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Aronion

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Does anyone know where (and if) I can change the "must hold 51% of the counties to form a Duchy Title" back to 50% (changed in recent 1.10 patch)? For the life of me I can't find it and my new Ireland games are incredibly slow.

Thanks in advance!
 

Sleight of Hand

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common/defines.lua

Code:
-- Title creation and usurpation requirements	
	DEJURE_COUNTY_LIMIT_TO_CREATE = [COLOR="#FF8C00"]0.51[/COLOR],			-- Fraction of de jure counties that you must control to create a non-imperial title
	DEJURE_COUNTY_LIMIT_TO_USURP = [COLOR="#FF8C00"]0.51[/COLOR],			-- Fraction of de jure counties that you must control to usurp a non-imperial title
	EMPIRE_DEJURE_COUNTY_LIMIT_TO_CREATE = 0.8,		-- Fraction of de jure counties that you must control to create an imperial title
	EMPIRE_DEJURE_COUNTY_LIMIT_TO_USURP = 0.8		-- Fraction of de jure counties that you must control to usurp an imperial title	
},
 

cybrxkhan

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Quick question - is there any way I can limit a building to a certain province? For instance, let's say I want a new building to be only built in province #666. Would something like this work in the potential section?

Code:
		potential = {
			province = 666
		}

Or should it instead be in the trigger section?

Code:
		trigger = { province = 666 }


Thanks in advance.


For my mod, I want to start adding events so, using the modding guide here, I created my very own event.

However, I ran into some problems.

First, the event would fire but not the option, then the event wouldn't fire at all.

The location folder is taken care of, it's just something with my code. Can someone see the problem?

Code:

Code:
character_event = {
	id = 1000129000
	title = "Converted to Orthodoxy"
	desc = "EVTDESC1000129000"
	picture = GFX_evt_throne_room
	is_triggered_only = yes
	trigger = {
		has_decisions = { convert_to_orthodoxy }
	}
	mean_time_to_happen = {
	days = 1
	}
	option = {
		name = "EVTOPTA1000129000"
	}
}

"has_decisions" does not exist as a trigger to my knowledge (though I may be wrong).
 

balmung60

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Can anyone tell me why my Linux text editors keep eating the text files that I try to mod? I'm trying to let the Balts and Finno-Urgics form empires, but when I save the file (with the correct markup to enable it), all the realm COAs are scrambled and there's two of every title, one with the old requirements and one with the new ones.
 

lordmichael95

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"has_decisions" does not exist as a trigger to my knowledge (though I may be wrong).

Hmm, then how did I get the vent to fire in the first place? And do you have a recommendation for some other trigger?

And for your problem, I would try both ways real quick and find out. Then tell us. ;)
 

cybrxkhan

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Hmm, then how did I get the vent to fire in the first place? And do you have a recommendation for some other trigger?

Hmm. Not sure how your event fired in the first place then, unless you used the console. The has_decisions trigger isn't used anywhere in the game, nor would it make sense anyways, since you can't "have" a decision. Decisions can trigger events from the decisions file (look in the vanilla decisions for various examples if you don't know how that works), or decisions can give characters modifiers or flags that can then be used to trigger events, but has_decisions isn't usable I think. You might want to give your event a different temporary trigger (like trait = lunatic or something) to test if it would work normally, if it does then using has_decisions was probably the issue.
 

superskierpat

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Hey guys, I got two questions here, how do I force abdication through events and the new druidic religion I have created has a problem, when in the religion tab there is no head of religion (as it should be) but you can still see the coa of hypothetical head (which I believe is normal) But when I click on the coa instead of telling me the title has no holder there is a holder, an arch druid of the reformed druidic religion. My efforts to solve these two problems have been vain, especially the religion one, I cant see a single line of code that would cause this religion to act differently than say the baltic religion.
 

