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Nivve

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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?

Simply use month and day. However note that events are checked every 20 days or so, so you have to look for a workaround (like 10 pages back in this topic) to have something trigger on an exact date.
 

Blood Royal

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Ahh, thanks Nivve, but it's for a building not an event (we still have problems with all buildings being auto-built unless we put a potential year for them one year after game-start).

I posted a bug report, pretty sure it's not WAD for dates past 10,000. Even when I copy/paste the buildings from the GoT and Elder Kings mod which also have start dates around 8000 and 3000 AD respectively, they all get built. Tried endless variations of commands, but potential = { day = 11362.2.1 } doesn't work at least. It has nothing to do with advanced tech either, we changed that so that everyone starts at 0 tech.

I'll just have to put this on hold for a later version of our mod build, I think :(
 

Nivve

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Ahh, thanks Nivve, but it's for a building not an event (we still have problems with all buildings being auto-built unless we put a potential year for them one year after game-start).

I posted a bug report, pretty sure it's not WAD for dates past 10,000. Even when I copy/paste the buildings from the GoT and Elder Kings mod which also have start dates around 8000 and 3000 AD respectively, they all get built. Tried endless variations of commands, but potential = { day = 11362.2.1 } doesn't work at least. It has nothing to do with advanced tech either, we changed that so that everyone starts at 0 tech.

I'll just have to put this on hold for a later version of our mod build, I think :(

Ah... I am not sure whether it works with building potentials. However you could try the month (since you can check that one easily with vanilla events) and in another format. Afaik 'day = 11362.2.1' is doomed simply because it should be somewhat like this:
Code:
potential = {
year = 11362
month = 2
day = 1
}
 

LostTribeMember

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Is it possible to set up a single title as the religious head of two different religions and make it so random characters with it can be of either one?
 

Nivve

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Is it possible to set up a single title as the religious head of two different religions and make it so random characters with it can be of either one?

What happens when you change the title so it mentions:
controls_religion = catholic
controls_religion = orthodox
?
It could be that the game crashes due to the conflict, but if it is permitted it could mean that both religions simply scope back to this title and works perfectly.
 

Blood Royal

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Was a good suggestion, Nivve, but unfortunately didn't work.

I'm really starting to think it' s a post 10,000 AD bug. Even when I disable tech progression entirely in defines.lua (like the GoT mod does) the buildings still get built and as far as I know, auto-building should only be tied to tech advancement.

Edit: It's a confirmed bug. Start dates before 10,000 AD work with the exact same building files, but after 10,000 AD they all get auto-built.
 
Last edited:

Hjommd

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This is a question about the .mod file. After reading several wiki-articles about modding CK II and some youtube videos I still can't get my mods to appear in the launcher. I'm talking about very simple "test mods" that just contains a single change like changing the color of a kingdom or it's name and so on. I know how to do these things in the game files and they turn up in the game when I do that. But working in the mod folder just don't work for me and it probably has something to do with the the .mod file since the code changes by them selves work. The info you find on the net on what should be in the .mod are confusing. Should a .mod file for a mod aimed at creating a minor change in X located i Y look like below? Or another way?

name = "modname"
path = "mod/modname"
archive = "mod/modname.zip"
replace_path = "Y/X"
user_dir = "modname"
 

ahhheygao

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This is a question about the .mod file. After reading several wiki-articles about modding CK II and some youtube videos I still can't get my mods to appear in the launcher. I'm talking about very simple "test mods" that just contains a single change like changing the color of a kingdom or it's name and so on. I know how to do these things in the game files and they turn up in the game when I do that. But working in the mod folder just don't work for me and it probably has something to do with the the .mod file since the code changes by them selves work. The info you find on the net on what should be in the .mod are confusing. Should a .mod file for a mod aimed at creating a minor change in X located i Y look like below? Or another way?

name = "modname"
path = "mod/modname"
archive = "mod/modname.zip"
replace_path = "Y/X"
user_dir = "modname"
Err, I always just use:

name = "modname"
path = "mod/modname"
user_dir = "modname"

Just to double-check:

Mods should be placed within this directory:
"C:\Users\USER\Documents\Paradox Interactive\Crusader Kings II\mod\"

Inside that mod folder, you need the "modname.mod" file as well as a "modname" folder. Within that "modname" folder, the actual modded files should be placed in folders/directories identical to how they would be in "C:\Program Files (x86)\Steam\steamapps\common\Crusader Kings II\"
 

jursamaj

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replace_path = "Y/X"

Will tell the game to ignore all standard files in the directory Y/X, and only use the files from your mod's directory Y/X. There are mods that do that, but only for major changes. To just change or add files, don't use replace_path, just set up the files like ahhheygao said above.
 

