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RedRooster81

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Is there any way to change the font size in ck2? Its so tiny >_<

Hmm, there is an option in the /interface files for font size.

But some things will mess up if you change the font size. Like events with lots of words--the event windows only have so much space. Maybe changing the zoom (or resolution) might be better?
 

Mohreb

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how are flags associated with landed titles? i've taken a mod, wich i then even costumized more and county flags seems to behave bizarry. i checked for example the flag of Rome, and i am sure i do not have a c_rome.tga in "my" mod but it does not shows the good one. (not just this one, all other flags show out of order, some times even multiple times)
 

richvh

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Whenever you change landed_titles (except purely by adding new titles to the end), the flag cache (in My Documents/Paradox Interactive/Crusader Kings II/gfx/flags) becomes invalid and needs to be deleted. (If you mod defines a user_dir path in the .mod file, gfx/flags will be found in that user_dir instead.)
 

Mohreb

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Whenever you change landed_titles (except purely by adding new titles to the end), the flag cache (in My Documents/Paradox Interactive/Crusader Kings II/gfx/flags) becomes invalid and needs to be deleted. (If you mod defines a user_dir path in the .mod file, gfx/flags will be found in that user_dir instead.)
thank you it fixed the problem
 

richvh

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I don't know if you can get everything that's in charinfo 1, but you can get a lot of the same information by editing the localization string for CHARACTER_TOOLTIP_DELAYED. What specifically were you wanting to get from charinfo, character ID?
 

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I'm thinking of creating a mod with my Ideas on How to Balance the Game.....

Nerf Retinues
Make CA Harder to raise
Make Holy Wars neighbor wars only
Republics not allowed Holy war
Make Mongol Deathstacks disappear by event
Some other things also

I would need a experienced modder to help me. I don't know how or where to begin

This would be for a private mod.

Please PM me if interested in helping.
 

trusion

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Where does is_close_relative end?

I presume children/siblings/parents count. I'm guessing grandchildren/parents too, as well as anyone with the close blood member icon (so blood cousins/nephews as well).
What about non-blood relatives like spouses or son-in-laws?

EDIT: OK, so it seems nephews don't work, so I'm guessing cousins is a no go either. In-laws also do not appear to work.
So part 2 - how do I get to these guys then?
 
Last edited:

Alarconte

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I'm making a full overhaul mod, And I'm finding some problems establishing court characters.
There is anyway in the history/character to make sure a character belongs to other character court?

the only way I found (and this is not a fix, only a patch) Is to make Character Z Count/baron vassal of Y Count/duke. (Well, they aren't in the court of Y character, but at least he can put them in a Court Job (and that is something).

for example: Duke Y has two nephews, Z and X. (he has no sons). Z is from other dinasty, X from his dinasty. I make character Z a count vassal of Y (As theme demmands), but X will must remain in Y court to be his Marshall. Instead of that, X is in Z court (just 'cause is his brother and is no landed vassal), and the only way to be in Y court is to asking him in-game.

Also, I need 5 characters to be in Duke A court, but If they aren't his landed vassalls, they just appear at random in provinces of his culture by random lieges.

Any way to solve this without making them landed vassals?
 

RedRooster81

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I'm making a full overhaul mod, And I'm finding some problems establishing court characters.
There is anyway in the history/character to make sure a character belongs to other character court?

the only way I found (and this is not a fix, only a patch) Is to make Character Z Count/baron vassal of Y Count/duke. (Well, they aren't in the court of Y character, but at least he can put them in a Court Job (and that is something).

for example: Duke Y has two nephews, Z and X. (he has no sons). Z is from other dinasty, X from his dinasty. I make character Z a count vassal of Y (As theme demmands), but X will must remain in Y court to be his Marshall. Instead of that, X is in Z court (just 'cause is his brother and is no landed vassal), and the only way to be in Y court is to asking him in-game.

Also, I need 5 characters to be in Duke A court, but If they aren't his landed vassalls, they just appear at random in provinces of his culture by random lieges.

Any way to solve this without making them landed vassals?