Kurospidey

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Hi guys. I want an event that only fires for the human player and I'm having some issues figuring out which code to use. I was thinking playable_only but I'm not sure it that does what I want. I remember somebody saying for things like this we should use ai = no.

If that's the case where do I put it? like trigger = { ai = no } ?
 

Maestro Ugo

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Hmm, then how did I get the vent to fire in the first place? And do you have a recommendation for some other trigger?

And for your problem, I would try both ways real quick and find out. Then tell us. ;)

Well if you wan the event to fire only after one has taken the decision, you can use character flags. Make the decision set the character flag:

Code:
set_character_flag = XYZ

And than have the event fire with this in the trigger:

Code:
has_character_flag = XYZ
 

Math2

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How can I make this usable in only the dejure kingdom inwhich I reside but only if I have an ambition to become king of X...I believe the PREVPREVPREVPREVPREV doesn't work as I think there's a limit of 4, but can anyone see how to make that work?

Code:
 	can_use_title = {
		OR = {
			ROOT = {
				OR = {
					culture = FROM
					religion = FROM
					has_ambition = obj_become_king
				}
			}
			FROM = {
				any_realm_title = {
					ROOT = {
						capital_scope = {
							kingdom = {
								title = PREVPREVPREVPREVPREV
							}
						}
					}
				}
			}
		}
	}

Anyone?
 

Helox

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Was wondering if anyone can provide me with a simple code for making all of the Magyars titles besides those within de jure Hungary become independent once they form the kingdom.
I tried this but i proved to be futile
Code:
	effect = {
			narrative_event = { id = 62910 tooltip = EVTTOOLTIP62910 }
			if = {
				limit = { has_nickname = no }
				give_nickname = nick_the_great
			}
			prestige = 500
			any_title = {
				limit = {
					NOT = {
						k_hungary
						d_pest
						d_transylvania
						d_ungvar
						d_nyitra
					}
				}
				independent = yes
			}
		}
 

HrPeanut

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Was wondering if anyone can provide me with a simple code for making all of the Magyars titles besides those within de jure Hungary become independent once they form the kingdom.
I tried this but i proved to be futile
Code:
	effect = {
			narrative_event = { id = 62910 tooltip = EVTTOOLTIP62910 }
			if = {
				limit = { has_nickname = no }
				give_nickname = nick_the_great
			}
			prestige = 500
			any_title = {
				limit = {
					NOT = {
						k_hungary
						d_pest
						d_transylvania
						d_ungvar
						d_nyitra
					}
				}
				independent = yes
			}
		}

Instead of:

Code:
any_title = {
	limit = {
		NOT = {
			k_hungary
			d_pest
			d_transylvania
			d_ungvar
			d_nyitra
		}
	}
	independent = yes
}

You could add:
Code:
any_vassal = {
	limit = {
		any_demesne_title = {
			NOT = {
				de_jure_liege = k_hungary
				de_jure_liege = d_pest
				de_jure_liege = d_transulvania
				de_jure_liege = d_ungvar
				de_jure_liege = d_nyitra
			}
		}
	}
}

I haven't tested it
 

3inar

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Mod Decision: Removing a mercenary title.



Yes as the title says I have made my own Mercenary title and I Wold like a Decision of removing it in ether of the 2 sugestions below.

1. Can be removed from begining of game.
2. Can be removed if/when the Mercenary Company getts a County.

So my question is how do I go about doing this?


Thanks in advance!
 

Luca0312

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Quick question - is there any way I can limit a building to a certain province? For instance, let's say I want a new building to be only built in province #666. Would something like this work in the potential section?

Code:
potential = {
            province = 666
}

Or should it instead be in the trigger section?

Code:
        trigger = { province = 666 }


Thanks in advance.

Code:
potential = {
    province_id = [I]n[/I]
}

Be advised this way it will be possible to build it in all baronies. If you want to limit a building to single specific barony (so it's unique), use:

Code:
potential = {
     FROMFROM = { title = b_[I]baronyname[/I] }
}