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Jia Xu

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When making a new religion group, how do you give it a UI other than the default Christian one? Which file would I need to edit to reuse the pagan interface for a new religion group? Thanks.
 

talias

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When making a new religion group, how do you give it a UI other than the default Christian one? Which file would I need to edit to reuse the pagan interface for a new religion group? Thanks.

You can't. But it's possible to put them in the pagan group, they will get all all pagan specific stuff, including UI.
 

Furohman

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I'm crashing at Calculating Paths, which seems to be a common problem.
Do sea provinces defined as major rivers have to be connected to non-river sea provinces? I've been trying to use a lake crossing in place of a major river.

Audax Validator and CW Map Checker both show no problems so I'm stumped.
 

antidualist

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Hi all,

So now I have a new problem :wacko:, I want to make a series of two events to go along with my Norman invasion event. In the first the king of France gets the chance to offer vassilisation to a Norse ruler of Normandy. If they choose the first option I then want to trigger an event for the Norse ruler in which they either decide to accept the offer, become a vassal of the king of France and convert to Catholism or else reject it and stay independent. The things I'm not sure are working are my vassalisation command and triggering the second event after the first is sent. Any help would be greatly appreciated. Here is the code as it stands.

Code:
#Peace Offer From the King of France
character_event = {
	id = NormInv.7
	title = NormInv.7.name
	desc = NormInv.7.desc
	
	picture = GFX_evt_garden
	border = GFX_event_narrative_frame_diplomacy
	
	only_playable = yes
	
	trigger = {
		has_landed_title = k_france
		has_global_flag = norman_invasion
		NOT = {has_global_flag = norman_peace}
		NOT = {has_global_flag = norman_war}
		d_normandy = {
			holder_scope = {
					culture_group = north_germanic
				}
			}
		}
	
	mean_time_to_happen = {
		months = 24
	}
	
	option = {
		name = "NormInv.7.a"
		ai_chance = { factor = 0.75 }
		holder = {
			d_normandy = {
				id = NormInv.8
				months = 1
			}
		}
	}
	option = {
		name = "NormInv.7.b"
                set_global_flag = norman_war
	}
}

#Duke of Normandy's Response to the Peace Offer From the King of France
character_event = {
	id = NormInv.8
	title = NormInv.8.name
	desc = NormInv.8.desc
	
	picture = GFX_evt_garden
	border = GFX_event_narrative_frame_diplomacy
	
	is_triggered_only = yes
	
	trigger = {
		has_landed_title = d_normandy
		culture_group = north_germanic
		NOT = {
			religion = FROM
		}
	}
	
	mean_time_to_happen = {
		months = 1
	}
	
	option = {
		name = "NormInv.8.a"
		ai_chance = { factor = 0.75 }
		set_global_flag = norman_peace
		ROOT = {
			religion = FROM
			liege = FROM
		}
	}
	
	option = {
		name = "NormInv.8.b"
		set_global_flag = norman_war
	}
}
 

jursamaj

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Hmm, then I seriously wonder what the difference between the commands are. The only thing I know is that gain_title worked in my code and grant didn't. I have to figure out why sometime in the future..

Edit: set_defacto_liege isn't even necessary here, as he will become independent automatically whne he has an equal/higher rank. Even if it was, I thought scoping to yourself with set_defacto_liege should simply make you independent.
Well, from a title scope gain_title=<person> give the title to the person. Vanilla only uses it in the event when a vassal asks for a title from his liege.

From a person scope, grant_title=<title> give the title to the person. (Seen in weaken_vassal_plot CB and a polygamy event.)
From a title scope, grant_title=<person> give the title to the person. Seen in new_character={<title>={grant_title=PREV}}, in <title>={holder_scope={title={grant_title=PREV}}}, and when creating a new kingdom/empire from an old one, plus some other variations.

I'm not entirely clear on how '= this' works. If (in his code) it's setting e_russia's liege to the character who got the title, yes, it should just make the independent.
 

jursamaj

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The things I'm not sure are working are my vassalisation command and triggering the second event after the first is sent. Any help would be greatly appreciated. Here is the code as it stands.

Code:
#Duke of Normandy's Response to the Peace Offer From the King of France
character_event = {
	id = NormInv.8
	title = NormInv.8.name
	desc = NormInv.8.desc
	
	picture = GFX_evt_garden
	border = GFX_event_narrative_frame_diplomacy
	
	is_triggered_only = yes
	
	trigger = {
		has_landed_title = d_normandy
		culture_group = north_germanic
		NOT = {
			religion = FROM
		}
	}
	
	mean_time_to_happen = {
		months = 1
	}
	
	option = {
		name = "NormInv.8.a"
		ai_chance = { factor = 0.75 }
		set_global_flag = norman_peace
		ROOT = {
			religion = FROM
			liege = FROM
		}
	}
	
	option = {
		name = "NormInv.8.b"
		set_global_flag = norman_war
	}
}
Not 'liege=FROM'. Use 'set_defacto_liege=FROM'.

