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Meneth

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Could you be more specific about this. I don't know anything about scopes.

Also; is "add_lover=" needed to make two characters lovers? Either that doesn't work or it's just not telling me who lovers are.
effect = { imprison = yes }
That probably works; should make the guy his liege's prisoner.
 

Ofaloaf

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I'm attempting to add some 'landmark' buildings, but don't want them to show up as unbuilt in provinces where they should never exist anyways. I wrote this:
Code:
temple = {
### The Capitol Ruins ##
	tp_the_capitol_ruins = {
		desc = tp_the_capitol_ruins_desc
	    potential = { c_toulouse = { holder_scope = { character = ROOT } } } #ignore that it's the county of tToulouse for now
                trigger = {
			always = no
		}
		tax_income = 0.5
		build_cost = 0
		build_time = 0
                monthly_character_prestige = 0.5
		ai_creation_factor = 1

		start = {
			year = 3200
		}
	}
I previously had the potential as a certain culture, and the Capitol Ruins appeared just fine in the County of Toulouse. It also showed the Capitol Ruins as unbuilt in all others counties with the culture listed in the potential = { bit. I figured that if I changed the potential to something regarding holder_scope and something with c_toulouse, the landmark wouldn't show up unbuilt anywhere else, but could still appear in c_toulouse.

This did not work. What did I do wrong?
 

Meneth

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potential = {
FROMFROM = { title = b_barony }
}

This means it will only show up in the barony you specify though, not every holding in the county.
FROMFROM = { county = { title = c_county } }
That should solve that.
 

Meneth

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Interested to know if anyone can help me out with a particular problem?

I'm attempting to add a character flag to all child members of a particular dynasty in a particular realm.

I've figured out the triggers I need to use for age and dynasty, but can't figure out location based ones.

Tried using
Code:
 location = k_toscana
in the trigger section to target family members within my Kingdom of Tuscany, but it still tagged members in other realms.
same_realm = ROOT
That'll be what you want as long as all you want to check for is the top-level realm. I believe it works with courtiers (E.G., children without titles) but I'm not 100% sure.
So if Toscana was within the HRE for example, it'd apply the flag to any child of the dynasty within the HRE.
 

Meneth

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Do min_levies stack? For instance, if I had castle_vassal_min_levy = 0.1 for Centralization 1 and castle_vassal_min_levy = 0.1 for something else, would I have a total castle_vassal_min_levy of 0.2?
I'm almost certain they stack, as I know for sure that max_levies do, and so does the tax modifier.
 

Meneth

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Hello fellow modders,

I have just started my first mod and I created two similar decisions (which both work) that involve changing a human-controlled character's religion. Now when the decision(s) is viewed the name, by default, is its coded name (in this case: convert_to_orthodoxy and convert_to_catholicism).

So what do I need to do in order to give the decisions different names and a description (which is also missing)?

Any help would be appreciated!
See this wiki article.
 

Meneth

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Can someone give an explanation of how ROOT, FROM, and PREV (and PREVPREV, PREVPREVPREV, etc.) work? It all makes modding the game far less intuitive than EU3 was.
In the case of events:
ROOT is whoever is getting the event (a character or province, depending on the event type).
FROM is whoever sent the event (could be a character or a province)
PREV is the previous scope. E.G., owner = { liege = { character = PREV } }. Here PREV would be "owner".
PREVPREV is the scope before the previous scope, and PREVPREVPREV the scope before that. You can't have more PREVs than that.
THIS is the current scope. E.G., set_defacto_liege = THIS will make a character independent.
 

Ofaloaf

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I'm not sure if this is a map problem or some other problem, but when I select the only playable character in my map mod and start up, the game crashes and error.log spits out this:
Code:
[id.cpp:83]: Failed to create id 88017 40. Already exists in game.
[id.cpp:83]: Failed to create id 88018 40. Already exists in game.
[id.cpp:83]: Failed to create id 88016 40. Already exists in game.
[id.cpp:83]: Failed to create id 88017 40. Already exists in game.
[id.cpp:83]: Failed to create id 88018 40. Already exists in game.
[id.cpp:83]: Failed to create id 8501 40. Already exists in game.
[id.cpp:83]: Failed to create id 8506 40. Already exists in game.
[id.cpp:83]: Failed to create id 8511 40. Already exists in game.
[id.cpp:83]: Failed to create id 8516 40. Already exists in game.
[id.cpp:83]: Failed to create id 8601 40. Already exists in game.
[id.cpp:83]: Failed to create id 8606 40. Already exists in game.
[id.cpp:83]: Failed to create id 8611 40. Already exists in game.
[id.cpp:83]: Failed to create id 8616 40. Already exists in game.

