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TheDarkMaster

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I haven't experimented with that myself yet, but it seems like you also need to create the interface for it in domestic_religion.gui. Vanilla has interfaces for catholic (domestic_religion_title_cardinal) and fraticelli (domestic_religion_title_fraticelli_cardinal), you will need to clone the Fraticelli entry for your own religion, replacing Fraticelli with the name of your religion.
Thank you. I was pretty sure it might have something to do with the interface, but I had no idea where to look or what I'd need to do. I'll let you know if I can get it working.

EDIT: Things are up and running now, thank you!
 
Last edited:

Arko

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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?

yes, with has_building=x in holding scope instead of province scope.
 

peregrinator

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Two things:

1. Let's say I wanted to play a high-powered game, where's everyone base stats are higher across the board. I know I can make this happen partly by jacking up the stat boosts for education traits, but is there any way to increase the rate at which characters have points added to their various abilities?

2. I'm hearing that once you get past 30+ people in your court something in the game files stops unlanded people in your court from becoming pregnant. Is there a way to increase that limit?
 

TheDarkMaster

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Two things:

1. Let's say I wanted to play a high-powered game, where's everyone base stats are higher across the board. I know I can make this happen partly by jacking up the stat boosts for education traits, but is there any way to increase the rate at which characters have points added to their various abilities?

2. I'm hearing that once you get past 30+ people in your court something in the game files stops unlanded people in your court from becoming pregnant. Is there a way to increase that limit?

The first may be modifiable in the defines folder, but you may have to make custom events to actually influence it. The second one is in defines.
 

peregrinator

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The first may be modifiable in the defines folder, but you may have to make custom events to actually influence it. The second one is in defines.

#1: I was afraid you'd say that. I was considering finding the event in which the kid gets named and adding code that gives the whelp a random spread of base stat points. What could I modify in the defines, other than maybe the age at which they need a tutor?

#2: Found it in the defines. Never occurred to me to look for "30." Thanks!
 

TheDarkMaster

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#1: I was afraid you'd say that. I was considering finding the event in which the kid gets named and adding code that gives the whelp a random spread of base stat points. What could I modify in the defines, other than maybe the age at which they need a tutor?
I don't know if it is in there or not, but the thought occurs to me that you could add a hidden event that adds a random stat point to kids over a certain age, but under another. Then tweak how often that event fires based on how powerful you want characters to be. Alternatively, you could have an event that only fires if a character doesn't have a flag which gives them a bunch of random bonus stats, then adds that flag. That would apply to even randomly generated characters.
 

peregrinator

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I don't know if it is in there or not, but the thought occurs to me that you could add a hidden event that adds a random stat point to kids over a certain age, but under another. Then tweak how often that event fires based on how powerful you want characters to be. Alternatively, you could have an event that only fires if a character doesn't have a flag which gives them a bunch of random bonus stats, then adds that flag. That would apply to even randomly generated characters.

I'm thinking the second makes more sense – that way it would apply to characters already in the game rather than start empowering their children, right? Or would that not work?

(To clarify: say I start in 867. With the second method, characters already alive would get the benefit of those bonus stats. With the first, it would start happening when characters already alive had kids.)
 

TheDarkMaster

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I'm thinking the second makes more sense – that way it would apply to characters already in the game rather than start empowering their children, right? Or would that not work?

(To clarify: say I start in 867. With the second method, characters already alive would get the benefit of those bonus stats. With the first, it would start happening when characters already alive had kids.)
Well, newly generated characters won't have the flag that says that this particular character has had their stats inflated. I'd recommend having it fire only for people over the age of five that don't have whatever you want to call that flag (say had_stats_boosted). Have the event give random stats based on however you want to do it, then set the flag (has_stats_boosted) to that character so that they can never get the event again. If you make the effects immediate and hide the window, the player will never see it happen if they're playing as that character.
 

peregrinator

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Well, newly generated characters won't have the flag that says that this particular character has had their stats inflated. I'd recommend having it fire only for people over the age of five that don't have whatever you want to call that flag (say had_stats_boosted). Have the event give random stats based on however you want to do it, then set the flag (has_stats_boosted) to that character so that they can never get the event again. If you make the effects immediate and hide the window, the player will never see it happen if they're playing as that character.

So it would fire on every character over the age of five as soon as the game started, and then fire again when each newly generated character reached that age? I'm just making sure I'm reading you properly.
 

