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Whizzer

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The decision is this.

<snip>

When I didn't have the owned_by restriction, it works as intended, except in any province with an empty holding. What I'm trying to do now is get it to work only in player-owned provinces with an empty holding.
I hope the following helps.

Code:
    god_society_construction = {
        is_in_society = yes
        ai = no
        
        from_potential = {
            society_rank = {
                society = god_society
                rank = 1
            }
        }
        
        potential = {
            holder = FROM # Titles have holders, provinces have owners
            location = { # Holdings are located in provinces, not titles
                num_of_empty_holdings > 0
            }
        }
        
        allow = {
            FROM = {
                show_scope_change = no
                society_currency >= 100 #need 100 society currency, can be anything
                trait = divine
            }
        }
        
        effect = {
            # ROOT is a county
            location = {
                save_event_target_as = construction_province
            }
            FROM = { # Decision-taker
                show_scope_change = no
                character_event = { id = D3.2017 }
                change_society_currency = -100
            }
        }
        
        ai_will_do = {
            factor = 0
        }
    }
[/icode]
 

GodModder

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I hope the following helps.

Code:
    god_society_construction = {
        is_in_society = yes
        ai = no
       
        from_potential = {
            society_rank = {
                society = god_society
                rank = 1
            }
        }
       
        potential = {
            holder = FROM # Titles have holders, provinces have owners
            location = { # Holdings are located in provinces, not titles
                num_of_empty_holdings > 0
            }
        }
       
        allow = {
            FROM = {
                show_scope_change = no
                society_currency >= 100 #need 100 society currency, can be anything
                trait = divine
            }
        }
       
        effect = {
            # ROOT is a county
            location = {
                save_event_target_as = construction_province
            }
            FROM = { # Decision-taker
                show_scope_change = no
                character_event = { id = D3.2017 }
                change_society_currency = -100
            }
        }
       
        ai_will_do = {
            factor = 0
        }
    }
[/icode]

Thank you! That does work, although it doesn't allow the player to use it on a province that one of his vassals holds. Is there an easy way to tweak the code so it will also allow the player to use it on a province that's anywhere in his realm or sub-realm, including his vassals' provinces?
 

Whizzer

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Thank you! That does work, although it doesn't allow the player to use it on a province that one of his vassals holds. Is there an easy way to tweak the code so it will also allow the player to use it on a province that's anywhere in his realm or sub-realm, including his vassals' provinces?
Yes, like so:

Code:
potential = {
    holder_scope = {
        OR = {
            character = FROM
            is_vassal_or_below_of = FROM
        }
    }
}
 

Whizzer

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Ohhhh. I was trying that code, but with holder instead of holder_scope. Why does it change for that? Sorry I'm such a scripting noob, I'm trying I really am.
CK2 script distinguishes between scopes (characters, titles, provinces, etc.) and various commands/effects and triggers/conditions that do things to these scopes. holder is a trigger/condition that checks if a certain characters holds the title in which that condition is used. holder_scope scopes from a title to its holder, allowing you to check various other things about that character. Hope that helps. I suggest reading this page at the very least.
 

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I made a mod that removes provinces from the vanilla map by removing them in landed_titles and emptying their title history which seems to have caused to problems.

1. Most of the coat of arms for titles seem to be messed up like Venice having Sardinian coat of arms. Deleting gfx/flags in documents doesn't fix it. I also tried adding the coat of arms to mod folder but it is still messed up.

2. Title search crashes when typing a title.
 

Aardvark Bellay

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I made a mod that removes provinces from the vanilla map...

I don't know the answer, but you could see how this mod did it :
Performance mod
 

Stev48

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Some one please help a beginner.

How to use a pre-made mod's code as a base for creating a separate mod and using both of them together successfully ?

For example, Whenever i try to use the duplicate mod alongwith the original mod that provides some specific targeted decision, everytime, the targeted decision becomes jumbled up and event narration window turns blank and only shows something like 1_2_10 as selectable options.

How to stop them from overwriting each other ?
 

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Greenskyguy

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Is it possible to change what type of holy wars pagans use based on nature? I want to give cosmopolitan and unyielding pagans the same vassalizing holy wars that Muslims use. Or would I need to create separate mods for different games assigning Muslim-style holy wars based on the reality of the game's situation?
 