Dhop84

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Hi all I have a question regarding an event chain ive done . Events 1 to 12 work fine but event 13 which is to trigger through an on_action event on_death to be clear its supposed to trigger when the holder of the title e_byzantium dies it then depending on the criteria should then trigger a narrative event which ofcourse it doesnt I have no idea if ive even done it right ? if someone with way more experience than me spots anything ive done wrong please let me no Thanks for your patience in this long winded post.
Code:
character_event = {
 id = basileus.13
 title = "EVTNAMEbasileus.13"
 desc = "EVTDESCbasileus.13"
 picture = "GFX_evt_title_basileus_dead"
 border = "GFX_event_normal_frame_religion"
 sound = church_bells

 major = yes

	is_triggered_only = yes
 
 trigger={
  has_landed_title= e_byzantium
 }

	option = {
     name = EVTOPTAbasileus.13 # This is the saddest day of my life
	    if = {
			limit = { has_global_flag = porphyry_sarcophagi }
			narrative_event = { id = basileus.14 days = 1 } 
			clr_globa_flag = porphyry_sarcophagi
		}
		if = {
			limit = { has_global_flag = marble_sarcophagi }
			narrative_event = { id = basileus.15 days = 1 }
			clr_globa_flag = marble_sarcophagi
			}
			if = {
				limit = { has_global_flag = granite_sarcophagi }
				narrative_event = { id = basileus.16 days = 1 } 
				clr_globa_flag = granite_sarcophagi
			}
		if = {
			limit = { has_global_flag = gold_smalti }
			narrative_event = { id = basileus.17 days = 1 } 
			clr_globa_flag = gold_smalti
		}
		if = {
			limit = { has_global_flag = ceramic_tesserae }
			narrative_event = { id = basileus.18 days = 1 }
			clr_globa_flag = ceramic_tesserae
		}
		if = {
			limit = { has_global_flag = glass_mosaic_tesserae }
			narrative_event = { id = basileus.19 days = 1 } 
			clr_globa_flag = glass_mosaic_tesserae
		}
	   }
	  option = {
  name = EVTOPTBbasileus.13 # I dont care
    } 
   } 
   #Burying Former Basileus.1
narrative_event = {
id = basileus.14
title = "EVTNAMEbasileus.14"
desc = "EVTDESCbasileus.14"
 picture = "GFX_evt_basileus_funeral"
*border = "GFX_event_narrative_frame_religion"

major = yes

is_triggered_only = yes

immediate = {
 clr_province_modifier = { name = "built_mausoleum" }
 
	option = {
     name = EVTOPTAbasileus.14
   }
  }
 }
Events 15 to 19 are the same as 14 so no need to post up
 

rageair

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There's a generic event that converts the top liege of an independent realm to the local culture. You could reduce the MTTH and mess around with the modifiers to get what you want.
If you want to reduce the amount of people turned Mongol you could modify the education events that change culture/religion. Replacing the education event that turns people to the tutor's culture with an event that turns the kid to the culture of the region he is staying in (or the court) would be pretty sweet, actually.

I've done this, and it works well! I have a problem though, I'd like for at least the children of the culture-changing ruler to adopt his culture. I tried to mess around with various strings in the event, but the only thing I managed to do with my limited knowlege was to make every landed vassal convert to the culture of their main province (which was interesting, but not what I wanted!). If someone could help me by pointing out how I could edit the below event to convert; 1. the children/heirs of the ruler to his new culture, 2. the landed vassals, and their heirs to the rulers new culture. I appreciate any help, thank you!

