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unknownenlord

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Code:
e_hre = {
	k_germany = {
		grant_title = PREV
	}
	destroy_landed_title = THIS
}

thanks but i can't get it to work
2012-12-15_00001.jpg
my code now looks like
Code:
### Roman Empire Restored

# The Restoration of Rome
narrative_event = {
	id = LoR.20
	title = "EVTNAMELoR.20"
	desc = "EVTDESCLoR.20"
	
	picture = "GFX_evt_rome_restored_byzantine"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTALoR.20"
		set_global_flag = rome_restored
		hidden_tooltip = {
			primary_title = {
				any_direct_de_jure_vassal_title = {
					de_jure_liege = e_roman_empire
				}
			}
		}
		e_roman_empire = {
			grant_title = ROOT
			copy_title_laws = e_byzantium
			copy_title_history = e_byzantium
		}
		e_byzantium = {
			destroy_landed_title = THIS
		}
		e_hre = {
	k_germany = {
		grant_title = PREV
	}
	destroy_landed_title = THIS
		}

		add_trait = augustus
		give_nickname = nick_the_glorious
		hidden_tooltip = {
			activate_title = { title = e_byzantium status = no }
			any_playable_ruler = {
				limit = {
					NOT = { has_landed_title = e_byzantium }
					ai = no
				}
				narrative_event = { id = LoR.21 }
			}
		}
	}	
}
 
Last edited:

cybrxkhan

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How can I make it so that Saxons are more likely to be blond, Greeks beardy, etc? Getting a bit fed up of Anglo Saxons all having jet black hair after a couple of generations....

On beards, you can go to portrait_properties.txt and change the chance of characters getting beards. This link here explains how some of it works: http://forum.paradoxplaza.com/forum...I-Dev-Diary-7-Character-Portraits-and-Modding

As for hair color, see this here (third post is most relevant): http://forum.paradoxplaza.com/forum/showthread.php?590291-A-complete-guide-to-Custom-Portraits

If you don't mind my self-promoting, you can also check out to see how my mod CPR implements these changes so you have an idea of how you could try to code them yourself as I have implemented a number of similar changes, such as more Scandinavian blonds and Greek beards.
 

gorillacakes

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I am hoping to swap a coa of one dynasty to another and I'm trying to figure out what exactly determines which dynasty gets which coat of arms?
 

ash001

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debug_fow should work
Not really. "Unknown command". I remember I've done this before in earlier versions...
Now, I got "fow off" to be recognized...
but, still, nothing happens.
Hmmmm.

?

One more question:
is
Code:
NOT = { trait = wroth }
NOT = { trait = envious }

the same as
Code:
NOT = {
            trait = wroth 
            trait = envious
}
?
 

Darkgamma

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1) Then type "help" :p My comp was dead (ergo no CK2), so I pulled it from my ass memory.
2) Not always. Technically, the second block is equivalent to:

Code:
AND = {
            NOT = { trait = wroth } 
            NOT = { trait = envious }
}
 
Last edited:

ash001

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Maleficus

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On beards, you can go to portrait_properties.txt and change the chance of characters getting beards. This link here explains how some of it works: http://forum.paradoxplaza.com/forum...I-Dev-Diary-7-Character-Portraits-and-Modding

As for hair color, see this here (third post is most relevant): http://forum.paradoxplaza.com/forum/showthread.php?590291-A-complete-guide-to-Custom-Portraits

If you don't mind my self-promoting, you can also check out to see how my mod CPR implements these changes so you have an idea of how you could try to code them yourself as I have implemented a number of similar changes, such as more Scandinavian blonds and Greek beards.

Thanks. Looks a bit more complicated than I hoped but less than I feared, so I'll have a crack at it and see what I come up with, and will certainly take a look at your mod too :)

I take it from just looking at your mod thread that it's possible to create new graphical culture groups then? Have to admit it seems utterly ridiculous to only have the 2 groups (Northern European and Occitan) to cover the whole of christendom.....
 

