It doesn't matter, and when creating a new .csv file it can be named whatever you want.In which csv file should i put descriptions?
It doesn't matter, and when creating a new .csv file it can be named whatever you want.In which csv file should i put descriptions?
i have to exit the game as its completly blank no options no nothing@Dhop84 When you say going blank what do you mean? You don't see any text but you see the option button and can press it? Or you can't press anything and have to exit the game? If is the latter it's not a problem in the localization, it's a problem with your code.
There's some mistake with your code. Check it to see where's the problem, it could be anything (for example you forgot to put an end bracket). Also, look on this forum for a tool called Validator.i have to exit the game as its completly blank no options no nothing
"namespace = pinkernes"
character_event = {
id = pinkernes.0
desc = "EVTDESCpinkernes.0"
picture = GFX_evt_courtiers_talking
min_age = 16
prisoner = no
trigger = {
war = no
in_command = no
has_minor_title = title_pinkernes
OR = {
intrigue = 15
diplomacy = 15
trait = deceitful
trait = envious
}
NOT = {
has_character_modifier = cupbearer_poison_timer
}
host = {
is_liege_of = ROOT
in_command = no
at_location = ROOT
NOT = { reverse_opinion = { who = ROOT value = 0 } }
}
}
mean_time_to_happen = {
months = 250
modifier = {
factor = 0.5
trait = envious
}
modifier = {
factor = 0.5
trait = deceitful
}
modifier = {
factor = 2
trait = honest
}
modifier = {
factor = 2
trait = charitable
}
}
immediate = {
hidden_tooltip = {
add_character_modifier = {
name = cupbearer_poison_timer
duration = 1825
hidden = yes
}
}
}
option = {
name = "EVTOPTApinkernes..0"
host = {
if = {
limit = {
trait = paranoid
}
random_list = {
70 = {
set_character_flag = failed_poison
character_event = {
id = pinkernes.1
tooltip = "EVTTOOLTIPpinkernes.1"
}
}
15 = {
add_trait = ill
hidden_tooltip = {
character_event = {
id = 38290
}
if = {
limit = {
OR = {
intrigue = 15
job_spymaster = {
intrigue = 15
}
}
}
set_character_flag = poison_ill
character_event = {
id = pinkernes.1
days = 3
random = 3
}
}
}
}
10 = {
add_trait = lunatic
hidden_tooltip = {
character_event = {
id = 38304 #Notify Lunatic
}
if = {
limit = {
OR = {
intrigue = 15
job_spymaster = {
intrigue = 15
}
}
}
set_character_flag = poison_lunatic
character_event = {
id = pinkernes.1
days = 3
random = 3
}
}
}
}
5 = {
death = {
death_reason = death_murder_unknown
}
}
}
}
if = {
limit = {
NOT = {
trait = paranoid
}
}
random_list = {
50 = {
set_character_flag = failed_poison
character_event = {
id = pinkernes.1
tooltip = "EVTTOOLTIPpinkernes..1"
}
}
25 = {
add_trait = ill
hidden_tooltip = {
character_event = {
id = 38290
}
if = {
limit = {
OR = {
intrigue = 15
job_spymaster = {
intrigue = 15
}
}
}
set_character_flag = poison_ill
character_event = {
id = pinkernes..1
days = 3
random = 3
}
}
}
}
20 = {
add_trait = lunatic
hidden_tooltip = {
character_event = {
id = 38304 #Notify Lunatic
}
if = {
limit = {
OR = {
intrigue = 15
job_spymaster = {
intrigue = 15
}
}
}
set_character_flag = poison_lunatic
character_event = {
id = pinkernes.1
days = 3
random = 3
}
}
}
}
5 = {
death = {
death_reason = death_murder_unknown
}
}
}
}
}
}
option = {
name = "EVTOPTBpinkernes.1"
if = {
limit = {
trait = deceitful
}
remove_trait = deceitful
}
if = {
limit = {
trait = envious
}
remove_trait = envious
}
}
}
#Host finds out/is poisoned
character_event = {
id = pinkernes.1
desc = "EVTDESCpinkernes.1"
picture = GFX_evt_spymaster
is_triggered_only = yes
option = {
name = "EVTOPTApinkernes.1"
trigger = {
has_character_flag = poison_lunatic
}
clr_character_flag = poison_lunatic
FROM = {
imprison = ROOT
set_character_flag = lunatic_imprison
tooltip = {
remove_title = title_pinkernes
}
character_event = {
id = pinkernes.2
tooltip = "EVTTOOLTIPApinkernes.2"
}
}
}
option = {
name = "EVTOPTBpinkernes.1"
trigger = {
has_character_flag = failed_poison
}
clr_character_flag = failed_poison
FROM = {
imprison = ROOT
set_character_flag = failed_imprison
tooltip = {
remove_title = title_pinkernes
}
character_event = {
id = pinkernes.2
tooltip = "EVTTOOLTIPBpinkernes.2"
}
}
}
option = {
name = "EVTOPTCpinkernes.1"
trigger = {
has_character_flag = poison_ill
}
clr_character_flag = poison_ill
FROM = {
imprison = ROOT
set_character_flag = ill_imprison
tooltip = {
remove_title = title_pinkernes
}
character_event = {
id = 105152
tooltip = "EVTTOOLTIPCpinkernes.2"
}
}
}
option = {
name = "EVTOPTDpinkernes.1"
trigger = {
has_character_flag = poison_lunatic
}
clr_character_flag = poison_lunatic
FROM = {
death = {
death_reason = death_execution
}
}
}
option = {
name = "EVTOPTEpinkernes.1"
trigger = {
has_character_flag = failed_poison