As for triggering:
Code:
d_normandy={
	holder_scope={
		character_event={ id=NormInv.8 months=1}}}
 

CrystalM

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I have some events that should run right at game start, but they usually are launched with some delay. Are there any way to trigger them on day one?

Set up an event to be triggered from a character's history before game start.
For example, I use this
Code:
284690000 = {
	name="Setup Character"
	dynasty=0
	martial=0
	diplomacy=0
	intrigue=0
	stewardship=0
	religion="catholic"
	culture="english"
	1.1.1={
		birth="1.1.1"
	}
	800.1.1 = {
            effect = {
                narrative_event = { id = whatever.1 }
            }
	}
	1451.12.31 = {
		death="1451.12.31"
	}
}

As long as the event is set to happen before the first day of the game, it seems to fire on the first day.
 

talias

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Set up an event to be triggered from a character's history before game start.
For example, I use this
Code:
284690000 = {
    name="Setup Character"
    dynasty=0
    martial=0
    diplomacy=0
    intrigue=0
    stewardship=0
    religion="catholic"
    culture="english"
    1.1.1={
        birth="1.1.1"
    }
    800.1.1 = {
            effect = {
                narrative_event = { id = whatever.1 }
            }
    }
    1451.12.31 = {
        death="1451.12.31"
    }
}

As long as the event is set to happen before the first day of the game, it seems to fire on the first day.
Thanks, it worked.
 
Last edited:

SovereignGrave

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So, I'm trying to make it so that when Venice is ruled over by someone of Norse culture its name changes to Fenneyjar and I can't figure out what to change. I tried adding 'norse = Fenneyjar' to both the code for the Kingdom and Duchy in landed_titles, but that just resulted in my game refusing to start. So is there something else I need to change too? Because I swear I've made a change like this before and it worked fine.
 

Aardvark Bellay

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Compare what you did with d_york in the landed_titles. Oh and of course do it with notepad++. The file is in ANSI, though not sure if that's impotant in this case.

edit
Code:
d_york = {
            color={ 255 90 15 }
            color2={ 255 255 255 }
            
            capital = 57 # York
            
            dignity = 2
            
            norwegian = "Jorvik"
            danish = "Jorvik"
            swedish = "Jorvik"
            norse = "Jorvik"
            
            pagan_coa = {...
 

Nivve

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A debugging question, since I have a glitch and I don't know where it could come from.
Temples in my mod have the castle picture, where could this bug come from? The province history correctly states they are temples (and hence they have the church buildings and so on), but for some reason the images are all castles. The cities have the correct image weirdly enough.

Anybody know where to look for the error?

Edit: it's not all temples though, a few actually have the correct image...
Edit2: apparently it has to do with the culture and the gfx set for it.
 
Last edited:

Jerzul

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Set up an event to be triggered from a character's history before game start.
For example, I use this
Code:
284690000 = {
	name="Setup Character"
	dynasty=0
	martial=0
	diplomacy=0
	intrigue=0
	stewardship=0
	religion="catholic"
	culture="english"
	1.1.1={
		birth="1.1.1"
	}
	800.1.1 = {
            effect = {
                narrative_event = { id = whatever.1 }
            }
	}
	1451.12.31 = {
		death="1451.12.31"
	}
}

As long as the event is set to happen before the first day of the game, it seems to fire on the first day.

Aha! So if you want to mod any matrilineal marriages they will all have events pop up at game start. Good to know!
 

Twohundertseven

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Hey guys! Two quick related questions:

1) Does anyone know where the culture-dependent region names are located? Like, most Greek provinces change names when they're captured by Muslims vs. Greeks, same happens in a lot of regions with proximity to the Norse-- Orkney vs. Orknø and such. I'd like to add more of that to my game.

2) If I do that, does it affect the checksum? Can I still play Ironman?
 

Jia Xu

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Hey guys! Two quick related questions:

1) Does anyone know where the culture-dependent region names are located? Like, most Greek provinces change names when they're captured by Muslims vs. Greeks, same happens in a lot of regions with proximity to the Norse-- Orkney vs. Orknø and such. I'd like to add more of that to my game.

2) If I do that, does it affect the checksum? Can I still play Ironman?

It's in the landed titles file. Changing landed titles will definitely break your cheksum and disable iron man.
 

Twohundertseven

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It's in the landed titles file. Changing landed titles will definitely break your cheksum and disable iron man.

Thank you. It's a shame that it affects the checksum (after all I'm not giving myself any advantages, although you could obviously tinker with that file in ways that do). I might still do it and keep it as a separate file to use only for non-Ironman games. Thanks!