Silversweeeper

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Is it possible to change what type of holy wars pagans use based on nature? I want to give cosmopolitan and unyielding pagans the same vassalizing holy wars that Muslims use. Or would I need to create separate mods for different games assigning Muslim-style holy wars based on the reality of the game's situation?

You can easily update the on_success_title block of the pagan_holy_war CB to contain something like

Code:
if = {
    limit = {
        has_religion_feature = religion_cosmopolitan
    }
    <vassalize>
}
else = {
    <usurp>
}
 
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Rockphed

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I am trying to give patricians more max tradeposts based on buildings in the republic capital. Memory is that having a building in the capital that gives more max tradeposts only affects the doge (though I didn't try it today, so I might be mistaken; I haven't done anything on this for a good 6 months). So I have made myself a modifier to increase trade post limit. I haven't figured out all the times I need/want to call the maintenance event that I wrote (in the spoiler below for anyone interested), but the event properly gave the right number of modifiers and can apply it to either the appropriate characters or to their capital holdings, but it doesn't seem to do anything. Any suggestions on how to actually do what I am trying to do?

Code:
patrician_cities_extra_trade = {
    max_tradeposts = 1
    icon = 4
}



Code:
namespace = PC

#maintenance event for capital trade-post bonus
character_event = {
    id = PC.1
    is_triggered_only = yes
    hide_window = yes
    
    trigger = {
        is_patrician = yes

    }

    immediate = {
        if = {
            limit = {
                any_liege = {
                        limit = {
                            is_patrician = yes
                        }
                        
                    }
            
            }
            break = yes
        }
    
    
        set_variable = {
            which = local_myvar
            value = 0 
        }
        set_variable = {
            which = local_myvar2
            value = 1
        }
        if = {
            limit = {
                independent = yes
            }
            change_variable = {
                which = local_myvar2
                value = 1
            }
        }
        if = {
            limit = {
                real_tier = KING
            }
            change_variable = {
                which = local_myvar2
                value = 1
            }
        }
        if = {
            limit = {
                real_tier = EMPEROR
            }
            change_variable = {
                which = local_myvar2
                value = 2
            }
        }
        if = {
            limit = {
                capital_holding = {
                    has_building = ct_trade_harbor_1
                }
            }
            change_variable = {
                which = local_myvar
                value = 1
            }
        }
        if = {
            limit = {
                capital_holding = {
                    has_building = ct_trade_harbor_2
                }
            }
            change_variable = {
                which = local_myvar
                value = 1
            }
        }
        if = {
            limit = {
                capital_holding = {
                    has_building = ct_trade_harbor_3
                }
            }
            change_variable = {
                which = local_myvar
                value = 1
            }
        }
        if = {
            limit = {
                capital_holding = {
                    has_building = ct_trade_harbor_4
                }
            }
            change_variable = {
                which = local_myvar
                value = 1
            }
        }
        if = {
            limit = {
                capital_holding = {
                    has_building = ct_trade_harbor_5
                }
            }
            change_variable = {
                which = local_myvar
                value = 1
            }
        }
        multiply_variable = {
            which = local_myvar
            which = local_myvar2
        }
        capital_holding = {
        remove_holding_modifiers = {
        
                modifier = patrician_cities_extra_trade
                amount = 20
            }
        }
        any_vassal = {
            limit = {
                is_patrician = yes
            }
            any_holding = {
                remove_holding_modifiers = {
        
                    modifier = patrician_cities_extra_trade
                    amount = 20
                }
            }
        }
        while = {
            limit = { 
                check_variable = {
                    which = local_myvar
                    value >= 1
                }
            }
            subtract_variable = {
                which = local_myvar
                value = 1
            }
            capital_holding = {
                add_holding_modifier = {
                    name = patrician_cities_extra_trade
                    duration = -1
                    stacking = yes
                }
            }
            any_vassal = {
                limit = {
                    is_patrician = yes
                }
                capital_holding = {
                    add_holding_modifier = {
                        name = patrician_cities_extra_trade
                        duration = -1
                        stacking = yes
                    }
                }
            }
        }
    }
}
 

Whizzer

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I am trying to give patricians more max tradeposts based on buildings in the republic capital. Memory is that having a building in the capital that gives more max tradeposts only affects the doge (though I didn't try it today, so I might be mistaken; I haven't done anything on this for a good 6 months). So I have made myself a modifier to increase trade post limit. I haven't figured out all the times I need/want to call the maintenance event that I wrote (in the spoiler below for anyone interested), but the event properly gave the right number of modifiers and can apply it to either the appropriate characters or to their capital holdings, but it doesn't seem to do anything. Any suggestions on how to actually do what I am trying to do?

