Badges
Jun 6, 2018
34
0
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rights of Man
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Cities: Skylines Industries
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
Hello :) I've written my first event; I'm hoping someone can check if it's OK? I've run it through Validator (no errors found).

What I want it to do is destroy all trade posts when the final patrician of a dynasty dies.

on_action:

Code:
on_death = {
   events = {
       MRR.001 # Check the trigger event for the abandoned trade posts event
   }
}

events:

Code:
namespace = MRR

### Trade posts abandoned when patrician family goes extinct

# Trigger event for the abandoned trade posts
character_event = {
   id = MRR.001
   hide_window = yes
 
   has_dlc = "The Republic"
   only_playable = yes
   is_patrician = yes
 
   is_triggered_only = yes
 
   trigger = {
       current_heir = {
           NOT = {
               dynasty = root
           }
       }
   }
 
   immediate = {
       character_event = {
           id = MRR.002
       }
   }
}

# The abandoned trade posts
character_event ={
   id = MRR.002
   hide_window = yes
 
   is_triggered_only = yes
 
   immediate = {
       any_trade_post = {
           destroy_tradepost = THIS
       }
   }
}
 

Aardvark Bellay

Lord Wuffington of Grumpytown by the barks
21 Badges
Apr 5, 2001
15.447
2.862
  • Divine Wind
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Victoria: Revolutions
  • Heir to the Throne
  • Crusader Kings II
  • Europa Universalis III
  • Deus Vult
  • Crusader Kings II: Sword of Islam
  • 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
  • Crusader Kings II: Charlemagne
You should not unzip the .zip file to run a mod. The launcher identified a mod from a .mod file along with .zip file

This is plain wrong, assuming VulgarSwami wasn't talking abot Workshop mods.
Close to noone uses 'archive' for zipped mod folders in manual downloads.
 

l0rdMortimer

Recruit
20 Badges
Mar 22, 2017
2
0
  • 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
  • Crusader Kings II
  • Crusader Kings II: Holy Fury
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Crusader Kings II: Jade Dragon
  • Age of Wonders III
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Magicka
Hello, i have been working on a mod and I'm not sure where i went wrong with making this event but after testing it seems like the else_if statements are ignored.

Code:
character_event = {

    hide_window = yes
    id = genetic.002
   
    is_triggered_only = yes
   
    immediate = {
        if = {
            limit = {
                father = {
                    trait = perfectgenes
                }
                mother = {
                    trait = perfectgenes
                }
            }
            add_trait = perfectgenes
        }
        else_if = {
            limit = {
                father = {
                    trait = perfectgenes
                }
            }
            random_list = {
            85 = {
            add_trait = perfectgenes
            }
            10 = {
            add_trait = goodgenes
            }
            5 = {
            }
            }
        }
        else_if = {
            limit = {
                mother = {
                    trait = perfectgenes
                }
            }
            random_list = {
            85 = {
            add_trait = perfectgenes
            }
            10 = {
            add_trait = goodgenes
            }
            5 = {
            }
            }
        }
        else_if = {
            limit = {
                father = {
                    trait = goodgenes
                }
                mother = {
                    trait = badgenes
                }
            }
            random_list = {
            45 = {
            add_trait = goodgenes
            }
            45 = {
            add_trait = badgenes
            }
            10 = {
            }
            }
        }
        else_if = {
            limit = {
                father = {
                    trait = badgenes
                }
                mother = {
                    trait = goodgenes
                }
            }
            random_list = {
            45 = {
            add_trait = goodgenes
            }
            45 = {
            add_trait = badgenes
            }
            10 = {
            }
            }
        }
        else_if = {
            limit = {
                father = {
                    trait = goodgenes
                }
                mother = {
                    trait = goodgenes
                }
            }
            random_list = {
            65 = {
            add_trait = goodgenes
            }
            25 = {
            add_trait = perfectgenes
            }
            10 = {
            }
            }
        }
        else_if = {
            limit = {
                father = {
                    trait = badgenes
                }
                mother = {
                    trait = badgenes
                }
            }
            random_list = {
            90 = {
            add_trait = badgenes
            }
            10 = {
            }
            }
        }
        else_if = {
            limit = {
                father = {
                    trait = goodgenes
                }
            }
            random_list = {
            75 = {
            add_trait = goodgenes
            }
            25 = {
            }
            }
        }
        else_if = {
            limit = {
                mother = {
                    trait = goodgenes
                }
            }
            random_list = {
            75 = {
            add_trait = goodgenes
            }
            25 = {
            }
            }
        }
        else_if = {
            limit = {
                father = {
                    trait = badgenes
                }
            }
            random_list = {
            75 = {
            add_trait = badgenes
            }
            25 = {
            }
            }
        }
        else_if = {
            limit = {
                mother = {
                    trait = badgenes
                }
            }
            random_list = {
            75 = {
            add_trait = badgenes
            }
            25 = {
            }
            }
        }
        else = {
        }
       
