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Maestro Ugo

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Is t possible to make a province modifier that adds "tech_growth_modifier_culture = X" to a specific province? If so, where would one do that?
 

Lysistrata

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Would it be possible to kill someone and destroy a title depending on the outcome of a specific war? If so, where and how would I do that? My aim, you see, is to replicate the fall of Constantinople, if Mehmet wins, I'd like Constantine XI to die and the ERE to be destroyed.

As a separate question, is it possible to allow religious heads to have a different religion prior to a specific event or decision? I'm trying to make Chalcedonian Christianity and incorporate both the Pope and the Ecumenical Patriarch.

Bump
 

ShadowDragon868

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Did Immortal break at some point, or will it just not work well for a character who wasn't generated with it?

I made a character with Ruler Designer, then realized that the Immortal traits I'd been using previously to a long stretch away from CK2 came from a mod which is of course no longer applicable. Not wishing to download a huge mod again, I simply cooked up an immortal trait mod of my own, recolored an existing icon and slapped together a localization file using Google Translate for giggles.

Code:
#Mine, by ShadowDragon8685
#Big thanks to whomever wrote the other Immortal traits file which I'm looking at for inspiration and formatting.
#Sadly, he didn't sign it.
immortal = {
    immortal = yes
    is_health = yes
    health = 2
    birth = 25
    inherit_chance = 25
    same_religion_opinion = 10
    same_opinion_if_same_religion = 20
    church_opinion = 20
    monthly_character_prestige = 0.5
    monthly_character_piety = 0.5
}

The trait itself works - the icon shows up, the character gets the appropriate trait in their list, it gives them their piety and prestige and opinion bonuses. I haven't seen any randomly-generated Immortals yet, but my character's firstborn daughter generated with the Immortal trait.

However, my character - the one whom I made with the Ruler Creator before making the mod, which I added to her afterwards with a quick spot of save-game editing - I've just realized, is aging, visually and in effects. (For instance, she just lost the lustful trait at the age of 31.) Is this due to her not being generated with the trait, is it something I could fix by adding a tag to her character, or should I make a new game?
 

Sasuau

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However, my character - the one whom I made with the Ruler Creator before making the mod, which I added to her afterwards with a quick spot of save-game editing - I've just realized, is aging, visually and in effects. (For instance, she just lost the lustful trait at the age of 31.) Is this due to her not being generated with the trait, is it something I could fix by adding a tag to her character, or should I make a new game?

Immortal traits don't work if you add them trough the character creator for some reason
 

JumpIT

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To create an event when a character inherits a kingdom (eg. England) what would the trigger be? I have tried 'has_landed_title = k_england'
but this doesn't seem to work and I'm at a loss... any help?
 

ShadowDragon868

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Immortal traits don't work if you add them trough the character creator for some reason

This character wasn't generated with the Immortal trait through the character creator, though. I created her without it and added it after-the-fact by manually editing the character's entry in the save-game file to give her the trait.
 

Sasuau

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This character wasn't generated with the Immortal trait through the character creator, though. I created her without it and added it after-the-fact by manually editing the character's entry in the save-game file to give her the trait.

No idea in that case. Maybe it doesn't work trough save editing either. I know that making an event for it would work.
 

miguellima

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Does anyone know how to read this code?

This is one of the conditions to the "Bring in some settlers" event in which a capital can change culture if the owner and his top liege have the same culture and the province doesn't border another with the owner's culture. I can understand most of the code of paradox's games but i'm having trouble understanding this bit.

OR = {
primary_title = {
conquest_culture = PREV
}
ROOT = {
county = {
conquest_culture = PREVPREV
}
}
ROOT = {
duchy = {
holder_scope = {
character = PREVPREVPREV
}
conquest_culture = PREVPREV
}
}
ROOT = {
kingdom = {
holder_scope = {
character = PREVPREVPREV
}
conquest_culture = PREVPREV
}
}
ROOT = {
empire = {
holder_scope = {
character = PREVPREVPREV
}
conquest_culture = PREVPREV
}
}
}
 

burny26

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To solve this, and problems like this download the nefty little open-source text editor notepad++ which has a hugely useful "search in multiple files" function. Just point it to a folder with events and it will search through all the files for the event id you input. Takes a few seconds and solves a lot of modding problems.

So the csvfile will know which event is triggered by what event?

It doesn't matter, and when creating a new .csv file it can be named whatever you want.

thx :)

@burny26 Don't know exactly what you mean with the first question. They can go on any file as long as it is .csv and has the correct tags.
The second one, the event doesn't have to know. Usually it's one event that fires another. So in the example you put you have to look for the code LoR.801 to see which other event fires this one.

Ah ,the linking is done in the csv file where the LoR.801 code can be found?
 

Lysistrata

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Originally Posted by Lysistrata
Would it be possible to kill someone and destroy a title depending on the outcome of a specific war? If so, where and how would I do that? My aim, you see, is to replicate the fall of Constantinople, if Mehmet wins, I'd like Constantine XI to die and the ERE to be destroyed.

As a separate question, is it possible to allow religious heads to have a different religion prior to a specific event or decision? I'm trying to make Chalcedonian Christianity and incorporate both the Pope and the Ecumenical Patriarch.

I'm sorry if I sound pushy but quite a few of my questions have gone unanswered over the last 50 or so pages.
 

Darkgamma

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Yes, do it by event or do a specific casus belli. Deactivate the ERE title and kill the character.
Seperate qeustion answer: Religious heads can be of any religion really, again do it by event to change their religion upon spawning or something
 

VoodooEconomist

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Is it possible to make two sets of de jure borders, one for 867 and the other for vanilla? I know it's in the game but is it moddable?

... and different de jure capitals would be great to have as well, so that Gavelkind Succession doesn't give historic capitals away.
 

miguellima

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Is it possible to make two sets of de jure borders, one for 867 and the other for vanilla? I know it's in the game but is it moddable?

I'm sure it is moddable because Italy is a de jure kingdom in 1066 and in 867 it isn't.

EDIT: This is from d_provence file in history/files/

855.1.1={
liege = "k_burgundy"
}
855.1.1={
holder = 90103
}
863.1.25={
liege = "k_italy"
holder = 30228
}
875.8.12={
holder = 90104
}
877.6.10={
liege = "k_burgundy"
holder = 90123
}

That "liege = " it's where it is defined which kingdom this duchy is de jure part of.

If you start the game in 867, the duchy of Provence will be underBurgundy.
If you start after 863.1.25, then it will be under Italy.
And if you start in 877.6.10, it will be back under Burgundy.
 
Last edited:

Maestro Ugo

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Another quickie: How can I change the name of a holding by decision/event?
 

Lysistrata

Πρωθυπουργός της Αυτοκρατορίας Ρωμαίος
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I'm sure it is moddable because Italy is a de jure kingdom in 1066 and in 867 it isn't.

EDIT: This is from d_provence file in history/files/

That "liege = " it's where it is defined which kingdom this duchy is de jure part of.

If you start the game in 867, the duchy of Provence will be underBurgundy.
If you start after 863.1.25, then it will be under Italy.
And if you start in 877.6.10, it will be back under Burgundy.

That's de facto, not de jure.