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Azaghal1502

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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.

Where do i find the "noOfFrames" to change, and centering should be correct, i didn't change anything with that.

Sorry for these dumb questions, but i'm a real noob with modding ;/

Greetings.
 
Last edited:

jordarkelf

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Where do i find the "noOfFrames" to change, and centering should be correct, i didn't change anything with that.

Sorry for these dumb questions, but i'm a real noob with modding ;/

Greetings.

You changed the republic images, so you will need to extract portraits_merchants.gfx from the DLC022.zip file. Put this copy in your mod \interface folder with the same file name, and inside this file change the noOfFrames to correspond with your changed image.
I see the default file has 15, so if your changed file has fewer or more images in the strip, change it there to use the same number (if the GoT dornish has 20 images - change it to 20, if it has 10 change it to 10 etc.).
 

unmerged(540854)

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Yes, essentially, though it's going to be a little harder than that (there are a lot of other conditions in that allow), but just adding tier = emperor to the potential would nip all of that in the bud (unless the title was an empire, in which case it'd be the same requirements as vanilla).

However, you'd have to disable the Elective Succession faction as well, or else frustrating stuff is going to happen (revolts that lead to status quo, or more likely, circumvention of the succession law potential through a forced add_law_w_cooldown by event/revolt CB, which is how all those realms get forced into Elective anyway).
As a total mod noobie.

Were do I alter this and how do I do this in such a way as to make it a seperate mod file, while keeping the original files intact?
And you are right about those factions being the cause of the elective shennanigans, but how would I alter the options for those?
Thanks for the help so far though ;)

anyone with some more info for me ;)
 

dukechaos

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I've seen the create_character command used like this.
Is there a way to give the attributes a random range instead of a specific value?
I want to be able to generate better than the normal 0-9 attributes, but still have them be random. Not fixed.

Code:
create_character = {
          random_traits = yes
          dynasty = random
          female = no
          religion = ROOT
          culture = ROOT
          attributes = {
                    diplomacy = 5
                    martial = 5
                    intrigue = 5
                    stewardship = 5
                    learning = 5
                    }				
}
 

talias

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I've seen the create_character command used like this.
Is there a way to give the attributes a random range instead of a specific value?
I want to be able to generate better than the normal 0-9 attributes, but still have them be random. Not fixed.

Code:
create_character = {
          random_traits = yes
          dynasty = random
          female = no
          religion = ROOT
          culture = ROOT
          attributes = {
                    diplomacy = 5
                    martial = 5
                    intrigue = 5
                    stewardship = 5
                    learning = 5
          }			
}

Just create the character without giving him attributes and increase them afterwards.
Code:
create_character = {
          random_traits = yes
          dynasty = random
          female = no
          religion = ROOT
          culture = ROOT				
}
new_character = {
          change_diplomacy = 5
          change_martial = 5
          change_intrigue = 5
          change_stewardship = 5
          change_learning = 5
}
 

dukechaos

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Thanks talias, but I want random values, not fixed.

I was just using that code as an example.

I'd like to do a random range like martial = 5 - 12 , learning = 6 - 13, Intrigue = 0 - 9, etc.
 

AnaxXiphos

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Thanks talias, but I want random values, not fixed.

I was just using that code as an example.

I'd like to do a random range like martial = 5 - 12 , learning = 6 - 13, Intrigue = 0 - 9, etc.

That's possible, but there's no really easy way to do it. If I were doing it, I'd probably use something like this after creating the character:

Code:
new_character = {
	random_list = {
		10 = { change_diplomacy = 1 }
		10 = { change_diplomacy = 2 }
		10 = { change_diplomacy = 3 }
		10 = { change_diplomacy = 4 }
		10 = { change_diplomacy = 5 }
		10 = { change_diplomacy = 6 }
		10 = { change_diplomacy = 7 }
		10 = { change_diplomacy = 8 }
		10 = { change_diplomacy = 9 }
		10 = { change_diplomacy = 10 }
	}
}

That's basically the same as rolling a ten sided die to determine the stats and should be pretty adaptable depending on specific requirements. You'd just have to do it a few times over for every stat.
 

BRK

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Question about localisation: all modded names show up correctly in the game, but not the descriptions. I had the same issue with EU3 long ago but don't remember how I fixed it -what is the format for adding a _desc in a localisation file? They're usually fairly long and consist of 2-3 sentences at least, so do I need to chop them up into columns?
 

jordarkelf

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Question about localisation: all modded names show up correctly in the game, but not the descriptions. I had the same issue with EU3 long ago but don't remember how I fixed it -what is the format for adding a _desc in a localisation file? They're usually fairly long and consist of 2-3 sentences at least, so do I need to chop them up into columns?

Every line in the CSV must have exactly the right number of columns yes.
 

dukechaos

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Thanks AnaxXiphos. This solution occurred to me at work. I was going to post that I figured it out, when I saw your post. Weird to me that there is no provision to create random values in a specified range with the create_character command.

I believe that I'd also want to set the base stats in the create character command so I have 0 in every attribute.

Code:
create_character = {
          random_traits = yes
          dynasty = random
          female = no
          religion = ROOT
          culture = ROOT
          attributes = {
                    diplomacy = 0
                    martial = 0
                    intrigue = 0
                    stewardship = 0
                    learning = 0
                    }				
}

Another solution came to mind, but either I'm implementing it wrong, or it doesn't work. The idea being that if the stat in question (stewardship in my example) isn't at least a certain value (3 in my example), increase it by said value. That way you can set a floor for the stat and not have the ceiling go over the max random value of 9. So in this case I believe you would get values from 3 - 9, instead of 0-9.