    }
}
}

Any help as to what the problem is would be appreciated.
 

jprik04

Private
62 Badges
Oct 14, 2017
22
0
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • 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
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cossacks
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Battle for Bosporus
  • Stellaris: Federations
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Sunset Invasion
  • Stellaris: Lithoids
  • Europa Universalis IV
  • Stellaris: Ancient Relics
  • Prison Architect
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Europa Universalis IV: Res Publica
  • Stellaris: Nemesis
  • Victoria 2
  • Victoria 2: A House Divided
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
upload_2020-3-22_17-3-23.png
Any idea as to why there is this grey smutz on the borders of my map?
 

CFH1985

Second Lieutenant
26 Badges
Mar 6, 2018
113
7
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • 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
  • Crusader Kings II: Charlemagne
any idea why

Code:
character_event = {
    id = cfhschool.4052 # assign diplomacy teacher- self
    desc = EVTDESCcfhschool.4052
    picture = GFX_evt_council_speaker
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
   
    immediate = {
        cfh_school_find_diplomacy_teacher_effect = yes
    }
   
    option = {
        name = EVTOPTAcfhschool.4052
        trigger = { event_target:diplomacy_teacher_target_1 = { always = yes } }
        event_target:diplomacy_teacher_target_1 = {
            if = {
                limit = { 
                    NOT = { at_location = ROOT }
                }
                move_character = ROOT
            }
            give_minor_title = cfh_title_diplo_tutor
        }
    }
    option = {
        name = EVTOPTBcfhschool.4052
        trigger = { event_target:diplomacy_teacher_target_2 = { always = yes } }
        event_target:diplomacy_teacher_target_2 = {
            if = {
                limit = { 
                    NOT = { at_location = ROOT }
                }
                move_character = ROOT
            }
            give_minor_title = cfh_title_diplo_tutor
        }
    }
    option = {
        name = EVTOPTCcfhschool.4052
        trigger = { event_target:diplomacy_teacher_target_3 = { always = yes } }
        event_target:diplomacy_teacher_target_3 = {
            if = {
                limit = { 
                    NOT = { at_location = ROOT }
                }
                move_character = ROOT
            }
            give_minor_title = cfh_title_diplo_tutor
        }
    }
    option = {
        name = EVTOPTDcfhschool.4052
    }
}

displays all 3 characters on each option (instead of the corresponding one on each), yet

Code:
character_event = {
    id = cfhknights.4003 # assign master-at-arms - self
    desc = EVTDESCcfhknights.4003
    picture = GFX_evt_council_speaker
    border = GFX_event_normal_frame_war
    is_triggered_only = yes
  
    immediate = {
        cfh_knights_find_maa_effect = yes
    }
  
    option = {
        name = EVTOPTAcfhknights.4003
        trigger = { event_target:maa_target_1 = { always = yes } }
        event_target:maa_target_1 = {
            if = {
                limit = {
                    NOT = { at_location = ROOT }
                }
                move_character = ROOT
            }
            give_minor_title = cfh_knights_master_at_arms_title
        }
        custom_tooltip = { text = CTEVTOPTAcfhknights.4003 }
    }
    option = {
        name = EVTOPTBcfhknights.4003
        trigger = { event_target:maa_target_2 = { always = yes } }
        event_target:maa_target_2 = {
            if = {
                limit = {
                    NOT = { at_location = ROOT }
                }
                move_character = ROOT
            }
            give_minor_title = cfh_knights_master_at_arms_title
        }
        custom_tooltip = { text = CTEVTOPTBcfhknights.4003 }
    }
    option = {
        name = EVTOPTCcfhknights.4003
        trigger = { event_target:maa_target_3 = { always = yes } }
        event_target:maa_target_3 = {
            if = {
                limit = {
                    NOT = { at_location = ROOT }
                }
                move_character = ROOT
            }
            give_minor_title = cfh_knights_master_at_arms_title
        }
        custom_tooltip = { text = CTEVTOPTCcfhknights.4003 }
    }
    option = {
        name = EVTOPTDcfhknights.4003
    }
}
only displays one on each?
 

alderbane

Sergeant
20 Badges
Oct 30, 2016
95
16
  • Europa Universalis IV
Let's say I wanted to completely disable the hardcoded marriage rules in order to substitute a system of scripted decisions/events that would allow for much finer control over the governing parameters. Would it be sufficient to set the following defines to 0?
  • ARRANGE_BETROTHAL_INTERACTION_ENABLED
  • BREAK_BETROTHAL_INTERACTION_ENABLED
  • OFFER_SUCCESSION_MARRIGE_INTERACTION_ENABLED
  • OFFER_MARRIGE_INTERACTION_ENABLED
Are there other defines implicated in the hardcoded marriage rules that would likewise have to be deactivated?
 

