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Meneth

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Code:
FROM = {
          top_liege = {
                       [COLOR=#FF0000]PREV[/COLOR] = {
                                   [COLOR=#00FF00]PREV[/COLOR] = {
                                   }
                       }
          }
}

In the code above, what does PREV refer to ?
top_liege
Though why one would ever want to scope like that I have no idea.
 

Meneth

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Short question:
Can I use 'has_title_flag = xxx' as a condition for an event/decision?

When I have the allow block as shown below, it doesn't recognize it as a condition while it does state all the others (player controlled; is a ruler; any title - title rank is count). The flags just won't appear; not when the condition would be fulfilled and when it would not be.
I added the province flag condition, but this one also does not show up (probably the same reason). So why can't I use these here and how can I sort provinces on their flags when these do not work?

In the end I want a decision that is only allowed when a ruler has a specific flag on one of its titles.

Code:
decisions = {

    liege_0 = {
        potential = {
            is_ruler = yes
        }
        allow = {
            is_ruler = yes
            ai = no
            any_demesne_title = {
                AND = {
                    has_title_flag = d_gelre_de_jure_flag
                    tier = COUNT
                }
            }
            any_demesne_province = {
                has_province_flag = d_gelre_de_jure_flag
            }
        }
        effect = {
            province_event = { id = nivve.2 }
            character_event = { id = nivve.1 }
        }
        ai_will_do = {
            factor = 1
        }
    }
}
There is sadly no such thing as a title flag.
 

neondt

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Try "impregnate_cuckoo", but it will give your character a bastard. Or try with "impregnate". Example :

Code:
lover = {
			impregnate_cuckoo = ROOT
		}

The lover will be got pregnant by ROOT, so the player's character.

tyvm :)
 

Ofaloaf

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How do the various types of adjacencies work? Do portages only work between two defined river provinces, or can sea-sea or sea-river portages work as well?


e:
Where is defined the position of 3d characters (soldier and agents) on the map? Which file do I have to mod?
The info for that is in positions.txt, in the map folder. Info on that can be found in this thread.
 

Ofaloaf

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I finally got a map mod to load up, but then the game crashes when Loading Graphics. error.log spits out this:
Code:
[texturehandler.cpp:181]: Couldn't find texture file: gfx//event_pictures//aztec_court.tga.
[spritetype.cpp:370]: Error initialising texture: gfx\\event_pictures\\aztec_court.tga for spritetype GFX_evt_emissary_mesoamerican
[spritetype.cpp:370]: Error initialising texture: gfx\\event_pictures\\aztec_court.tga for spritetype GFX_evt_throne_room_mesoamerican
[texturehandler.cpp:181]: Couldn't find texture file: gfx//coats_of_arms//dynasties3.tga.

I don't even have a gfx folder in the mod directory, and base game loads up just fine. What gives?
 

rageair

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Hello! I'm trying to find a way to mod the EU4 Converter so that when countries are exported as unified, some vassals get to keep their cores (possibly determined by the MAX_VASSALS clause in defines.lua).

To give an example of why I'd like to do this:
In one of my games, a muslim Andalucia conquered the entirety of europe, including a large Bavaria during the last 30 years of the game. I find it boring to see that the converter does not even grant one other country cores on the former Bavarian lands, ideally, I'd like to see everything outside of the de jure area of the kingdom/empire keep the cores of any present vassals, even if the country is exported in one solid blob. This would make it possible for large countries to be broken up in a way other than outright conquest.

Does anyone know if this is doable? I'd really like for this to be possible, but by poking around in the files in the eu4_converter folder I see no clear path to achieving this.

Any help is appreciated! Thank you!
 

rageair

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Hello!

I'd like to make it so that Mongol-cultured characters slowly (perhaps after a certain date) convert their culture to a local one. This is because I'm tired of seeing huge 'mongol' culture blobs in my converted games! :)

I'm more familiar with EU modding than CK2 one, and I can read the events pretty well. I have found out how to stop and/or modify the mongol culture spread, but I dont know how to do the following things:

- Make characters of Mongol culture, even if not top ruler, switch culture based on the majority culture of their personally ruled demesne. Preferably after a certain date, or based on how long a area has been mongol-ruled (is this possible?).
- In the case of the above being possible, to make them prefer Altaic cultures, even if the Altaic culture is not the majority in their demesne.
- Prevent Mongol characters from suggesting education of children of non-mongol characters.

Any help with this would be greatly appreciated, thanks in advance! :)
 

rageair

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There's a generic event that converts the top liege of an independent realm to the local culture. You could reduce the MTTH and mess around with the modifiers to get what you want.
If you want to reduce the amount of people turned Mongol you could modify the education events that change culture/religion. Replacing the education event that turns people to the tutor's culture with an event that turns the kid to the culture of the region he is staying in (or the court) would be pretty sweet, actually.

