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Captain Gars

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I want to make one of my decisions not show up if you have traitname.

Is this proper syntax for decisions?

Code:
		potential = {
			NOT = { trait = traitname }
                }
		allow = {
			NOT = { trait = traitname }
                }

Do I need potential and allow, or is potential enough?

You only need it in potential, unless you want the player to know about it as something he should actively try to obtain in order to take the decision.
 

Captain Gars

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I'm guessing this is the cause: trait = { trait = tactful }
 

blackninja9939

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could we make sympathy_xxxx trait with original religion? F.e. Are we able to create tolerates_protestantism = yes?
Yep that is totally possble, here is an example of how we did it an AGOT
Code:
sympathy_westerosi = {
	opposites =  {
		zealous
	}
	
	potential = {
		NOT = { religion_group = westerosi_religion }
	}

	tolerates_westerosi_religion = yes		# Tolerates and is tolerated by Westerosi

	customizer = no
	random = no
}
Just replace the westerosi with anything else so an outline of it would be
Code:
sympathy_xxx = {
	opposites =  {
		zealous
	}
	
	potential = {
		NOT = { religion_group = xxx }
	}

	tolerates_xxx = yes		# Tolerates and is tolerated by xxx

	customizer = no
	random = no
}
Where xxx is the religion group
You don't need the zealous bit but we just put it in, you also can have it available in the customizer if you choose obviously
 

blackninja9939

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Wait .... this really works?
You can use your own tolerates_xxx commands? Where do you define these? Is this really working for custom added religion groups?? If so that's pretty great!
You just define them as normal traits, and yeah it totally works we have them in AGOT for all the religious groups:D
 

blackninja9939

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Noob question about the Scopes: FROM, THIS, ROOT, PREV - I don't really get it. PREV is the charakter who get the last event, and ROOT the one who gets the actual event. FROM and THIS - I don't understand them. I would be grateful for an explanation.
Ordinarily these are what they stand for:
  • FROM = The person who sent you the event
  • ROOT = The person receiving the event
  • PREV = The last scope used
  • THIS = The current scope
THIS is not used much, I have only used it when making a title independent with set_defacto_liege = THIS

Also keep in mind that scopes do not always mean that, they often represent different things for on_actions, job_actions or decisions. For more information on the exacts of each check out the Wiki
 

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I seem to remember a seeing text file in common ages ago, where you could define government types (e.g. holy order, feudal, etc.) but I can't find it now.

Did that ever exist or am I losing my mind?
Government types are not moddable in CK2 like in EU4.
In CK2 you have feudal, republic, theocracy or tribal based on primary holding. There is now way of changing that like with EU4 having a fully moddable set of governments
 

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How do I scope to a character's spouse during an event to move them from one court to another? Because I am making an abdication decision event, and after the character abdicates the game always sends the abdicator and their spouse to a random court as if they are banished, which I am trying to undo.

So I got down the abdicator but I can't get the spouse back.

Code:
		ROOT = {
			move_character = FROM
		}
Code:
		ROOT = {
			move_character = FROM
                        spouse  = {
                               move_character = FROM
                        }
		}
That should work
 

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Pretty sure if you define a heresey after both the reformed and unreformed version of a religion it still works for pagans, and if it doesn't work for reformed just make an event that upon the reformation of a religion sets all heresies to be that of the reformed religion.
 

Silfae

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I'm pretty sure it's hardcoded, but just to be sure:

is it possible to add new layers to a portraitgfx? That is to say, going beyond the p10 of blinded_eyes and set up more (p11, p12 and so on)?
 
Last edited:

blackninja9939

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blackninja9939

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That limit can be worked around. Create a decision that selects the 3rd party and gives them a character flag. Then create a decision tht selects the 2nd party, and does whatever you want between the 2. Depending on how you set it up, you could select and affect multiple 3rd parties with the one 2nd party.
Not saying you can't do a workaround but it doesn't have the built in interface and easy method of something like arrange marriage does
 

blackninja9939

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Would anyone be able to help me write a wee bit of code for a thing I want to add to the game? Can't get the exact tutorial skills. Basically I want an event to pop up after ascension that offers the ability to change names to one of the options I have preset. Is this possible?

Edit: By names, I mean first names, given names. Essentially adopting a Regnal name event.
Well it depends on whether you want the event to be triggered on title creation but use one or all of these on_actions for when someone gets s new title on_create_title, on_new_holder, on_new_holder_inheritance and on_new_holder_usurpation. IIRC on_new_holder encompasses all of the other three I mentioned.
Then make an event triggered from those on_actions that has the line is_triggered_only = yes and make the options set the name to the regnal names you have pre-determined eg:
Code:
namespace = regnal_names

character_event = {
    id = regnal_names.1
    desc = EVTDESCregnal_names.1
    picture = GFX_evt_throne_room_byzantine
  
    trigger = {
        NOT = { has_character_flag = regnal_name_set } # In case they get the same title twice due to gameplay
    }
  
    is_triggered_only = yes # From on_new_holder
  
    immediate = {
        set_character_flag = regnal_name_set
    }
  
    option = {
        name = EVTOPTAregnal_names.1
        set_name = Name1
    }
    option = {
        name = EVTOPTBregnal_names.1
        set_name = Name2
    }
    option = {
        name = EVTOPTCregnal_names.1
        set_name = Name3
    }
    option = {
        name = EVTOPTDregnal_names.1
        set_name = Name4
    }
}
 

blackninja9939

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How can I remove the modifier "would prefer a matrilineal marriage"? I've checked defines.lua, but I can't find anything unambiguously related to matrilineal marriage.

