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Aardvark Bellay

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history - provinces - 370 Marienburg

Just change this line to 7 holdings then:
max_settlements = 4

If you want them to exist already...err.. i believe deleting the # in front of each holding listed should be fine.
Haven't done it in a while..

edit regarding save files:
Open the latest save game file in a text editor. Do a Find for name="Marienburg". About 3 lines down is a max_settlements=4, change it to 7, and save the file.
 
Last edited:

Crushric

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Hmm... Thanks, Aadrvark Bellay.
Although I must ask: How do I apply this change to an ongoing game? Because when I mod this in, it only works for new scenarios, whereas in my ongoing Kingdom of Prussia game (Kingdoms Abound mod), there are no new holding in these provinces, which is where I'd like them to be, the present.
Any advice?
 

rlopez1605

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Can menu's have more than 4 options? I am trying to mod a menu to allow 5 different options but the 5th option does not appear on the menu.

Actually there is but in a round about way. You can group bunches of options together into groups of four... Let's say I want 16 options. I would group them into four groups of four options each. The first event would give me the four groups and would send me an event with the four options of one of the four groups. Kind of like filing your options.
 

rlopez1605

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If you only need to know if he has more than one, a spouse scope and then the condition is_main_spouse would give you the result, in case that helps. For the actual number, the only way I can think of is very complicated. Add a character flag spouses_0, then send an event to every spouse that will send an event back to the root, with the effect

Code:
if = {
limit = {
has_character_flag = spouses_0
}
set_character_flag = spouses_1
clr_character_flag = spouses_0
}


if = {
limit = {
has_character_flag = spouses_1
}
set_character_flag = spouses_2
clr_character_flag = spouses_1
}

etc.

So each spouse will send this event back once, and it will 'count' up the number of events.
Thank you. This idea works just fine.
 

Damocles

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Open Map>Adjacencies.csv, you'll find what you need there

I looked at it...and I'm not so sure? There's stuff in there which doesn't have straits between them, and there are straits on the map which don't seem to be found in there. And there's nothing to denote 'strait' or not. It looks like, it's for technology spread purposes or such...?
 

Damocles

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I looked at it...and I'm not so sure? There's stuff in there which doesn't have straits between them, and there are straits on the map which don't seem to be found in there. And there's nothing to denote 'strait' or not. It looks like, it's for technology spread purposes or such...?

Hmm. Well. I commented out one line, and removed a strait. But commenting the line out removed another strait halfway across the map as well.

EDIT: Looks like they need to be completely deleted.
 
Last edited:

Aardvark Bellay

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Hmm... Thanks, Aadrvark Bellay.
Although I must ask: How do I apply this change to an ongoing game? Because when I mod this in, it only works for new scenarios, whereas in my ongoing Kingdom of Prussia game (Kingdoms Abound mod), there are no new holding in these provinces, which is where I'd like them to be, the present.
Any advice?

Sorry, no. I tried some methods, but i failed. I'm sure i did it once or twice , but can't recall how. Sorry again. Me sad.:(
 

jursamaj

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Hmm... Thanks, Aadrvark Bellay.
Although I must ask: How do I apply this change to an ongoing game? Because when I mod this in, it only works for new scenarios, whereas in my ongoing Kingdom of Prussia game (Kingdoms Abound mod), there are no new holding in these provinces, which is where I'd like them to be, the present.
Any advice?
Open the latest save game file in a text editor. Do a Find for name="Marienburg". About 3 lines down is a max_settlements=4, change it to 7, and save the file.
 

jursamaj

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I looked at it...and I'm not so sure? There's stuff in there which doesn't have straits between them, and there are straits on the map which don't seem to be found in there. And there's nothing to denote 'strait' or not. It looks like, it's for technology spread purposes or such...?
Straits are marked by 'sea' in the 3rd column, portages by 'portage', and major rivers by 'major_river'. There are a few that aren't marked as anything, I don't know what's up with those. The 1st and 2nd columns are the 2 places being connected, the 4th is the place they're connected thru. For instance, the line:
5;45;sea;1019;-1;-1;-1;-1;Ulaid-Argyll
says that provinces 5 & 45 are connected by a strait that goes thru sea province 1019.
 

Aardvark Bellay

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Open the latest save game file in a text editor. Do a Find for name="Marienburg". About 3 lines down is a max_settlements=4, change it to 7, and save the file.

*D'oh !* I knew it was simple.
Forgot the quotation marks when searching last night.

Thanks jursamaj, from me as well.
:happy:
 

Lonhaldar

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Hello guys, how could i spawn a character from my history files (with father, grandfather, an so on) as a leader of invasion, instead of a "random" one, like in the vanilla files? Thanks !

Code:
	immediate = {
		set_global_flag = invasion_name
		create_random_soldier = {
			random_traits = no
			dynasty = Id
			name = "Random one"
			religion= "religion_of_invaders"
			culture= "culture_of_invaders"
			age = 70
			attributes = {
				martial = 8
				diplomacy = 4
				stewardship = 5
				intrigue = 4
				learning = 3
			}
			health = 6
			fertility = 0.7
			trait = brilliant_strategist
			trait = wroth
			trait = cruel
			trait = proud
			trait = zealous
		}
		new_character = {
			title_of_invaders = {
				grant_title = PREV
			}
			set_defacto_liege = THIS
		}
	}
 

Blood Royal

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Hi there,

can anyone tell me which files to look when I want to change the tech levels at game start?

/common/defines.lua

Then search for NTechnology =

and change the IDEAL_YEAR_LEVEL_0 and IDEAL_YEAR_LEVEL_8 years to an earlier range.
 

Blood Royal

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Can't help you with that, unfortunately, Galrun.

Does anyone know what the command is that specifies a specific date?

Right now in some buildings I have

potential = { year = 11363 }

How do I narrow it down to a single day, namely 11362.2.1 ?

Day = 113632.1? Date = 11363.2.1?
 

Aardvark Bellay

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Thanks a lot so far.

But this influences all techs at once.

What if I want to change only one single tech to a higher level?



If you want to change tech in a single game specifically on each province, just start a game, save and edit the tech levels in it for each county.
You find them by searching for the name or number as of in the history/provinces folder.

If modding province specific tech for any start in a mod is possible i don't know. Maybe.
 

mrdlsable

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merci bien :)

EDIT: I have a couple more questions:

1. If you were to add a new building, should you just add a new file to the common/buildings like with traits or do you have to copy the vanilla file like with graphics?

2. If you have to make a new file, do you have to put the new building in say a castle scope if you were to want to have it built in castles?

3. Can you use the same triggers as say an event? So for example could you check if the holder is a player / has a certain trait and if so, do you have to do it differently than for example with an event?

Thanks in advance :)
 
Last edited: