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jursamaj

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Perfectly possible. I have several of my own music mods.

No, just treat them then as any other music file.

edit: so folder structure "Dis_is_my_music_mod_1" - music - music files (inlcuding the text file for the included songs in this folder)
If I'm not mistaken, you can leave the music files in the zips, and just copy/edit the text files for the packs. In fact, you could merge them all into one big text file (making sure it comes alphabetically after any of the existing files). Altho you don't *have* to copy the text files that you don't want to change anything in.
 

Jorlem

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Perfectly possible. I have several of my own music mods.



No, just treat them then as any other music file.


edit: so folder structure "Dis_is_my_music_mod_1" - music - music files (inlcuding the text file for the included songs in this folder)

If I'm not mistaken, you can leave the music files in the zips, and just copy/edit the text files for the packs. In fact, you could merge them all into one big text file (making sure it comes alphabetically after any of the existing files). Altho you don't *have* to copy the text files that you don't want to change anything in.
Awesome, thanks. :)
 

Nivve

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Thanks once again, Nivve! The "'any_vassal = { has_landed_title = xxx } " did the trick :)

Now just one last question, since we're very very close to actually finishing a working first version of mod, and I think this is the last complicated bit of scripting I need to do for a while.

Once the province has been conquered, and the people fled, I need to get rid of the nobles as well. I need Sauron to usurp the titles of all vassals of a certain religious group...

I've been trying now for hours, and this was my best shot, but it still doesn't usurp the titles:

Code:
	option = {
	name = "Kill them all!"
	any_realm_character = { 
	limit = {
		OR = {
		religion = religion_dunedain
		religion = religion_moriquendi
		religion = religion_calaquendi
		religion = religion_mahal
		religion = religion_rhovanion
		}
		NOT = { trait = evil_side }
		}
	character_event = { id = conflict.8 }
	any_realm_title = {
		usurp_title = ROOT
		}
	}
	}

They get the character event, but their titles don't get usurped.

I've also tried on the other end where the vassal receives the message, to put:

Code:
	option = {
		name = "Curses!"
		banish = yes
		any_realm_title = {
		usurp_title = FROM
		}
		}

But the character only gets banished, the title isn't usurped. Can anyone spot what's wrong here?

It could very well be that usurp is a casus belli-only command (the script is arbitrary in that sense). It could also be that usurping is only possible on enemies, hence it doesn't work in the event. I would try to play around with grant-title/gain_title instead of usurp.
If this event would fire just after a war, you could very well just use the usurp and put it in the casus belli instead of in the events. Makes it much easier as you can copy almost any casus belli for that code.

If you use grant/gain_title commands, it could also be that they work somewhat different than usurp.
Code:
any_vassal = {
	limit = {
		religion = xxx
	}
	any_title = {
		ROOT = {
			gain_title = PREV
		}
	}
}
 

Aardvark Bellay

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If I'm not mistaken, you can leave the music files in the zips, and just copy/edit the text files for the packs. In fact, you could merge them all into one big text file (making sure it comes alphabetically after any of the existing files). Altho you don't *have* to copy the text files that you don't want to change anything in.

Sure. I just find it easier to switch, change or modify when one has several music mods.
Well actually i do it more just in case.:rolleyes:
 

Blood Royal

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Thanks again for the assist, Nivve!

Turns out it was just a matter of wrong scopes.

This works, for some reason when the courtier gets the message from his new overlord, while the any_realm_title didn't:

option = {
name = "Curses!"
any_demesne_title = {
usurp_title = FROM
}
}
 

Nivve

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Thanks again for the assist, Nivve!

Turns out it was just a matter of wrong scopes.

This works, for some reason when the courtier gets the message from his new overlord, while the any_realm_title didn't:

option = {
name = "Curses!"
any_demesne_title = {
usurp_title = FROM
}
}

Weird, but good to know when I encounter something like it myself :)


------------------------------------------------------------------------------

My question:
Anybody have any idea why the following bookmarks are not getting the localisation?

Edit: Never mind, I apparantly had the loc file as a .txt. I facepalmed myself three times after finding out...:unsure:
bookmarks.txt (working perfectly)
Code:
bookmark =
{
	name = "BM_AND_OLDGODS"
	desc = "BM_AND_OLDGODS_DESC"
	date = 867.1.1
}

