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Captain Gars

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Hey guys, me again ^^
also the same subject as before, is it possible for other character to get the nickname "Boneless"?? I never experienced it, and it stands in the "triggered only" in the nickname folder. so I where wondering if I could just make a new folder or just add that into the triggered only option, instead of listing it at the buttom and write more a code, then give that nickname to my character, would anyone else get the nickname then?? I noticed I haven't seen most of the "triggered only" nicknames fire in-game, figured if that is how it is done, then it would be easier, AND no one else would get it, as I'm going to give these to important characters, if you read my question earlier you know who. :)

Those nicknames can never fire like the other ones that have a chance factor. They are instead given in the history files but you can also give them in events and decisions with the give_nickname effect.
 

Captain Gars

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Can the scope "any_dynasty_member" scope to dead dynasty members, or is it restricted to living ones?

Only living characters.
 

Captain Gars

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can nobody help?
I basically need to informations
1) how to identify revolt titles in the savegame
2) can i simply edit them out without breaking it and if not what should i put there instead

I've been told that the open beta patch includes a fix for this.
 

Captain Gars

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Should I give up all hope on having this fixed? Surely it has to have been done before.

Code:
hidden_tooltip = { 
	d_commune_of_rome = holder_scope = { { character_event = { id = commune.4 days = 10 } } }
}

Your brackets are wrong. It should be like this:

Code:
hidden_tooltip = { 
	d_commune_of_rome = {
		holder_scope = {
			character_event = { id = commune.4 days = 10 }
		}
	}
}
 

Captain Gars

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i am using the beta patch, but it hasn't fixed the problem at all.

Just to be sure, what is your checksum? If it still doesn't work with the open beta patch, you should post a bug report with an attached save game in the bug forum.
 

Captain Gars

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I am trying to localise an event to search for the name of a child.
When I use [This.GetFirstName] I get the name of my ruler instead.
Here is the event:
Code:
character_event = {
	id = LECH.1
	title = "EVTTITLELECH.1"
	desc = "EVTDESCLECH.1"
	picture = GFX_evt_throne_room
	only_playable = yes
	
	trigger = {
	    OR = {
		    religion = slavic_pagan
			religion = slavic_pagan_reformed
		}
		any_child = {
     		age = 7
			is_female = no
			is_child_of = FROM
		    NOT = { has_character_flag = first_haircut }
			OR = {
		        religion = slavic_pagan
			    religion = slavic_pagan_reformed
		    }
		}
	}
	
	mean_time_to_happen = {
	    days = 0
	}
	
	option = {
	    name = "EVTOPTALECH.1"
		random_child = {
		    limit = {
			    age = 7
			    is_female = no
				is_child_of = FROM
		        NOT = { has_character_flag = first_haircut }
			    OR = {
		            religion = slavic_pagan
			        religion = slavic_pagan_reformed
		        }
		    }
		    set_character_flag = first_haircut
		    prestige = +5
			opinion = {
		        who = FROM
			    modifier = first_haircut_success
			    years = 5
		    }
			mother = {
			    opinion = {
				    who = FROM
				    modifier = first_haircut_success
				    years = 5
			    }
		    }
		}
		FROM ={
		    wealth = -20
	        prestige = +10
		}
		mother = {
			opinion = {
				who = FROM
				modifier = first_haircut_success
				years = 5
			}
		}
	}
	
	option = {
	    name = "EVTOPTALECH.2"
		wealth = -20
	    prestige = +10
	}
}

In localisation, you can't refer to a scope that you switch to inside the event.

Also, is it possible to restrict the title of an event (by that I mean the "name = YADAYADA") using an if = {} clause?

No.
 

Captain Gars

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Captain Gars

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Correct.

Inside a NOT block is the one place that the engine defaults to ORing rather than ANDing arguments.

A NOT trigger is basically a reverse AND trigger. I.e. every trigger in it must be false instead of every trigger being true.
 

Captain Gars

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Meneth

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Does anyone know how to define unit icons (shown when an army is selected) for special units? E.G., if I wanted to add a Berserkers unit, they'd currently default to the horse archers icon, but I might instead want them to use the heavy infantry icon or a modified version of that.
A search through the interface folder for the existing special units yielded nothing, so I'm out of ideas.
 

Captain Gars

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Can a building give a boost in movement speed as bonus?

No. Because movement speed is per province, while buildings give modifiers per settlement. But, I have added a local_movement_speed modifier that can be used for province modifiers. It will most likely be in the next patch.
 

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It's fairly easy, Groogy really did design it so it was easy to mod.
All you need to do is expand the image by the number of frames for your new units, and place your new unit icons into it in the order they appear in the special_troops file.

So, if you have in the special troops file;
horse_archers
elephants
camel_riders
battlemages

You'd add 1 new frame after the "coloured" camel riders, and one new frame after the greyed out camel riders, into those frames you'd add the new battlemage icons. The game will then automatically take them and apply it to the battlemages. If you add your unit at the start of the special_troops file, you'll have to shift everything forward by a step.

