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Nivve

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Thanks a lot, i didn't see you had changed the post :laugh:

I have a habit of posting after I finish addressing an issue. So if I quoted multiple people I slap myself on the head and go into edit mode to actually address the other quotes I made.
Normally not so much of an issue, but you probably saw the post before I was finished :happy:
 

Crushric

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Hello, folks.

Guys, how do I create a new religion, with colors and title localizations, combining the abilities of the Aztec and Norse faiths? I wanted to do a fun AAR as a follower of the Khorne (from Warhammer), and I wanted to have those warlike religious aspects just for the fun of it all, plus no penalties for executing anyone, regardless of who or what they are (because Blood for the Blood God)

At least do point me in a place to find out how to do this, as I feel this is less of a quick question than most.
 

Dhop84

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My approach:
- Delete all follow-up events (don't want to debug the wrong event, would we?)
- Determine whether the problem lies in the trigger, immediate or options (I always comment out the mtth part, but that's not really necessary most of the time)
So empty the options and immediate; does it fire correctly (even though the options do nothing)
If it does, add in the immediate section and see whether it breaks.
Do the same thing for the options.

It's a really big event and it should be completely doable to at least find out which section it does. If you have determined that adding Option A will break the event, we have much less of a bulky text to debug :)

Edit: Are you sure demesne_size = 1 and reverse opinion are conditions?
I have never seen them before, so I am not sure how they are normally used.
Ive deleted the options and the immediate and still the same outcome ?
 

antidualist

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I have a weird error in one of my events that causes any character in the game to get a blank event with no options with the first 10 days of playing. This is often due to a missing close bracket but I've been through the file like 10 times and there isn't an problem with the brackets. After a lot of work I managed to tract the source down to the following command:
Code:
ROOT =	{
	character_event = {
			id=NormInv.3
			}

Removing this from the immediate effect section of the code stops the blank event firing but unfortunately also prevents my event from working. At the moment I'm testing some work around events but if anyone has any idea what the hell could have caused this problem I'd be really grateful to hear them.
 

richvh

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What's your NormInv.3 event look like? And do you have the NormInv namespace defined in the same file as the NormInv.3 event is defined?
 

Nivve

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Ive deleted the options and the immediate and still the same outcome ?

That removes a lot of options. Try to add a picture aside from the description.
You can also try to simply remove the primary title from the trigger. I have had some issues with primary title before and simply make the condition set to ROOT should work exactly the same.

Any way to speed up the Dejure drift by a decision/event?

AFAIK, the only way to do it is through the defines.lua. You can make a modifier and hence make a huge event workaround to get the same result. But that may be a lot of work for a small feat.

I have a weird error in one of my events that causes any character in the game to get a blank event with no options with the first 10 days of playing. This is often due to a missing close bracket but I've been through the file like 10 times and there isn't an problem with the brackets. After a lot of work I managed to tract the source down to the following command:
Code:
ROOT =	{
	character_event = {
			id=NormInv.3
			}

Removing this from the immediate effect section of the code stops the blank event firing but unfortunately also prevents my event from working. At the moment I'm testing some work around events but if anyone has any idea what the hell could have caused this problem I'd be really grateful to hear them.

I would also suggest retyping this sentence, simply in the case there is a hidden special character breaking this part of the event.
 

Konstantinos XV

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One of my mods adds some phantom decisions "allow", "ai_will_do", "Prestige" etc. Sounds like an ordinary broken decision file, right? Thing is - the mod has no decision files. Has anyone ever encountered anything like it?

Ive deleted the options and the immediate and still the same outcome ?
You could try firing events with a console command like
Code:
event captain.2
to figure out which event is broken.

You can also check Documents\Paradox Interactive\Crusader Kings II\logs\setup.log
Search for your event file mentioned there and see how many events the game reads from it. If it's less than you expect then there's obviously some error in the file.
 
Last edited:

Nivve

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One of my mods adds some phantom decisions "allow", "ai_will_do", "Prestige" etc. Sounds like an ordinary broken decision file, right? Thing is - the mod has no decision files. Has anyone ever encountered anything like it?

Jep I had it multiple times. It's not necessarily when one of your decisions are broken, it can just as well be that your changes (in my case, removed titles) break the vanilla decisions (in my case, decisions containing those titles int he potential/allow).
So check whether you're removing anything and find the decisions using them. I just removed half of the decisions (when they could contain the removed title) and added them back one by one to see when the 'allow' decision appeared.
 

Dhop84

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You could try firing events with a console command like
Code:
event captain.2
to figure out which event is broken.

You can also check Documents\Paradox Interactive\Crusader Kings II\logs\setup.log
Search for your event file mentioned there and see how many events the game read from it. If it's less than you expect then there's obviously some error in the file.
Thanks mate il give that a go
 

talias

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I have added some wars in history, how should I name them so that next war using the same cb would continue with the same numbering?
Example, I have war named '1st Northern War' and '2nd Northern War' in history, when I declare the same war in game I get '1st Northern War' again, but I want to get '3rd Northern War'.

And another question - how can I add more defenders to war through events? I know of 'join_defender_wars' command, but it's impossible to target specific war with it.

Bump.
 

Nivve

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Do holy wars have some hard-coded property regarding the is_valid statement? Even though the statement only mentions religions, in my mod they still invalidate if the de jure lieges change...
As far as I know the wars should not invalidate, as the religions of FROM and ROOT do not change and they are still not in the same realm, but for some reason changing de jure structure still invalidates the wars.

Do can_use or can_use_title for some reason still make a holy war invalidate?
At least it's not the 'holy_war = yes' statement. As other casus bellis using this do not exhibit the same invalidation...

Just wanted to mention the cause of this problem, just in case anybody wonders the same thing. Apparently 'permanent = yes' in combination with 'check_de_jure_tier = DUKE' also function as a valid check after the war has been declared.
Removing these will make the game only check the valid section and hence prevents a war from becoming invalid, even though the valid section is still adhered to.
 

Hopit

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AFAIK, the only way to do it is through the defines.lua. You can make a modifier and hence make a huge event workaround to get the same result. But that may be a lot of work for a small feat.
That's annoying (bit I did find some options about it I did change;))
But that "line 821" in defines.lua almost killed me
 

Konstantinos XV

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Jep I had it multiple times. It's not necessarily when one of your decisions are broken, it can just as well be that your changes (in my case, removed titles) break the vanilla decisions (in my case, decisions containing those titles int he potential/allow).
That was precisely the case. Fortunately, I write down all the titles I dismiss or replace. :p
 

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Is there a way to prevent Patriarch usurping Constantinople (Hagia Sophia ofc)? Because I want him be in Rome only, but that bastard always usurping Constantinople temple
I can't find where is it in events
 

Nivve

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Is there a way to prevent Patriarch usurping Constantinople (Hagia Sophia ofc)? Because I want him be in Rome only, but that bastard always usurping Constantinople temple
I can't find where is it in events

It's a decision in the realms_decisions.txt file, starts on line 418.
 

iron0037

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Does anyone know how to script concubines? I have examined save game files and searched the web, yet I can't seem to find any solution. Save game files have characters with title="title_ruler_consort" declarations and consort=<id> lines, but the Validator doesn't like it when I use such constructs in my character files.
 

talias

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Does anyone know how to script concubines? I have examined save game files and searched the web, yet I can't seem to find any solution. Save game files have characters with title="title_ruler_consort" declarations and consort=<id> lines, but the Validator doesn't like it when I use such constructs in my character files.
add_consort command works in history files, with any luck it may also work in normal events.