Korbah

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thanks but i can't get it to work
my code now looks like
Code:
### Roman Empire Restored

# The Restoration of Rome
narrative_event = {
	id = LoR.20
	title = "EVTNAMELoR.20"
	desc = "EVTDESCLoR.20"
	
	picture = "GFX_evt_rome_restored_byzantine"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTALoR.20"
		set_global_flag = rome_restored
		hidden_tooltip = {
			primary_title = {
				any_direct_de_jure_vassal_title = {
					de_jure_liege = e_roman_empire
				}
			}
		}
		e_roman_empire = {
			grant_title = ROOT
			copy_title_laws = e_byzantium
			copy_title_history = e_byzantium
		}
		e_byzantium = {
			destroy_landed_title = THIS
		}
		e_hre = {
	k_germany = {
		grant_title = PREV
	}
	destroy_landed_title = THIS
		}

		add_trait = augustus
		give_nickname = nick_the_glorious
		hidden_tooltip = {
			activate_title = { title = e_byzantium status = no }
			any_playable_ruler = {
				limit = {
					NOT = { has_landed_title = e_byzantium }
					ai = no
				}
				narrative_event = { id = LoR.21 }
			}
		}
	}	
}

You're trying to grant the title to the owner of e_hre, right?
Try something like
e_hre = {
owner = {
k_germany = {
gain_title = PREV }}}

gain_title targets a character, while PREV in your last attempt was a title scope. No guarantees this'll work though.
 

ash001

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Im dabbling with the leadership traits and I came across this:
can_have_more_leadership_traits = yes
as a trigger in vanilla events...
does anyone know where this come from or what is its purpose?
I think, in a patch or two ago, leadership traits were exclusive to high martial education characters...
 

Darkgamma

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Since (I believe) a character can have up to two leadership traits, that checks if the character has below two and can have more.
 

cybrxkhan

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Thanks. Looks a bit more complicated than I hoped but less than I feared, so I'll have a crack at it and see what I come up with, and will certainly take a look at your mod too :)

I take it from just looking at your mod thread that it's possible to create new graphical culture groups then? Have to admit it seems utterly ridiculous to only have the 2 groups (Northern European and Occitan) to cover the whole of christendom.....

Yes, it's possible to create new graphical culture groups, though if you notice PI has already defined quite a number of graphical culture groups (such as englishgfx, ugricgfx, etc.) that are, for all intents and purposes, unused (although technically they are used in the cultures text file, since they don't have any defined graphics these cultures just defer to northern European, occitanian, muslim, etc.)


Is it somehow possible to make the emperor of the HRE unable to press his courtiers/vassals claims?

I think what you can do is go to cb_types, find the corresponding CB type (I don't know what it is caused), and code in NOT = { has_landed_title = e_hre } in the can_use section for ROOT.
 

burny26

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What is the code to add in a trigger, which is fired off when someone with specific traits is in your court?

And what does major mean ,like in this piece of code
Code:
# Arrival of the Golden Horde
narrative_event = {
	id = 60002
	title = "EVTNAME60002"
	desc = "EVTDESC60002"
	[COLOR="#FF0000"]major[/COLOR] = yes
	hide_new = yes
	
	picture = "GFX_evt_mongols"
	border = "GFX_event_narrative_frame_war"
	
	only_rulers = yes
	
	trigger = {
		year = 1224
		NOT = { year = 1250 }
		has_landed_title = e_golden_horde
		has_global_flag = il_khanate_arrival
		NOT = { has_global_flag = golden_horde_arrival }
	}
 
Last edited:

cybrxkhan

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@burny26:

You'd need to use any_courtier (however, to narrow that down to a *specific* courtier, you need to have a random_courtier in the options section, I believe) (more experienced modders can correct me if I'm wrong).

Anyhow, an example of a trigger:

Code:
	trigger = {
		any_courtier = {
			OR = {
				trait = awesome
				trait = has_three_eyes
			}
		}
	}

So in this case, the event will be triggered if there's a courtier that has the awesome or has three eyes trait.


As for major = yes, I believe it would fire off for everyone in the CKII world (I dunno, that's just my guess though).