Note that in what I'm trying to implement, this is in the immediate section of a triggered event and nested in another if. So it might be that a nested if isn't allowed. Or no nesting when the if(s) are within the immediate section.

Code:
			create_character = {
				random_traits = yes
				dynasty = random
				female = no
				religion = ROOT
				culture = ROOT
				}
			new_character = {
				if = { 
				limit = { NOT = { stewardship = 3 } } change_stewardship = 3 }
				}
 
Last edited:

ahhheygao

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I can't remember if there's a way to check whether a province has a certain type of building in CK2, similar to how the "has_building = x" check works in EU4. Is there a way to do this in CK2?
 

AnaxXiphos

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Another solution came to mind, but either I'm implementing it wrong, or it doesn't work. The idea being that if the stat in question (stewardship in my example) isn't at least a certain value (3 in my example), increase it by said value. That way you can set a floor for the stat and not have the ceiling go over the max random value of 9. So in this case I believe you would get values from 3 - 9, instead of 0-9.

Note that in what I'm trying to implement, this is in the immediate section of a triggered event and nested in another if. So it might be that a nested if isn't allowed. Or no nesting when the if(s) are within the immediate section.

Well, I'm not sure what the specific issue is related to your approach, but if I wanted to set a certain minimum it still seems like a random_list is the way to go. Just set the character with 0 in all stats and then change the ranges so it's more like this:

Code:
new_character = {
	random_list = {
		10 = { change_diplomacy = 3 }
		10 = { change_diplomacy = 4 }
		10 = { change_diplomacy = 5 }
		10 = { change_diplomacy = 6 }
		10 = { change_diplomacy = 7 }
		10 = { change_diplomacy = 8 }
		10 = { change_diplomacy = 9 }
	}
}
You could also change the weights to favor certain amounts over others, so if you changed some of those middle 10s to 20s, you'd get outcomes which tend to favor the middle. (Fun trivia fact: This is what happens when you roll multiple dice and add up the outcome.)
 

Blood Royal

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Second time I try my hand at this, and even though I've gotten much better at modding, I still can't get it to work :mad:

The aim is simple:

I want a province to turn into wilderness culture and religion, but even though I tried more or less copying an event directly and looking at the vanilla files, it still doesn't work.

Here is the event:

Code:
province_event = {
id = conflict.1
title = "War and Death"
desc = "The people of this province flee before your orc legions, Great Lord!"
picture = "GFX_shadows_coming"

is_triggered_only = yes

immediate = {
culture = culture_wilderness
religion = religion_wilderness
}

option = {
name = "Kill them all!" 
random_realm_province = {
limit = {
culture=culture_gondorian
}
culture=culture_wilderness
religion = religion_wilderness
}
}

}

I've tried with a character event, and now a province event, but when I click on the option it does not say "Province X changes culture/religion to wilderness" as it's supposed to, it just says nothing under the text, so obviously something is wrong... I don't get it though, vanilla province events use simple culture = english to change, and the event I'm copying from (though it is triggered via decision first) works fine, but mine doesn't...

Any suggestions would be most welcome!

PS: The immediate = { part was just an act of desperation, I know it's not needed there.
 

Nivve

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Second time I try my hand at this, and even though I've gotten much better at modding, I still can't get it to work :mad:

The aim is simple:

I want a province to turn into wilderness culture and religion, but even though I tried more or less copying an event directly and looking at the vanilla files, it still doesn't work.

Here is the event:

Code:
province_event = {
id = conflict.1
title = "War and Death"
desc = "The people of this province flee before your orc legions, Great Lord!"
picture = "GFX_shadows_coming"

is_triggered_only = yes

immediate = {
culture = culture_wilderness
religion = religion_wilderness
}

option = {
name = "Kill them all!" 
random_realm_province = {
limit = {
culture=culture_gondorian
}
culture=culture_wilderness
religion = religion_wilderness
}
}

}

I've tried with a character event, and now a province event, but when I click on the option it does not say "Province X changes culture/religion to wilderness" as it's supposed to, it just says nothing under the text, so obviously something is wrong... I don't get it though, vanilla province events use simple culture = english to change, and the event I'm copying from (though it is triggered via decision first) works fine, but mine doesn't...

Any suggestions would be most welcome!

PS: The immediate = { part was just an act of desperation, I know it's not needed there.

I am not seeing anything wrong per se when I am looking in your event. However I build my own event from scratch just last week and it worked flawlessly from the first time I started up my game.
(just ignore the mean time to happen, probably it should be days as it is ignored now)

Code:
province_event = {
	id = AND.26
	desc = AND.26.desc
	picture = GFX_evt_council
	
	trigger = {
		has_global_flag = another_new_dawn
		NOT = { has_global_flag = atheism_founded }
		religion = ancestry
	}
	mean_time_to_happen = {
		months = 240
	}
	immediate = {
		set_global_flag = atheism_founded
	}
	option = {
		name = AND.26.a
		ROOT = {
			religion = atheism
		}
		ROOT = {
			owner = {
				character_event = { id = AND.1 }
			}
		}
	}
}

Are you sure the cultures you reference are actually correct AND loaded correctly into the game? (so, no typo and the religion files are not ignored for some reason)

It can also be a utf chaarcter breaking it, had that two weeks ago with king_kofu's events.