From /history/characters/basque.txt:

Code:
106012 = {
    name="Fernando"
    dynasty=442
    martial=7
    diplomacy=8
    intrigue=5
    stewardship=8
    religion="catholic"
    culture="basque"
    add_trait="zealous"
    add_trait="stutter"
    add_trait="lisp"
    add_trait="underhanded_rogue"
    father=106010
    mother=1079
    1043.1.1 = {
        birth="1043.1.1"
    }
    [COLOR=#ff0000][B]1066.1.1 = {[/B]
[B]        employer=106000[/B]
[B]    }[/B][/COLOR]
    1068.1.1 = {
        death="1068.1.1"
    }
}

Good luck. :)

/Rooster
 

richvh

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Where does is_close_relative end?

I presume children/siblings/parents count. I'm guessing grandchildren/parents too, as well as anyone with the close blood member icon (so blood cousins/nephews as well).
What about non-blood relatives like spouses or son-in-laws?

EDIT: OK, so it seems nephews don't work, so I'm guessing cousins is a no go either. In-laws also do not appear to work.
So part 2 - how do I get to these guys then?

This should test if current scoped character is either (1) a close relative of ROOT, (2) a son/daughter-in-law of ROOT, or (3) a nephew/niece of ROOT.
Code:
OR = {
  is_close_relative = ROOT
  spouse = {
    character = ROOT
  }
  ROOT = {
    any_child = {
      spouse = {
        character = PREVPREVPREV
      }
    }
  }
  ROOT = {
    any_sibling = {
      any_child = {
        character = PREVPREVPREV
      }
    }
  }
}
 

Slaxl

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I don't know if you can get everything that's in charinfo 1, but you can get a lot of the same information by editing the localization string for CHARACTER_TOOLTIP_DELAYED. What specifically were you wanting to get from charinfo, character ID?

Yes, Character ID was what I was after mainly. Thanks for that, I searched for CHARACTER_TOOLTIP_DELAYED in existing mods to find out what the syntax was. Thanks.
 

Bloodly

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Following on from a previous question. I asked whether it was possible to add fixed traits and keep random traits. People here said 'yes, just add them'.

Behold the following.
decisions = {

employ_priest = {
potential = {
}
allow = {
piety = 5
}
effect = {
piety = -5
create_random_priest = {
random_traits = yes
dynasty = random
fair
genius
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}

employ_steward = {
potential = {
}
allow = {
scaled_wealth = 0.2
}
effect = {
scaled_wealth = -0.2
create_random_steward = {
random_traits = yes
dynasty = random
fair
genius
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}

present_debutante = {
potential = {
}
allow = {
scaled_wealth = 0.2
}
effect = {
scaled_wealth = -0.2
create_character = {
random_traits = yes
dynasty = random
female = yes
age = 17
fair
genius
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}

}

The spawned people do not have the extra traits. Why is this? Also, there's now a bunch of empty 'Revoke Allowed' and 'Ai_Will_Do' decisions in my decisions screen when people enter my court. I can't explain that, either.
 

cybrxkhan

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Does anyone know if it is possible to make a specific title uninheritable? When the current ruler dies, no one inherits the title?

Don't know a decent way to do it, but a roundabout method would be to give the current ruler some sort of flag. When the ruler dies, an event would then fire for the next ruler that removes the title and this event would be triggered by a ruler not having the flag. If that makes any sense.
 

eatgreencrayons

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Apr 14, 2011
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Following on from a previous question. I asked whether it was possible to add fixed traits and keep random traits. People here said 'yes, just add them'.

Behold the following.


The spawned people do not have the extra traits. Why is this? Also, there's now a bunch of empty 'Revoke Allowed' and 'Ai_Will_Do' decisions in my decisions screen when people enter my court. I can't explain that, either.

You need to throw "trait =" in front of the traits. So instead of:
age = 17
fair
genius

you should have

age = 17
trait = fair
trait = genius

And so on. As for the odd decisions you're seeing, usually that's due to a broken bracket somewhere, though I did not see any in your snippet.