Silversweeeper

Ichi no Hito
58 Badges
Aug 24, 2012
3.951
2.853
  • Stellaris - Path to Destruction bundle
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Imperator: Rome Deluxe Edition
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis IV
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Charlemagne
  • Stellaris Sign-up
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • 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 Complete
  • Magicka
Let's say I wanted to completely disable the hardcoded marriage rules in order to substitute a system of scripted decisions/events that would allow for much finer control over the governing parameters. Would it be sufficient to set the following defines to 0?
  • ARRANGE_BETROTHAL_INTERACTION_ENABLED
  • BREAK_BETROTHAL_INTERACTION_ENABLED
  • OFFER_SUCCESSION_MARRIGE_INTERACTION_ENABLED
  • OFFER_MARRIGE_INTERACTION_ENABLED
Are there other defines implicated in the hardcoded marriage rules that would likewise have to be deactivated?

I think those are the ones you need, but it is possible that the AI might do undesirable stuff with divorces or other things related to marriages as it might think it has a bad spouse because the logic for that wouldn't take your new marriage logic into account by default.
 

neutrondecay

Colonel
23 Badges
Oct 1, 2015
1.109
924
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings III
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Holy Fury Pre-order
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
The Faerun (Forgotten Realms) project needs the help of someone who understands Caliphates (and ideally, off-map interactions too).

We have a religion group which uses Caliphates in much the same way as vanilla Islam. However, we'd like to change the conditions under which a Caliphate can be created or usurped. At the moment, the only one of our Caliphates which exists at the start keeps getting usurped by various of its co-religionists, and we'd like to stop that.

There is an off-map power, the Grand Caliph, who indirectly controls all the religions in the group. We would like the following to be true:

A Caliphate is automatically (or after a short delay) usurped by the Grand Caliph if the Grand Caliph is of the same faith, and the Caliph is lower than emperor tier. (If an off-map ruler can't be a religious head, the title should probably be invested in the governor instead, but they should be styled Grand Mufti or something rather than Caliph.)
If an emperor-tier ruler holds the Caliphate for the religion that the Grand Caliph belongs to, the off-map power should launch a deposition war against them; if it fails, the off-map falls into civil war.

For Caliphates that the off-map does not seek to depose, they should only be usurpable in the normal way if the off-map is in civil war. Otherwise, doing so should require a boon of a special CB granted by the off-map power.

Similarly, if a given Caliphate does not exist, it can only be created by petitioning the off-map power for a boon. (This option is not available to rulers of the Grand Caliph's own faith.)

We can probably do the boons and CBs bit ourselves; what we'd like to know is how we control the vanilla usurpation behaviour.

If anyone who understands these matters would like to join the team, we'd be delighted to discuss that.

Many thanks,

nd
 

alderbane

Sergeant
20 Badges
Oct 30, 2016
95
16
  • Europa Universalis IV
I think those are the ones you need, but it is possible that the AI might do undesirable stuff with divorces or other things related to marriages as it might think it has a bad spouse because the logic for that wouldn't take your new marriage logic into account by default.

Hmm. Digging into the defines, it looks like there are also entries for divorce. So the complete set would then be:
  • ARRANGE_BETROTHAL_INTERACTION_ENABLED
  • BREAK_BETROTHAL_INTERACTION_ENABLED
  • OFFER_SUCCESSION_MARRIGE_INTERACTION_ENABLED
  • OFFER_MARRIGE_INTERACTION_ENABLED
  • ASK_FOR_DIVORCE_INTERACTION_ENABLED
  • DIVORCE_INTERACTION_ENABLED
Yeah?
 