TheDarkMaster

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So it would fire on every character over the age of five as soon as the game started, and then fire again when each newly generated character reached that age? I'm just making sure I'm reading you properly.
It might take around a month, but after that it will have fired for everyone, and any newly generated characters or children would get the event so long as they're at least 5. I say wait until the kids are 5 before you give them the event so that you don't suddenly know what half their stats are going to be as soon as they're born, but late enough so that you know what their basic skills are going to be when you go to educate them.

Randomly generated adults will simply get the stat boost at random by a month after they spawn, so long as you set the mean time to happen to 1 day.
 

peregrinator

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It might take around a month, but after that it will have fired for everyone, and any newly generated characters or children would get the event so long as they're at least 5. I say wait until the kids are 5 before you give them the event so that you don't suddenly know what half their stats are going to be as soon as they're born, but late enough so that you know what their basic skills are going to be when you go to educate them.

Randomly generated adults will simply get the stat boost at random by a month after they spawn, so long as you set the mean time to happen to 1 day.

Yeah, the firing age for the event makes a lot of sense to me. Just needed to make sure that it would start when the game did, so to speak.
 

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How do you make the succession laws change when someone converts to a religion?

I am trying to make a mod that makes all cathars automatically go to true cognatic when they convert, but I can't figure out how to do it.

I know it should be possible because converting in and out of Islam it goes to open and then isn't.

BTW I am primarily interested in gender laws but it shouldn't matter, but I acknowledge it might.
 

jordarkelf

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How do you make the succession laws change when someone converts to a religion?

I am trying to make a mod that makes all cathars automatically go to true cognatic when they convert, but I can't figure out how to do it.

I know it should be possible because converting in and out of Islam it goes to open and then isn't.

BTW I am primarily interested in gender laws but it shouldn't matter, but I acknowledge it might.

You will need to add NOT = { religion = cathar } to the potential block of all gender laws except true_cognatic_succession in decisions\succession_laws.txt. Compare to how the muslims have this set for both cognatic_succession and true_cognatic_succession, leaving only agnatic_succession as valid for them.
 

Mathrafalovich

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I appear to have made an error. I was modding the religion files for kicks, changing around mechanics etc. with CK2+. However when the game tries to start it crashes. The error log gives me malformed tokens on many of my Muslim and some of my Pagan changes. Is there something I am supposed to do other than insert my new lines in the same place as everything else?

i.e.
Allow_female_priests = yes (new)
pcs_marriage = no (oringinal)
 

wswordsmen

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I thought I did that, but it isn't working. Even agnatic-cognatic is still there and I have the the NOT = { religion = cathar } right under the muslim one, yet it is still able to be used, (although my test covert to sunni and convert back using the console, and check their succession before and after). Although that returns as agnatic. If a cathar tries to change their succession law only true cognatic is available, but Muslims don't have to wait for that.

Evidently agnatic-cognatic isn't allowed anymore, but only once a new character inherits the title, which doesn't help because it defaults to agnatic instead.
 
Last edited:

Arko

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are character_flag kept when a character dies or are they cleaned up on death ?
 

TheDarkMaster

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How do you make the succession laws change when someone converts to a religion?

I am trying to make a mod that makes all cathars automatically go to true cognatic when they convert, but I can't figure out how to do it.

I know it should be possible because converting in and out of Islam it goes to open and then isn't.

BTW I am primarily interested in gender laws but it shouldn't matter, but I acknowledge it might.

You will need to add NOT = { religion = cathar } to the potential block of all gender laws except true_cognatic_succession in decisions\succession_laws.txt. Compare to how the muslims have this set for both cognatic_succession and true_cognatic_succession, leaving only agnatic_succession as valid for them.

I thought I did that, but it isn't working. Even agnatic-cognatic is still there and I have the the NOT = { religion = cathar } right under the muslim one, yet it is still able to be used, (although my test covert to sunni and convert back using the console, and check their succession before and after). Although that returns as agnatic. If a cathar tries to change their succession law only true cognatic is available, but Muslims don't have to wait for that.

Evidently agnatic-cognatic isn't allowed anymore, but only once a new character inherits the title, which doesn't help because it defaults to agnatic instead.

That trick doesn't work for gender laws. The way the game is currently set up, everyone always has agnatic-cognatic succession if they can, and agnatic if they can't. You will need to use either a decision or an event to switch them to absolute cognatic, there is no other way. My better gender law mod does this with a decision.