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InvisibleBison

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I'm trying to mod the (non Conclave) crown authority and centralization laws so that the former includes the effects of the latter and the latter aren't available, but I've been remarkably unsuccessful. I copied the relevant files into my mod, added changes to vassal and demesne limits to the crown authority laws and changed the allow block of the centralization laws to read always = no, but neither of these changes show up in game. Am I doing something wrong, or is it just not possible to overwrite the vanilla laws?
 

Whizzer

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I'm trying to mod the (non Conclave) crown authority and centralization laws so that the former includes the effects of the latter and the latter aren't available, but I've been remarkably unsuccessful. I copied the relevant files into my mod, added changes to vassal and demesne limits to the crown authority laws and changed the allow block of the centralization laws to read always = no, but neither of these changes show up in game. Am I doing something wrong, or is it just not possible to overwrite the vanilla laws?

The 'potential'-clause determines which laws show up. Furthermore, if any law in a law group is eligible to appear, the entire group appears, so you'll have to adjust all five of them for anything to have effect.
 
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GodModder

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It's not possible to write an event, or decision, or anything else, that will resurrect a dead character, right? I can't see that there would be a way to do this, but I thought I might as well ask.
 

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It's not possible to write an event, or decision, or anything else, that will resurrect a dead character, right? I can't see that there would be a way to do this, but I thought I might as well ask.

Actual resurrection is impossible. I believe I've heard that some mods have used workarounds in the past (e.g. copying the dead character and their connections to everyone, then removing the original character's connections), but from what I can recall those workarounds were messy and had various limitations.
 

SRTX_999

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How can I make a character having a different ethnicity/graphical culture than actual culture? The wiki says there is a "race" option for modding, but that doesn't seem to work for me. I'm thinking about changing their culture a day after birth. Or is there a better way to do this?
 

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How can I make a character having a different ethnicity/graphical culture than actual culture? The wiki says there is a "race" option for modding, but that doesn't seem to work for me. I'm thinking about changing their culture a day after birth. Or is there a better way to do this?

You can access the new character using 'new_character' and use `set_graphical_culture` there.
 
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You can access the new character using 'new_character' and use `set_graphical_culture` there.

It works, thank you.

Now I have another question. Can I make the inheritance based on culture? An example. A ruler has six children, but the two eldest have different cultures, so they can't inherit, the third son will inherit the kingdom instead. Can I use the flag below, or does that only work for title creation?

Code:
allow = {
  OR = {
    ai = no
    culture = dutch
  }
}
 

Whizzer

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It works, thank you.

Now I have another question. Can I make the inheritance based on culture? An example. A ruler has six children, but the two eldest have different cultures, so they can't inherit, the third son will inherit the kingdom instead. Can I use the flag below, or does that only work for title creation?

Code:
allow = {
  OR = {
    ai = no
    culture = dutch
  }
}

You can specify eligible candidates for elective successions only. The best alternative I can think of is to grant the 'disinherited' trait to undesirable children by script.
 
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You can specify eligible candidates for elective successions only. The best alternative I can think of is to grant the 'disinherited' trait to undesirable children by script.

Another option might be a a custom single-elector Tanistry or Feudal Elective-based succession law that only allows the oldest child that lives up to the culture condition to be a candidate. It'd potentially make it possible to disinherit people based on culture as far as a specific title goes (e.g. France goes to a French or Frankish heir, Germany to a German heir, and Italy to an Italian heir), but it'd get messy if you want to handle grandchildren/siblings/cousins/etc. that end up as the heir under "cultural primogeniture", so depending on the specifics it might not be a good approach.
 
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Another option might be a a custom single-elector Tanistry or Feudal Elective-based succession law that only allows the oldest child that lives up to the culture condition to be a candidate. It'd potentially make it possible to disinherit people based on culture as far as a specific title goes (e.g. France goes to a French or Frankish heir, Germany to a German heir, and Italy to an Italian heir), but it'd get messy if you want to handle grandchildren/siblings/cousins/etc. that end up as the heir under "cultural primogeniture", so depending on the specifics it might not be a good approach.
I realise now I didn't go into any detail, but I covered this in the first part of my response, opting to leaving the details to SRTX_999. Elective successions can indeed be customised to allow for great control over many aspects, including mimicking otherwise hardcoded succession laws. As you indicate, there are many things to think about when going down that route.
 
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Question. Where are Steam mods located? I've tried where mods for other Steam games are, but CK2 isn't there. Neither are they in the mod folder of the documents (where mods you manually download go). They also aren't in the Mod folder of the installation directory. So where are they? I have a mod conflict that I want to resolve, but can't find the mods to see which one is the problem.
 

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Is it possible to scope to all characters that voted for the new title holder following some kind of elective succession?
 

Whizzer

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Is it possible to scope to all characters that voted for the new title holder following some kind of elective succession?
Only thing I've been able to find is the opinion modifier 'opinion_non_liege_nominee' (localised text: "Supports Different Heir"), which should be applied before the election from the title holder to all candidates who don't support his chosen heir. I can't confirm how reliably this can be used to find all those who did or did not support the title holder, however, and when the election has happened, it's likely already gone.
 
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One type of event in the game, instead of displaying different options, has only one option, but instead of being the typical "bar" on which an option's text is displayed, it's just an OK button.

How do I implement my custom events with an OK button like that? I assume it's one of the event types, but skimming the event modding page on the wiki didn't produce anything.
 

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One type of event in the game, instead of displaying different options, has only one option, but instead of being the typical "bar" on which an option's text is displayed, it's just an OK button.

How do I implement my custom events with an OK button like that? I assume it's one of the event types, but skimming the event modding page on the wiki didn't produce anything.
That's part of the game's automated notification system, which you can't mod.
 

Garbon

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Is there an easy way to check which realm spawned a succesful adventurer and then have sponsoring liege vassalize the adventurer?

I'm trying to create a sequence where by a kingdom (or empire) level liege can sponsor a duchy adventure and then if successful that liege gets the conquered duchy as a vassal (so sort of outsourced conquest if you will for the kingdom).

I've been trying a few different things but stuck on a functional way to keep track of original liege and set that old liege as succesful adventurers liege post-conquest assuming still valid tier above duchy level.

Any thoughts?
 

loomer

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Does anyone know how to add an additional Black Death outbreak that pops on an arbitrary year? I'm trying to mod one in to spice my game up but I can't get it to fire on the date (and if I trigger it manually, it just sits happily in Jiuquan without spreading, which is... less than ideal!) What I've tried doing is basically just copying the historical outbreak scenario and then adjusting the dates and the game rule settings. I've cleared the flag saying the black death has already happened and removed the check for it just to be safe.
 

GodModder

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That's part of the game's automated notification system, which you can't mod.
I don't want to mod the game's existing notifications, I just want to make my own events have the OK button like that. Or create my own notification to fire after a custom event, or some other way I can just have an OK button in response to a displayed event.

But I assume you're saying that's not possible either?
 

Whizzer

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I don't want to mod the game's existing notifications, I just want to make my own events have the OK button like that. Or create my own notification to fire after a custom event, or some other way I can just have an OK button in response to a displayed event.

But I assume you're saying that's not possible either?
Correct. Those event windows are only used for the hardcoded notifications, which cannot be added to.