Any idea what the devil it means?
 

Meneth

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I'm not sure if this is a map problem or some other problem, but when I select the only playable character in my map mod and start up, the game crashes and error.log spits out this:
Code:
[id.cpp:83]: Failed to create id 88017 40. Already exists in game.
[id.cpp:83]: Failed to create id 88018 40. Already exists in game.
[id.cpp:83]: Failed to create id 88016 40. Already exists in game.
[id.cpp:83]: Failed to create id 88017 40. Already exists in game.
[id.cpp:83]: Failed to create id 88018 40. Already exists in game.
[id.cpp:83]: Failed to create id 8501 40. Already exists in game.
[id.cpp:83]: Failed to create id 8506 40. Already exists in game.
[id.cpp:83]: Failed to create id 8511 40. Already exists in game.
[id.cpp:83]: Failed to create id 8516 40. Already exists in game.
[id.cpp:83]: Failed to create id 8601 40. Already exists in game.
[id.cpp:83]: Failed to create id 8606 40. Already exists in game.
[id.cpp:83]: Failed to create id 8611 40. Already exists in game.
[id.cpp:83]: Failed to create id 8616 40. Already exists in game.

Any idea what the devil it means?
You've got duplicate characters in the character history files.
 

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Quick question about sieges and assaults:

- How to differ between holdings ability to defend itself from a siege and from an assault? Is there a way to mod in a way to improve holdings defence against assaults only without increasing its siege provess, and the other way around: make siege time longer, but without affecting assaults?

Thanks!
You can tweak some of that in defines.lua, such as:
ATTACKER_ASSULT_DAMAGE_FACTOR = 15, -- Attacker damage scale factor when assaulting

Hope that helps.
 

Meneth

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Could anybody also define the function of AND? Do I have to use AND whether there is more than one condition? Which of the below is would work best if all the conditions need to be correct at the same time?

Code:
    if = {
        limit = {
            AND = {
                learning = 1
                NOT = { learning = 3 }
            }
            AND = { 
                NOT = { diplomacy = 1 }
                NOT = { intrigue = 1 }
            }
        }
or
Code:
    if = {
        limit = {
            learning = 1
            NOT = { learning = 3 }
            AND = { 
                NOT = { diplomacy = 1 }
                NOT = { intrigue = 1 }
            }
        }
or
Code:
    if = {
        limit = {
            learning = 1
            NOT = { learning = 3 }
            NOT = { diplomacy = 1 }
            NOT = { intrigue = 1 }
        }
    }

Thanks in advance!
Scopes (including limit, even though that technically isn't a scope) are automatic "AND"s in virtually all cases, so the last example will work just fine.
 

Meneth

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So I'm not sure what I did wrong, but this isn't working. Any ideas? I've added the following lines to the religious CB in the appropriate places.

Code:
    can_use = {
        ROOT = {
            NOT = {
                had_character_flag = {
                    flag = waged_holy_war
                    days = 5475
                }
            }
        }
    }

    on_success = {
        ROOT = { 
            set_character_flag = waged_holy_war 
        }
    }

    on_fail = {
        ROOT = { 
            set_character_flag = waged_holy_war
        }
    }

    on_reverse_demand = {
        ROOT = { 
            set_character_flag = waged_holy_war
        }
    }
That can_use means that you can't have had the flag for so long.
Instead, you'll want something like this:
Code:
    can_use = {
        ROOT = {
            OR = {
                NOT = { has_character_flag = waged_holy_war }
                had_character_flag = {
                    flag = waged_holy_war
                    days = 5475
                }
            }
        }
    }

You'll also want to add the flag via on_add as well, so people won't be able to start another holy war before finishing the current one.
 

Meneth

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Is it possible to make a custom Coat of Arms for a Dynasty. I'm not talking about ingame CoA, but more like say a picture I have that I want to use it as a CoA?
Well, you could probably stick the picture in the pattern file, and then define that pattern as the CoA for the dynasty.
 

Meneth

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To established modders out there (those of you have been updating your current work for 1.10): when loading the game with your mod, did you get a CTD at RECALC_NAVAL_RANGE and if so how did you fix it?
I got one at path calculation, which was caused by the adjacency file being formatted differently in 1.10.
So I'd recommend taking a look in the adjacencies file.
Oh and make sure you've got a major_rivers section in default.map.
 

Meneth

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Project Balance changes the DeJure territories of the Byzantine empire though events, so I'm pretty sure it is possible.
Definitely doable; one would just have to put this:
k_leon = { de_jure_liege = e_spain }