Oh also don't forget to expand the frame # in the unitpanel.gfx file.
Thanks, that helps a lot!
Though I wish they'd use separate images rather than an image-strip. Can't have it all though, I suppose.
 

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Hello. I'm having a problem with flags in my mod: there are two titles, e_wre and e_norse, and in gfx/flags I made appropiate e_wre.tga and e_norse.tga files... but they show up wrong, e_wre has the rebel flag and e_norse has the e_wre flag
Most likely there's a flag missing somewhere, as that'll cause every flag after it to be applied to the wrong title due to how the flag indexing works.
So make sure every title you've added has a flag of the same name. You might also want to make sure there's no titles with the exact same name, as that'll also cause flag issues.
 

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Thanks, it was the opposite actually, I had removed some titles from landed_titles and that caused the issue.
In that case it might simply be the flag cache being outdated. If you go to My Documents\Paradox Interactive\Crusader Kings II and delete the gfx folder that should resolve any cache issues.
 

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Ok, two questions. Can I mod in new succession laws? And where can I mod flags like "Varangian Guard Organized"?
1) No and yes. Succession is a hard coded thing and the laws simply activate that hard coded succession. However, you can make crown laws which when active do special events that will transfer the title after death, in AGOT we use these evets for ironborn Kingsmoots and Triarch elections etc. It is possible but a pain in the arse.
2) Flags are set and cleared by events, if you know what the flag you are looking for is called then you can do a find in all files search.

Hi. My question is simple: is there a command to remove a minor title?
Thanks
During gameplay no, however in events yes the command is "remove_title = xxx" where xxs it the minor title.

How would I make a decision in the decisions page that fires an event very similar to the patron deities mod (has pages that you can go between) but instead of giving modifiers, it gives you traits? Thank you for reading.
Where it says in the events add_character_modifier = { replace it with add_trait = xxx with xxx being the trait.
 

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Hello! I did a quick search, but came up with nothing useful.

I'm trying to create a decision that'll clean up a CK2 game before conversion. One of the goals is to bypass the use of the EU4 converters heresy system, to do this every religion is switched for a placeholder religion in its own religious group.

The problem I'm having with this is that you're unable to change the religion of characters that hold titles with the 'controls_religion'-flag, such as k_papal_state or d_sunni. As far as I know, a character holding one of these titles cannot have its religion switched.

To bypass this I was thinking of creating a placeholder title while removing the original title, or at least ensuring that it controls no land. However, I seem to be unable to do this via the effect field of a decision. The decision is supposed to be executed by the player, regardless of what he or she is playing as. I can't find another event that tries to do the same thing, thus I'm asking you for help! :)

This is what I'm trying to do:

Scenario: Pope Nicholas holds k_papal_state and c_rome.
The player activates the 'prepare_conversion' decision.
1. Pope Nicholas is granted the 'k_papal_state_converted' title.
2. The old 'k_papal_state' title is given to a randomly generated landless courtier, or destroyed if possible.
3. Pope Nicholas religion is changed to 'catholic_converted'.

Any help is greatly appreciated!
 

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After a quick glance it looks like you have used if incorrectly, it needs to be if = { limit = { culture = italisn } create_character etc etc etc.
 

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So I have an event that asks the player in which province they want a triggered modifier, either in the capital or in two randomly selected demesne provinces (by assigning two random provinces the modifiers "option_a" and "option_b"). I can make the capital option nicely localised by using Root.Capital.GetName.

Now, is there a way to get the localisation for the two random provinces? Or, failing that, at least way to make the tooltips say something other than "XXX gets Y modifier until 1 January, 1453"?

Thanks!

[Note that looking at the spoilered image may help convey what I am attempting to say.]

c3INMqc.png
For the tooltip do this:
Code:
custom_tooltip = {
	text = xxx
	hidden_tooltip = {
		yyy
	}
}
With xxx being your desired tooltip and the yyy being the code. If you have tooltips after your customone then in the localisation put \n at the end as it tells the game to make a new line in the lc and makes it look nicer.
 

blackninja9939

Experienced Programmer - Crusader Kings 3
Paradox Staff
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Aug 28, 2013
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OK so we should need more an "else if" in this case, right? I'll try to ask to Captain Gars if he could add it...

So to be more clear I should write this horrendous code?