I've done this, and it works well! I have a problem though, I'd like for at least the children of the culture-changing ruler to adopt his culture. I tried to mess around with various strings in the event, but the only thing I managed to do with my limited knowlege was to make every landed vassal convert to the culture of their main province (which was interesting, but not what I wanted!). If someone could help me by pointing out how I could edit the below event to convert; 1. the children/heirs of the ruler to his new culture, 2. the landed vassals, and their heirs to the rulers new culture. I appreciate any help, thank you!

Code:
# A Mongol ruler adapts the culture of his people
character_event = {
	id = 5500010001
	desc = "EVTDESC55010"
	picture = GFX_evt_scandal
	
	culture = mongol
	only_rulers = yes
	min_age = 16
	capable_only = yes
	prisoner = no
	
	trigger = {
		primary_title = { 
			any_previous_holder = {
				NOT = { character = ROOT } # The first holder of a title does not convert
			}
		}
	}
	
	mean_time_to_happen = {
		months = 200
		modifier = {
			factor = 0.5
			top_liege = {
				NOT = { character = ROOT }
				ROOT = { 
					capital_scope = {
						culture = PREVPREV
					}
				}
			}
		}
		modifier = {
			factor = 0.5
			primary_title = {
				ROOT = {
					capital_scope = {
						culture = PREVPREV
					}
				}
			}
		}
		modifier = {
			factor = 0.5
			capital_scope = {
				culture_group = ROOT # Same culture group: faster assimilation
			}
		}
		modifier = {
			factor = 1.5
			primary_title = { 
			NOT = { culture = ROOT }
			}
		}
	}

	option = {
		name = "EVTOPTA55010"
		capital_scope = {
			reverse_culture = ROOT
		}
	}
	
	option = {
		name = "EVTOPTB55010"
		ai_chance = {
			factor = 0
		}
	}
}
 

Ofaloaf

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I don't know if I should post it here or in the map testing thread, but I've been having a consistent CTD with a map mod project I've been working on-- the game will load up just fine, I can get to the menu and all that, but the game always crashes at the tail end of 'adapting history' after I've selected a character and pressed play. Is that more likely with some definition or character, or some issue with the map itself?
 

Ofaloaf

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Does the error log mention anything?
(ignore the three aztec lines if you don't have the dlc, they are normal)
error.log says:
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.
[id.cpp:83]: Failed to create id 1004000 40. Already exists in game.
[id.cpp:83]: Failed to create id 1004005 40. Already exists in game.
[id.cpp:83]: Failed to create id 1004015 40. Already exists in game.
[id.cpp:83]: Failed to create id 1004025 40. Already exists in game.
[id.cpp:83]: Failed to create id 1003125 40. Already exists in game.
[id.cpp:83]: Failed to create id 1003127 40. Already exists in game.
Which is weird, because that error exists whether or not I have a 'replace_path = "history/characters"' line in the mod's .mod file.

e: Moreover, nothing uses the ID 1004000 in the project.
 
Last edited:

Ofaloaf

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Next time specify; it could have been a very general question because you wanted to update your old mod from two years ago to the current patch.
Will do! :)

By "current patch" I took his meaning to be "2.1.0" considering Rajas of India was just released. I expect incompatibilities with any non-trivial mod to be numerous.
The biggest thing I've noticed aside from defines.lua is that static_modifiers has to be rejiggered a bit, as mercenary units are now defined in /common/mercenaries/00_mercenaries.txt. The titles themselves remain in landed_titles, but they now use the line mercenary_type = [mercenary_name]_composition and reference an entry in mercenaries.txt rather than modifier = [mercenary_name]_modifier and an entry in static_modifiers.
 

Captain Gars

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I've encountered a very head-scratching question/problem:

For all this time, I've been operating under the assumption that capital_scope = {} refers to the character's current designated capital. I mean, after all, most of the decisions and events seem to use capital_scope... but I've just encountered a situation where the game flat-out ignored the conditions of my currently designated capital and instead checked the conditions for the capital I had defined for my primary title.

Basically, I've modified CA in crown_laws.txt and Harsh/Large Levies in demesne_laws.txt to require varying levels/combinations of Cultural Techs (Noble, Popular, Religious Customs, Majesty, and Legalism). But instead of checking my current designated capital, it only checks the capital of my primary title defined in my landed_titles.txt file. Yes, I'm obviously aware that I can just edit the title's capital to be my current one, but it shouldn't come to that--why does capital_scope ignore the tech level of my custom designated capital and only check the tech level of the capital I had defined in landed_titles.txt file? Is there something I need to do within capital_scope for it to check only the current designated capital? If so, why do many of the vanilla decisions/events only check for capital_scope? For example, event ID 73008 in court_events.txt is triggered by capital_scope = { TECH_NOBLE_CUSTOMS = 4 }... so going by the game's logic, it wouldn't fire if defined capital is not at Lv4 even if the custom designated capital is at Lv4.

capital_scope works like this: if you switch to it from a character scope you get that character's employer's capital. If you switch from a a landed title scope you get that title's preferred capital. If you switch from a province scope you get that province's county's holder's capital.