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Teutonic_Thrash

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Can anybody expalin to me how 'distance' works?

I'm trying to mod it in into CB requirements.

Code:
ROOT = {
NOT = { distance = { who = FROM distance = 200 } 
}

So in the following code what I think would happen is that Root cannot declare war on FROM if From is greater than 200 distance, right? What exactly does 200 distance mean, as in what does the number represent? Pixels?

Thanks in advance.
When doing my Iceland mod I changed the mercenary hire distance to 850. That allows Iceland to get mercenaries from Britain and Brittany. Hope that helps, but as Darkgamma said: experiment!
 

Arko

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Guys,
quick question:
does anyone know if there's a difference between num_traits and num_of_traits?
I see both in the vanilla files so I'm a bit unsure what's the best approach here...

Thanks!

1st is trait's ID, IMHO
 

Darkgamma

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There's a few duplicates in the game code, and a few redundant snippets too (mother_even_if_dead = mother; both work the same except one is buggy)
 

richvh

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mother_even_if_dead isn't in the executable, just father_even_if_dead and spouse_even_if_dead (just did a search on even_if_dead in CK2.exe)
 

Darkgamma

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mother_even_if_dead isn't in the executable, just father_even_if_dead and spouse_even_if_dead (just did a search on even_if_dead in CK2.exe)
Hm, they seem to have removed it - it used to be in.
 

zebez

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Hello, I'm pretty new to this modding thing. I'm trying to understand why this doesn't work. When you blind people as the byzantines you are supposed to have a 25% chance to get the cruel trait. I have never gotten it. Is it a bug or something else?

This is from vassal_decisions.txt
Code:
FROM = {
	if = {
		limit = { NOT = { trait = cruel } }
		random = {
			chance = 25
			add_trait = cruel
			hidden_tooltip = {
				character_event = { id = 38259 }
			}
		}
	}
	piety = -50
}
 

unmerged(619807)

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When doing my Iceland mod I changed the mercenary hire distance to 850. That allows Iceland to get mercenaries from Britain and Brittany. Hope that helps, but as Darkgamma said: experiment!
This is interesting to me. An idea I've had on the back burner is to modify holy war CBs to only work on bordering and coastal provinces (so no more silly exclaves in the middle of the Steppes).

Anyway I do have a question of my own. I made my own mod file for the launcher but it doesn't stay checked after quitting the game. Each time I have to recheck that particular mod on the launcher. Is there something I missed to make it stay enabled? Other mods stay checked but mine does not.
 

jordarkelf

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This is interesting to me. An idea I've had on the back burner is to modify holy war CBs to only work on bordering and coastal provinces (so no more silly exclaves in the middle of the Steppes).

Anyway I do have a question of my own. I made my own mod file for the launcher but it doesn't stay checked after quitting the game. Each time I have to recheck that particular mod on the launcher. Is there something I missed to make it stay enabled? Other mods stay checked but mine does not.
Do you use a mod directory?

The launcher only reads the base game's settings.txt but your mod sets it to the mod's settings.txt
Copy over the section last_mods= to the base game's.