Code:
# A Mongol ruler adapts the culture of his people
character_event = {
	id = 5500010001
	desc = "EVTDESC55010"
	picture = GFX_evt_scandal
	
	culture = mongol
	only_rulers = yes
	min_age = 16
	capable_only = yes
	prisoner = no
	
	trigger = {
		primary_title = { 
			any_previous_holder = {
				NOT = { character = ROOT } # The first holder of a title does not convert
			}
		}
	}
	
	mean_time_to_happen = {
		months = 200
		modifier = {
			factor = 0.5
			top_liege = {
				NOT = { character = ROOT }
				ROOT = { 
					capital_scope = {
						culture = PREVPREV
					}
				}
			}
		}
		modifier = {
			factor = 0.5
			primary_title = {
				ROOT = {
					capital_scope = {
						culture = PREVPREV
					}
				}
			}
		}
		modifier = {
			factor = 0.5
			capital_scope = {
				culture_group = ROOT # Same culture group: faster assimilation
			}
		}
		modifier = {
			factor = 1.5
			primary_title = { 
			NOT = { culture = ROOT }
			}
		}
	}

	option = {
		name = "EVTOPTA55010"
		capital_scope = {
			reverse_culture = ROOT
		}
	}
	
	option = {
		name = "EVTOPTB55010"
		ai_chance = {
			factor = 0
		}
	}
}
 

NewbieOne

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This is very important to me, because I really really can't bear any more of the repetitive Mongol grind in the Levant, Asia Minor etc., which I end up doing no matter where I start. (So far: Greater Poland > Poland, Cornwall > BunchaStuff, France, Pisa > United States of the Med). I'm also still under the influence of dealing with the Mongols in EU3 (100 years of war in which Poland colonised all the way west to Siberia and then the same with the hordes that then appeared at the border etc. all the way to the Manchus) and CK1 (losing miserably IIRC) and Medieval I-II (for which, of course, Paradox is not responsible :p).

In short, while I perhaps wouldn't mind a bunch of realistic Mongols like the settled khaganates in later scenarios, I really don't want to end up holy-warring the Golden Horde, the Ilkhanate, the Timurids and the Huge Non-Mongol Muslim Power intermittently for their gains, becoming the new non-emperor of the East one more time. I just can't handle that. :)

Ergo, is there a mod that rationalises the Mongols or turns them off or what can I do in the files to come up with some decent results? I mostly don't want 120K stacks marching through 7K desert counties at impunity whereas I can't stack much more than 30K without penalties in metropolies. On the other hand, if I want to write an AAR again that's enjoyable, I probably shouldn't really remove the Mongols entirely.
 

Damocles

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This is very important to me, because I really really can't bear any more of the repetitive Mongol grind in the Levant, Asia Minor etc., which I end up doing no matter where I start. (So far: Greater Poland > Poland, Cornwall > BunchaStuff, France, Pisa > United States of the Med). I'm also still under the influence of dealing with the Mongols in EU3 (100 years of war in which Poland colonised all the way west to Siberia and then the same with the hordes that then appeared at the border etc. all the way to the Manchus) and CK1 (losing miserably IIRC) and Medieval I-II (for which, of course, Paradox is not responsible :p).

In short, while I perhaps wouldn't mind a bunch of realistic Mongols like the settled khaganates in later scenarios, I really don't want to end up holy-warring the Golden Horde, the Ilkhanate, the Timurids and the Huge Non-Mongol Muslim Power intermittently for their gains, becoming the new non-emperor of the East one more time. I just can't handle that. :)

Ergo, is there a mod that rationalises the Mongols or turns them off or what can I do in the files to come up with some decent results? I mostly don't want 120K stacks marching through 7K desert counties at impunity whereas I can't stack much more than 30K without penalties in metropolies. On the other hand, if I want to write an AAR again that's enjoyable, I probably shouldn't really remove the Mongols entirely.

This has more to do with combat in general, being poorly handled in CK2. The horse archer army of the Mongols isn't as good as it should be, their generals aren't as impactful as they should be, and so they are handicapped with ridiculous rules and doomstacks.