Code:
#A Fight, A Random list with many possibilities, determined based off martial score, triggers the following
character_event = {
	id = gladiators.13
	picture = GFX_evt_colosseum
	
	trigger = {
		trait = gladiator
	}
	
	mean_time_to_happen = {
		years = 5
		modifier = {
			factor = 1.5
			trait = humble
		}
		modifier = {
			factor = 1.5
			trait = gregarious
		}
		modifier = {
			factor = 0.6
			trait = brave
		}
		modifier = {
			factor = 0.5
			trait = wroth
		}
		modifier = {
			factor = 0.2
			trait = duelist
		}
		modifier = {
			factor = 0.6
			martial = 15
		}
		modifier = {
			factor = 1.8
			trait = scholar
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 0.5
			trait = tough_soldier
		}
	}

	option = {
		name = "EVTOPTAgladiators.13"
		if = {
			limit = {
				AND = { 
                                        martial = 8
                                        NOT = { martial = 10 }
                                }
			}
			random_list = {
				60 = {
					death = {
						death_reason = death_duel
					}
					liege = {
						character_event = { id = gladiators.16 }
					}
				}
				20 = {
					add_trait = maimed
					liege = {
						character_event = { id = gladiators.15 }
					}
				}
				10 = {
					add_trait = wounded
					liege = {
						character_event = { id = gladiators.15 } 
					}
				}
				5 = {
					prestige = 100
					liege = {
						character_event = { id = gladiators.14 } 
					}
				}
			}
		}
		if = {
			limit = {
				martial = 10
				AND = { 
                                        martial = 10
                                        NOT = { martial = 12 }
                                }
			}
			random_list = {
				50 = {
					death = {
						death_reason = death_duel
					}
					liege = {
						character_event = { id = gladiators.16 }
					}
				}
				30 = {
					add_trait = maimed
					liege = {
						character_event = { id = gladiators.15 }
					}
				}
				15 = {
					add_trait = wounded
					liege = {
						character_event = { id = gladiators.15 } 
					}
				}
				5 = {
					prestige = 100
					liege = {
						character_event = { id = gladiators.14 } 
					}
				}
			}
		}
		if = {
			limit = {
				AND = { 
                                        martial = 12
                                        NOT = { martial = 14 }
                                }
			}
			random_list = {
				40 = {
					death = {
						death_reason = death_duel
					}
					liege = {
						character_event = { id = gladiators.16 }
					}
				}
				30 = {
					add_trait = maimed
					liege = {
						character_event = { id = gladiators.15 }
					}
				}
				20 = {
					add_trait = wounded
					liege = {
						character_event = { id = gladiators.15 } 
					}
				}
				10 = {
					prestige = 100
					liege = {
						character_event = { id = gladiators.14 } 
					}
				}
			}
		}
		if = {
			limit = {
				AND = { 
                                        martial = 14
                                        NOT = { martial = 16 }
                                }
			}
			random_list = {
				25 = {
					death = {
						death_reason = death_duel
					}
					liege = {
						character_event = { id = gladiators.16 }
					}
				}
				15 = {
					add_trait = maimed
					liege = {
						character_event = { id = gladiators.15 }
					}
				}
				10 = {
					add_trait = wounded
					liege = {
						character_event = { id = gladiators.15 } 
					}
				}
				30 = {
					prestige = 100
					liege = {
						character_event = { id = gladiators.14 } 
					}
				}
			}
		}
		if = {
			limit = {
				AND = { 
                                       martial = 16
                                       NOT = { martial = 18 }
                                }
			}
			random_list = {
				20 = {
					death = {
						death_reason = death_duel
					}
					liege = {
						character_event = { id = gladiators.16 }
					}
				}
				10 = {
					add_trait = maimed
					liege = {
						character_event = { id = gladiators.15 }
					}
				}
				5 = {
					add_trait = wounded
					liege = {
						character_event = { id = gladiators.15 } 
					}
				}
				40 = {
					prestige = 100
					liege = {
						character_event = { id = gladiators.14 } 
					}
				}
			}
		}
		if = {
			limit = {
				AND = { 
                                        martial = 18
                                        NOT = { martial = 20 }
                                }
			}
			random_list = {
				15 = {
					death = {
						death_reason = death_duel
					}
					liege = {
						character_event = { id = gladiators.16 }
					}
				}
				10 = {
					add_trait = maimed
					liege = {
						character_event = { id = gladiators.15 }
					}
				}
				5 = {
					add_trait = wounded
					liege = {
						character_event = { id = gladiators.15 } 
					}
				}
				60 = {
					prestige = 100
					liege = {
						character_event = { id = gladiators.14 } 
					}
				}
			}
		}
		if = {
			limit = {
			     martial = 20
			}
			random_list = {
				10 = {
					death = {
						death_reason = death_duel
					}
					liege = {
						character_event = { id = gladiators.16 }
					}
				}
				10 = {
					add_trait = maimed
					liege = {
						character_event = { id = gladiators.15 }
					}
				}
				10 = {
					add_trait = wounded
					liege = {
						  character_event = { id = gladiators.15 } 
					}
				}
				70 = {
					prestige = 100
					liege = {
						character_event = { id = gladiators.14 } 
					}
				}
			}
		}
	}
}

Bleah :rofl:
Just use NOT = { martial = x } doesn't take much longer :p