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Krateng

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Of course, you can have as many if effects as you want in an event / block of code, so it's obviously something else.

Can you try taking out all the conditions except the dynasty (which should probably just be checked in the on_birth trigger anyway) and is_female = yes and see if that starts pulling your custom names? If that doesn't work, remove everything else but one female block from the event (I know that I said you can have as many as you want, but temporarily, in case of syntax trouble with them) and see if that works. It should.

Is it possible the culture group coverage changed in 2.0 relevant to the culture of the babies you're observing now? I don't know.

Thanks a lot!

That's pretty weird though. The syntax for culture_group didn't change, did it? So it's just that babies don't have a culture right after they're born? (The culture they have and the group coverage are the same)
 

jordarkelf

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Mmmh, -1 and 0? I don't understand, i have to remove the trait "fair" and add the trait "ugly", how would the code look like?

Traits can be removed with remove_trait. In the case of fair/ugly they are set as opposites, so you don't even need to remove fair, just giving a fair char ugly will automatically remove 'fair'.

Nicknames, which the question was, can be removed by setting an invalid nickname. As there can always be only one nickname per character, setting it to an invalid one like -1 or 0 removes the currently assigned one.
 

zijistark

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Traits can be removed with remove_trait. In the case of fair/ugly they are set as opposites, so you don't even need to remove fair, just giving a fair char ugly will automatically remove 'fair'.

Nicknames, which the question was, can be removed by setting an invalid nickname. As there can always be only one nickname per character, setting it to an invalid one like -1 or 0 removes the currently assigned one.

Opposites doesn't mean a character can't have both traits. Maybe it does in character history files [only]? I can confirm that it certainly does not in the game. In fact, even create_character = { random_traits = yes ... } with a pre-determined trait(s) set will still randomly assign the opposite trait too at times. One should always remove_trait = <opposite> add_trait = <desired> whenever adding a trait to a character. In the worst case, they didn't have the opposite trait to be removed and the first command silently does nothing.
 

CrystalM

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Is there a way to remove the limit on the amount of duchies you can give to a Bishop. It's kinda annoying I can't give the Duchy of Latium to the Pope because The Papacy is a Kingdom title.
I tried looking through the defines file, since I saw some other things that annoyed me I could easily edit there, but not this one (unless I'm missing it).
Also a way to give Empire/Kingdom titles to them. Only way I've been able to make an Empire Theocracy so far is to give a temple and press their claim (Which is sorta fun tbh)

I'm going to guess the answer to both of these is no. But I'll bump anyways :x
For the latter question I kinda thought of a (annoying) workaround, where you give the title by decision instead. It would work for specific cases, but not if you wanted to give any old title (without it being super annoying). I guess the same workaround would work for the first too.
 

AnaxXiphos

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I'm going to guess the answer to both of these is no. But I'll bump anyways :x
For the latter question I kinda thought of a (annoying) workaround, where you give the title by decision instead. It would work for specific cases, but not if you wanted to give any old title (without it being super annoying). I guess the same workaround would work for the first too.

Actually, the setting you want is in the defines.lua file. Specifically, it should be the MAX_THEOCRACY_COUNTIES_IN_REALM setting. As for handing them empire/kingdom level titles, I'm not sure, but I don't remember being able to change restrictions on that.
 

jordarkelf

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Opposites doesn't mean a character can't have both traits. Maybe it does in character history files [only]? I can confirm that it certainly does not in the game. In fact, even create_character = { random_traits = yes ... } with a pre-determined trait(s) set will still randomly assign the opposite trait too at times. One should always remove_trait = <opposite> add_trait = <desired> whenever adding a trait to a character. In the worst case, they didn't have the opposite trait to be removed and the first command silently does nothing.
That's a bug. In virtually all cases setting a trait that is the opposite to another will remove the opposite -- only if both traits are set simultaneously does this not happen.
 

zijistark

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That's a bug. In virtually all cases setting a trait that is the opposite to another will remove the opposite -- only if both traits are set simultaneously does this not happen.
Well, then, it's a very far-reaching, big bug, and pragmatically, one should still always remove the opposite trait when adding a trait (with an opposite), because otherwise, you're going to inevitably end up with characters that have both. Again, maybe it's not a problem in character history files [only].
 

jursamaj

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Well, then, it's a very far-reaching, big bug, and pragmatically, one should still always remove the opposite trait when adding a trait (with an opposite), because otherwise, you're going to inevitably end up with characters that have both. Again, maybe it's not a problem in character history files [only].
My understanding is that when you use add_trait, it automatically removes any opposites, thus explicit removal isn't necessary. This is good, since the modder doesn't necessarily know which things *are* opposites. Since the bug doesn't affect add_trait, "fixing" it there won't help.

The create_character (as well as create_random_soldier, create_random_priest, create_random_steward, create_random_diplomat, create_random_intriguer) bug is that it *doesn't* do the equivalent of add_trait for traits you specify, otherwise it would remove opposites. But there's a simple fix for that: don't do it that way. Do your create_character *without* the specific traits, then immediately do new_character={add_trait=...}. Now adding the traits will remove any opposites that the random code created.
 

jordarkelf

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My understanding is that when you use add_trait, it automatically removes any opposites, thus explicit removal isn't necessary. This is good, since the modder doesn't necessarily know which things *are* opposites. Since the bug doesn't affect add_trait, "fixing" it there won't help.

The create_character (as well as create_random_soldier, create_random_priest, create_random_steward, create_random_diplomat, create_random_intriguer) bug is that it *doesn't* do the equivalent of add_trait for traits you specify, otherwise it would remove opposites. But there's a simple fix for that: don't do it that way. Do your create_character *without* the specific traits, then immediately do new_character={add_trait=...}. Now adding the traits will remove any opposites that the random code created.
Exactly, that's my understanding as well.
 

LostTribeMember

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I'm trying to use the new Papal election system for a modded in religion, and the game is crashing when I try to go to the religion menu of said religion. Anyone have any idea what's causing this?

title_mactoveran_elector = {
religion = Rationalist
can_elect_head = yes

grant_limit = 9

realm_in_name = no
show_as_title = yes

opinion_effect = 20
dignity = 0.9

monthly_salary = 0.1
monthly_prestige = 0.5

allow = {
religion = Rationalist
is_theocracy = yes

NOT = {
top_liege = {
any_vassal = {
any_claim = {
title = d_fraticelli
}
}
}
}
}

gain_effect = {
}

lose_effect = {
}

message = yes
}
 

Azaghal1502

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Hey there.
I came far enough to replace the republican clothing with the dornish clothing in the GoT-Mod.
Now I have the problem, that the clothing is on the wrong place in the portrait.

How do i get the clothing to fit the bodies and heads of the people?

Greetings
 

jordarkelf

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Hey there.
I came far enough to replace the republican clothing with the dornish clothing in the GoT-Mod.
Now I have the problem, that the clothing is on the wrong place in the portrait.

How do i get the clothing to fit the bodies and heads of the people?

Greetings
Could be an index problem. If the original image contained 12 images and your new one has 10 for example, you need to change the noOfFrames to match the new number in the sprite definition.
If it's not that, your images are not centered correctly inside the image strip.