Code:
patrician_cities_extra_trade = {
    max_tradeposts = 1
    icon = 4
}
I'm not sure why it's not working. What I can tell is that any_holding does not exist. You'll have to resort to any_demesne_title instead.
 

Rockphed

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I'm not sure why it's not working. What I can tell is that any_holding does not exist. You'll have to resort to any_demesne_title instead.
... I will do that. I haven't gotten around to testing that it actually removes things before putting more on. Do I need to include a "capital_scope" to scope over to the holding, or does it automatically act on holdings rather than titles? Is there actually a difference between holdings and barony titles?
 

Whizzer

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... I will do that. I haven't gotten around to testing that it actually removes things before putting more on. Do I need to include a "capital_scope" to scope over to the holding, or does it automatically act on holdings rather than titles? Is there actually a difference between holdings and barony titles?
No need. Holdings are indeed barony titles. Limit the demesne titles to baron tier and you should be good.
 

Aerotinge

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1. Most of the coat of arms for titles seem to be messed up
Bad landed_titles.txt, what do you have in errors.txt?
2. Title search crashes when typing a
You must have /map/geographical_region.txt synced with your modification, to make finder working.
 

kauefr

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EDIT: I'm dumb. Rewriting "potential = no" as "potential = {always = no}" did the trick. Leaving this here for posterity.

I intend to remove every vanilla building without messing with province history files. So as a test I modded my buildings/00_tribal.txt to look like this:
Code:
tribal = {  
    tb_hillfort_1 = {potential = no}
    tb_hillfort_2 = {potential = no}
    tb_hillfort_3 = {potential = no}
    tb_hillfort_4 = {potential = no}
    tb_market_town_1 = {potential = no}
    tb_market_town_2 = {potential = no}
    tb_market_town_3 = {potential = no}
    tb_market_town_4 = {potential = no}
    tb_defensive_fortifications_1 = {potential = no}
    ...
}
Almost every building is gone, except for cultural buildings (of course, as they're defined in another file) and Earth Hillfort (tb_hillfort_1). Every tribal holding starts with an Earth Hillfort , and newly built tribal holdings can also build them. They cost 1G, and provide no bonuses.

How do I get rid of these pesky buildings?
 
Last edited:

RedFurryDemon

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So as a test I modded my buildings/00_tribal.txt to look like this
Overwriting files is bad practice, as it creates incompatibilities between mods. Check if you achieve the same effect by renaming your file from 00_tribal.txt to something like tribal_no_buildings.txt.

If you can't get rid of earth hillfort, have you tried adding trigger = {always = no} to its block? Last resort, consider removing it on game start from every holding. This can be done with 1 event called from on-action.
 

Silversweeeper

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Overwriting files is bad practice,

Not necessarily. The behaviour differs a lot from one place to another, and in some cases weird things can happen if you don't overwrite files completely, particularly if the mod has made certain big changes (e.g. removing a religion completely). In cases where it definitely can be avoided (e.g. if you're appending completely new buildings), you should avoid it, but in other cases it is often a good idea to overwrite the file, and that has the side-effect of making it easier to get an overview of how things are structured in the mod (as you don't have to look at two different files) and keeps the Validator from giving you some extra false positives due to it catching harmless duplicate entries.

Overwriting files does cause compatibility issues, but it can't easily be avoided, and it's instead pretty common for large mods to answer "Is X compatible with this mod?" with "Not unless it was designed specifically to be compatible with this mod, is completely self-contained, or has no overlap when it comes to which vanilla files it alters".
 

swampy111

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Suppose if I want to have an event option start an assassination plot.
1) Do i need to check if there's already an existing plot and if so, remove it? Or does add_plot (or whatever command is supposed to used here) override old ones?
1.1) If I need to cancel the existing plot, then what command should I use for it? There's cancel_plot, but apparently the wiki doesn't say that it accepts boolean inputs, so...