}
clr_character_flag = failed_poison
FROM = {
death = {
death_reason = death_execution
}
}
}
option = {
name = "EVTOPTFpinkernes.1"
trigger = {
has_character_flag = poison_ill
}
clr_character_flag = poison_ill
FROM = {
death = {
death_reason = death_execution
}
}
}
}
#Pinkernes is imprisoned
character_event = {
id = pinkernes.2
desc = "EVTDESCpinkernes.2"
picture = GFX_evt_into_the_dungeon
is_triggered_only = yes
option = {
name = "EVTOPTApinkernes.2"
trigger = {
has_character_flag = ill_imprison
}
clr_character_flag = ill_imprison
tooltip = {
imprison = FROM
}
remove_title = title_pinkernes
reverse_opinion = {
modifier = opinion_poisoner
who = FROM
years = 5
}
}
option = {
name = "EVTOPTBpinkernes.2"
trigger = {
has_character_flag = failed_imprison
}
clr_character_flag = failed_imprison
tooltip = {
imprison = FROM
}
remove_title = title_pinkernes
reverse_opinion = {
modifier = opinion_poisoner
who = FROM
years = 5
}
}
option = {
name = "EVTOPTCpinkernes.2" #105152
trigger = {
has_character_flag = lunatic_imprison
}
clr_character_flag = lunatic_imprison
tooltip = {
imprison = FROM
}
remove_title = title_pinkernes
reverse_opinion = {
modifier = opinion_poisoner
who = FROM
years = 5
}
}
}
You'll have to edit the file landed_titles in the folder of the same name in the common folder in your ck2 directory. Locate the entry for the kingdom of poland, which should be
This is not the end of the k_poland string, what follows are its de jure duchies, but you don't need to bother with that. For your purposes all you need to do is change the line specifying the capital, replacing it with
The number specifies the province, nothing more is strictly necessary but sticking the name in there helps with navigating the file.
As for changing the capital upon converting to Christianity, you could write in a decision that becomes available upon converting to christianity, and your main title is k_poland which forces the capital of poland to change to Krakow.
It simply checks how many counties a character has in their demesne.New issue, was wondering how to increase chance of councillor missions succeeding, specifically only for one mission, not across the board
Unrelatedlly, what does num_of_count_titles do? Can I say that someone can't hold x num_of_count_titles ?
It simply checks how many counties a character has in their demesne.
NOT = { num_of_count_titles = x } will check if a character has less than x count titles.
Ok thank you i"ll give that a go and go through all of it and hopefully see whats wrong cheers@Dhop84 it doesn't necessarily have to be that file in particular (at first sight I don't see anything wrong). You can have simply one bracket lacking on any file and the entire mod doesn't work. (believe me, it happened to me). You have to revise your entire code to see first in which exact file is the problem and then locate it. I recommend you the Validator. It's a program that revises your entire code and tells you where are your mistakes. Just download it and check it out.
EDIT: BTW, "namespace = pinkernes", remove the quotation marks.
You can add more, but they'll start piling up outside of the interface and will look ugly as hell.Must there be only 8 de jure baronies within a county, or can more be added to landed_titles?
Adding more doesn't cause any issues if one doesn't add more buildable ones (max of 7 before the UI breaks).You can add more, but they'll start piling up outside of the interface and will look ugly as hell.
Interesting. How does one prevent them from being built?Adding more doesn't cause any issues if one doesn't add more buildable ones (max of 7 before the UI breaks).
Adding more can be useful as it allows more battle names and generated character names (Meneth/battle "of Akerhus" and the like)
That doesn't include vassal counties, does it? If not, is there a way to incorporate vassal counties as well?
EDIT: Would num_titles do that?
modifier = {
factor = 3.0
religion_group = pagan_group
is_reformed_religion = no
location = {
OR = {
NOT = { religion_group = pagan_group }
is_reformed_religion = yes
}
}
Figured out how to change modifier for jobs...Under events, but still don't know above question
EDIT: For this, does a lower number mean it happens faster?
Max number of holdings is defined in province history.Interesting. How does one prevent them from being built?
Figured out how to change modifier for jobs...Under events, but still don't know above question
EDIT: For this, does a lower number mean it happens faster?
Thank youFor modifiers for MTTH, <1 factors increase the odds of it happening and >1 factors reduce the odds. For things like AI odds of picking a plot or an event option, higher modifiers make it more likely.