They are actually on my agenda at the moment, to fix. With a smaller, harder and more elite core army.
 

talias

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Hi all I have a question regarding an event chain ive done . Events 1 to 12 work fine but event 13 which is to trigger through an on_action event on_death to be clear its supposed to trigger when the holder of the title e_byzantium dies it then depending on the criteria should then trigger a narrative event which ofcourse it doesnt I have no idea if ive even done it right ? if someone with way more experience than me spots anything ive done wrong please let me no Thanks for your patience in this long winded post.
Code:
character_event = {
 id = basileus.13
 title = "EVTNAMEbasileus.13"
 desc = "EVTDESCbasileus.13"
 picture = "GFX_evt_title_basileus_dead"
 border = "GFX_event_normal_frame_religion"
 sound = church_bells

 major = yes

	is_triggered_only = yes
 
 trigger={
  has_landed_title= e_byzantium
 }

	option = {
     name = EVTOPTAbasileus.13 # This is the saddest day of my life
	    if = {
			limit = { has_global_flag = porphyry_sarcophagi }
			narrative_event = { id = basileus.14 days = 1 } 
			clr_globa_flag = porphyry_sarcophagi
		}
		if = {
			limit = { has_global_flag = marble_sarcophagi }
			narrative_event = { id = basileus.15 days = 1 }
			clr_globa_flag = marble_sarcophagi
			}
			if = {
				limit = { has_global_flag = granite_sarcophagi }
				narrative_event = { id = basileus.16 days = 1 } 
				clr_globa_flag = granite_sarcophagi
			}
		if = {
			limit = { has_global_flag = gold_smalti }
			narrative_event = { id = basileus.17 days = 1 } 
			clr_globa_flag = gold_smalti
		}
		if = {
			limit = { has_global_flag = ceramic_tesserae }
			narrative_event = { id = basileus.18 days = 1 }
			clr_globa_flag = ceramic_tesserae
		}
		if = {
			limit = { has_global_flag = glass_mosaic_tesserae }
			narrative_event = { id = basileus.19 days = 1 } 
			clr_globa_flag = glass_mosaic_tesserae
		}
	   }
	  option = {
  name = EVTOPTBbasileus.13 # I dont care
    } 
   } 
   #Burying Former Basileus.1
narrative_event = {
id = basileus.14
title = "EVTNAMEbasileus.14"
desc = "EVTDESCbasileus.14"
 picture = "GFX_evt_basileus_funeral"
*border = "GFX_event_narrative_frame_religion"

major = yes

is_triggered_only = yes

immediate = {
 clr_province_modifier = { name = "built_mausoleum" }
 
	option = {
     name = EVTOPTAbasileus.14
   }
  }
 }
Events 15 to 19 are the same as 14 so no need to post up

What is * symbol before border meant to be?
Also clr_province_modifier should be remove_province_modifier and clr_globa_flag shoud be clr_global_flag.
 

BrotherJayne

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Raiding CB duration
So, in the aftermath of being raided, you have a CB against whoever raided you

How can you adjust the nature of this CB?

How long it lasts, what actions you can take against the raiding nation, can you declare war on them, etc

I think if you've been raided, it would be quite realistic to be permitted a 12 month window to declare war on the raider's leige, with the objective of taking the raider and anyone evolved prisoner
 

BetrunkenerSeamus

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I created a very basic titular empire for Bavaria. It has no land, no conditions to form - it's just the plain option. After I formed this empire I noticed, that the kingdoms etc. don't shift into my new empire, they stay in the HRE/Carpathia Empire and - but I'm not totaly sure about that - have those laws. What do I have to change to enable shifting into my bavarian empire? Do I need to set titles which are needed to form it? If yes, can a title be in two empires? Like d_austria is in e_hre and e_bavaria? What happens if someone creates the e_bavaria? Do all titles in e_bavaria automatically apply the bavarian laws and are de jure part? Or do they shift? I'm really confused right now, help from you guys would be really great!
 

frankatank109

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How does one go about creating a new flag? I know where to put it and everything else, I just haven't the slightest idea of how to go about actually creating the flag.
 

Faithless

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Is it possible to make an event option have a result that is variable based on an attribute, or would you have to make multiple options for the same course of action, and then have each of the options only show up between a set range of values for that attribute?