In the definition for your title in landed_titles you add in [culture] = [name]

Eg:
Code:
    k_norway = {
        color={ 170 170 210 }
        color2={ 220 220 220 }
      
        culture = norwegian
      
        capital = 274 # Bergenshus
      
        catholic = 100 # Crusade target weight
        finnish_pagan_reformed = 50
      
        norse = Noregr
        danish = Norge
        swedish = Norge
        norwegian = Norge
For norse the title is called Noregr for Danish it is called Norge, if not of a specified culture it will be called as defined in the localisaiton. You could then add in say english = Norwaythingplacestuff to have it called Norwaythingplacestuff if held by someone with the english culture
 

blackninja9939

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Is there anyway to create more level of title? Ex: I want to create playable title under level of count different from baron.
Is there anyway to mod baron playable?
Is there anyway to create a different set of title that parallel exist with vanilla title set?
Is title always tick with a province even it is titular?
Sum of what I want to know: Can we mod how the title work?
No
No
What do you mean?
What do you mean?
Not really
 

blackninja9939

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Is there a way to make a character gain a trait when they are granted a minor title? Like when they are given Cupbearer, the y get a trait called Cupbearer?
Code:
gain_effect = { 
    add_trait = Cupbearer
}

Simple as that in the minor title's code
 

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I have tried for the first time to use the event description based on triggers to show it something different based on the character the event come but sometimes, randomly, the descrption is not shown but simply EoG.46 (that is ID of the event and it is not in the localization)!

This the event code:

Code:
# Inform the Consul that the de jure vassal has decided to remain part of Germania
character_event = {
   id = EoG.46
   desc = EVTDESCEoG.46
   picture = GFX_evt_council

   is_triggered_only = yes

   desc = {
     trigger = {
       FROM = { trait = prince_of_the_hre_italian }
     }
     text = EVTDESCEoG_Vassal.46
   }

   desc = {
     trigger = {
       FROM = { trait = unlawful_imperial_territory }
     }
     text = EVTDESCEoG_GiveBack.46
   }

   desc = {
     trigger = {
       FROM = { trait = unlawful_imperial_territory_ex_imperor }
     }
     text = EVTDESCEoG_GiveBackEmp.46
   }

   option =  {
     name = "EVTOPTAEoG.46"

     FROM = {
       remove_trait = prince_of_the_hre_italian
       remove_trait = unlawful_imperial_territory
       remove_trait = unlawful_imperial_territory_ex_imperor
     }
   }
}

This is the localization text:
Code:
EVTDESCEoG_Vassal.46;To the glorious [Root.GetTitledFirstName] of [Root.PrimaryTitle.GetName] I have decided to vote to remain the vassal of the King of Germania as it will be an unlawful act on my part to broke the vassal contract.\nSigned [From.GetTitledFirstName] of [From.PrimaryTitle.GetName];;;;;;;;;x
EVTDESCEoG_GiveBack.46;To the glorious [Root.GetTitledFirstName] of [Root.PrimaryTitle.GetName] I have decided to vote to retain my territories as they belong to me and my dynasty and I will not give them back without fighting.\nSigned [From.GetTitledFirstName] of [From.PrimaryTitle.GetName];;;;;;;;;x
EVTDESCEoG_GiveBackEmp.46;To the glorious [Root.GetTitledFirstName] of [Root.PrimaryTitle.GetName] I have decided to vote to retain my territories as they belong to the Kingdom of Germania and so it will be forever.\nSigned [From.GetTitledFirstName] of [From.PrimaryTitle.GetName];;;;;;;;;x

Thanks for your help!
You have "desc = EVTDESCEoG.46" at the top after you define the id which I would assume breaks the triggered ones
 

blackninja9939

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Now I feel really stupid! Do you think I have looked 100 times and never said that line?

Thank you!
Haha no problem it is always the small things which break the code, that or gigantic catastrophic cock ups you have no idea of how to fix lol
 

Silfae

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Is it possible to trigger tracks from the music dlc like one would do with other dlc content (has_dlc = "Charlemagne" and such), so that one could be able to change the cultures that would allow the proper tracks to fire, but they'd be active only if the player in question has already bought the music pack.
 

Silfae

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I don't believe this is actually necessary. If the player doesn't have the DLC, the game won't find the song, and will just skip on to another song.
Alright, let's hope so, I'll have a few tests to be sure, but thanks for the answer.