bookmark =
{
	name = "BM_AND_STANFORD"
	desc = "BM_AND_STANFORD_DESC"
	date = 1066.1.1
}
localisation for it (not recognised)
Code:
#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x
BM_AND_OLDGODS;The Old Gods;The Old Gods;The Old Gods;;The Old Gods;;;;;;;;;x
BM_AND_OLDGODS_DESC;The Old Gods;The Old Gods;The Old Gods;;The Old Gods;;;;;;;;;x
BM_AND_STANFORD;Stanford Bridge;Stanford Bridge;Stanford Bridge;;Stanford Bridge;;;;;;;;;x
BM_AND_STANFORD_DESC;Stanford Bridge;Stanford Bridge;Stanford Bridge;;Stanford Bridge;;;;;;;;;x
I ruled out almost anything I could think of:
- Dependencies are working for ages and haven't changed. If this was the issue I would see a lot of other bugs in-game, as I have a lot of files that need replacing in a specific order
- I copied them from a working bookmarks localisation and a working bookmarks.txt file.
- I rewrote the localisation from another working localisation, if for some reason the number of columns is wrong. No effect.
- Replaced the id a multitude of times to be sure it is the same as the bookmarks. I changed the ids but that also did not help.
 
Last edited:

Liar

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Do you think it's feasible to have a mod for eternal youth (a creation of a trait) which allows a character's portrait to perpetually remain young?
 

jursamaj

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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?

Does anyone know how to do this?
'has_building = x' occurs in common/achievements.txt, altho only in the scope of family_palace. I would *expect* it to work in any settlement type, but you'll have to try.
 

King_kovu

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Is it possible to add new units to the game? such as Warbow, Shortbow and Crossbow in place of just archers

If so, what are the relevant files? Obviously the buildings would need to alter what troops spawned from building things, retinue sub units and so on but where do i find the information outlining the units and also, would there be anything other than buildings, retinues, combat tactics and the unit file itself that would need changing?
 

illathid

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Is it possible to add new units to the game? such as Warbow, Shortbow and Crossbow in place of just archers

If so, what are the relevant files? Obviously the buildings would need to alter what troops spawned from building things, retinue sub units and so on but where do i find the information outlining the units and also, would there be anything other than buildings, retinues, combat tactics and the unit file itself that would need changing?

Thing is there's a maximum number of unit types. So you could replace archers with warbow, but would need to get rid of say light cavalry and horse archers to add short bow and crossbow.
 

King_kovu

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Thing is there's a maximum number of unit types. So you could replace archers with warbow, but would need to get rid of say light cavalry and horse archers to add short bow and crossbow.

But it is possible? how? I've browsed the common files and can't find what defines them.
 

TheDarkMaster

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Is there a way to mod the college of cardinals to work with custom religions? Everthing I've tried so far has resulted in a CTD as soon as I click on the religion tab
Same issue. I'm sure I missed a key step somewhere, but there doesn't seem to be any information online on how to add a college of cardinals to a custom religion.
 

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A few questions about opinion, if you'll indulge me. Are there instances where the player's opinion of a character influences events? For instance, an event that would have different results or option if I had a low opinion of a courtier vs a high opinion. If they do not exist, are they possible using the parameters of the scripting language? Basically I'm wondering what in-game effect your opinion of another person has, versus the obvious effects of them having a low opinion of you. It would be nice to make certain actions have different possible effects based on your choice and the relationship you have with your target. Assassination of a beloved son ("For the good of our kingdom.."), perhaps triggering depression ("What have I done?!") or stressed ("The weight of my decision bears too heavily on me...)
 

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A few questions about opinion, if you'll indulge me. Are there instances where the player's opinion of a character influences events? For instance, an event that would have different results or option if I had a low opinion of a courtier vs a high opinion. If they do not exist, are they possible using the parameters of the scripting language? Basically I'm wondering what in-game effect your opinion of another person has, versus the obvious effects of them having a low opinion of you. It would be nice to make certain actions have different possible effects based on your choice and the relationship you have with your target. Assassination of a beloved son ("For the good of our kingdom.."), perhaps triggering depression ("What have I done?!") or stressed ("The weight of my decision bears too heavily on me...)

You can try this:

trigger = {
opinion = {
WHO = liege
value = 50
}
}

This will make the event fire only if the character has at least 50 opinion with their liege.
 

Lonhaldar

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Hello guys!

Two questions for you:
1/ Is it possible to change the name of a character by event ingame? Something like "King xxxx" become King "yyyy", where yyyy isn't chosen, but automatic?
2/ Is it possible to give all the lands of a kingdom/duchy by event, with a command like :
Code:
			gain_settlements_under_title = {
					title = k_arthedain
					}
An without making a war?
 

Nivve

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Hello guys!

Two questions for you:
1/ Is it possible to change the name of a character by event ingame? Something like "King xxxx" become King "yyyy", where yyyy isn't chosen, but automatic?
2/ Is it possible to give all the lands of a kingdom/duchy by event, with a command like :
Code:
			gain_settlements_under_title = {
					title = k_arthedain
					}
An without making a war?

Usurp would also work according to blood royal