Silversweeeper

Ichi no Hito
58 Badges
Aug 24, 2012
3.951
2.853
  • Stellaris - Path to Destruction bundle
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Imperator: Rome Deluxe Edition
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis IV
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Charlemagne
  • Stellaris Sign-up
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • 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 Complete
  • Magicka
Hmm. Digging into the defines, it looks like there are also entries for divorce. So the complete set would then be:
  • ARRANGE_BETROTHAL_INTERACTION_ENABLED
  • BREAK_BETROTHAL_INTERACTION_ENABLED
  • OFFER_SUCCESSION_MARRIGE_INTERACTION_ENABLED
  • OFFER_MARRIGE_INTERACTION_ENABLED
  • ASK_FOR_DIVORCE_INTERACTION_ENABLED
  • DIVORCE_INTERACTION_ENABLED
Yeah?

I think that would be all, but as I've never replaced the marriage system I can't say for sure.
 

jwalche

Lt. General
16 Badges
Nov 5, 2018
1.607
6
  • Crusader Kings II
  • 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: 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
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
I am trying to automated dueling mod but got confused with Recent Duel timer.

The existing WoL code shows;
Code:
                add_character_modifier = {
                    modifier = recent_duel_timer
                    duration = 365
                    hidden = yes


...

            custom_tooltip = {
                text = duel_tooltip_recent_duel
                hidden_tooltip = {
                    FROM = { NOT = { has_character_modifier = recent_duel_timer } }
                    NOT = { has_character_modifier = recent_duel_timer }
                }
            }
But in real game, the actual timer seems to be 3 months and not a whole year. What am I missing?
 

chemist03

Emperador
39 Badges
Oct 17, 2015
11
0
  • Crusader Kings II
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Imperator: Rome Sign Up
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: Digital Deluxe Edition
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Surviving Mars
  • Crusader Kings II: The Republic
  • Victoria 2
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
I am experiencing a problem that didn't happen to me before.

I've been adding various special unit troops for a while now and never had any problems regarding their unit sprite icons. They work and appear properly on the military retinue recruitment tab and the combat GUI. However, I've run into a problem that is seriously bumming me out. I never changed my process on making them but somehow the unit sprite icons gets cut in half and shifted to the left. Anyone here have any clue what the core problem might be or did any of you experienced something similar? Already tried reducing the noOfFrames by 1 because I thought Paradox changed how special troops are counted. Tried to increase it as well and that didn't do anything.

I also compared my work with the Warhammer mod because I know they added a lot of special troops and they didn't have any problems with, but alas we both have the same process on adding new special troops.

EDIT: nvm figured it out
 
Last edited:

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
I am trying to automated dueling mod but got confused with Recent Duel timer.

The existing WoL code shows;
Code:
                add_character_modifier = {
                    modifier = recent_duel_timer
                    duration = 365
                    hidden = yes


...

            custom_tooltip = {
                text = duel_tooltip_recent_duel
                hidden_tooltip = {
                    FROM = { NOT = { has_character_modifier = recent_duel_timer } }
                    NOT = { has_character_modifier = recent_duel_timer }
                }
            }
But in real game, the actual timer seems to be 3 months and not a whole year. What am I missing?
There are multiple ways to get the recent_duel_timer. I see ones with 3 or 6 months, or a year.

• The 3 month one comes from the decision available if you have war focus, are in a warrior lodge, or have a duelist bloodline.
• Antagonizing gets 1 year, as does a settlement looting event, among others.
 

jwalche

Lt. General
16 Badges
Nov 5, 2018
1.607
6
  • Crusader Kings II
  • 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: 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
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
There are multiple ways to get the recent_duel_timer. I see ones with 3 or 6 months, or a year.

• The 3 month one comes from the decision available if you have war focus, are in a warrior lodge, or have a duelist bloodline.
• Antagonizing gets 1 year, as does a settlement looting event, among others.
Could you please show me which file has the 3 or 6 months timers?

The 3 months one is what I am to trying to make a mode on. So that my ruler will automatically chose a random rival or foe, and do a duel as soon as the timer is off and the ruler is available.
 
Last edited:

SwordArTJBF

Sergeant
57 Badges
Jun 20, 2019
72
0
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Ancient Relics
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV: Mandate of Heaven
  • Imperator: Rome Deluxe Edition
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Europa Universalis IV: El Dorado
  • Europa Universalis 4: Emperor
  • Crusader Kings III
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Stellaris: Megacorp
I'm in the process of making a mod that adds a religious tolerance demense law that changes your titles religion_flex. I plan on having christian nations start out as intolerant, muslim and eastern as tolerant, and all others as in different, but for some reason it always defaults to tolerant for every title in the game regardless of religion. What will I need to change in order to have it change what law is enacted by default on startup based on the characters religion and the like?