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Blarghalt

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For some reason, my mod doesn't recognize that an event I made exists.

Code:
character event = {
	id = mp.3
	title = EVTNAMEmp.3
	desc = EVTDESCmp.3
	picture = "GFX_evt_viking_funeral_oldgods"
	#border = "GFX_event_narrative_frame_religion"

	option = {
		name = "EVTOPTA_MP_3" 
	}
}

This isn't the actual event, I just stripped it down because I couldn't figure out why it wouldn't fire, so I just c/p'd another event in the .txt that does work and replaced the ID and localisation, but that didn't make the event work either. I have a namespace at the top of the file this event is in, so I'm completely stumped.
 

Mathrafalovich

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Okay, so I'm trying to make Persians look more Persian. Ideally, since I don't have any of the face packs, they would use Southern European faces with their vanilla hair. However, so far, all I have managed to do is make their graphical culture Western European, including crowns, castles, backgrounds, clothes, etc. How would I get the right portraits?
 

jursamaj

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I am not sure whether attrition is done in the same way as events. But with events, the game checks all events against their possible receivers like once every 14 days. You can cheat the system a bit, but this once every period is hardcoded I think (If you make it more often I think the game will receive a large performance impact).
It's 20 by default. From defines.lua:
Code:
NEngine = {
	EVENT_PROCESS_OFFSET = 20, 	-- Events are checked every X day per character or province (1 is ideal, but CPU heavy)
},
 

TheDarkMaster

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For lowborn you want 'dynasty=NONE'.

For the age, as far as I can see the only thing you can do is leave it random or specify a number. And the random seems hard-coded. :(
Thank you. So if I want to actually have a random age, I'm going to have to create a whole bunch of character generation lines under a random list, each with a different age?
 

Nivve

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For some reason, my mod doesn't recognize that an event I made exists.

Code:
character event = {
	id = mp.3
	title = EVTNAMEmp.3
	desc = EVTDESCmp.3
	picture = "GFX_evt_viking_funeral_oldgods"
	#border = "GFX_event_narrative_frame_religion"

	option = {
		name = "EVTOPTA_MP_3" 
	}
}

This isn't the actual event, I just stripped it down because I couldn't figure out why it wouldn't fire, so I just c/p'd another event in the .txt that does work and replaced the ID and localisation, but that didn't make the event work either. I have a namespace at the top of the file this event is in, so I'm completely stumped.

Have you tried doing it the other way around?
So instead of transferring a working event to your new file and replace the id/loc, you add the new event in an existing file (best, type it from scratch in existing file). Errors with hidden characters are quite common lately, so this could be a way to prevent them. If you have notepad++ (recommended in any case)you can show hidden symbols under the view tab.

Otherwise I am a little clueless about why it doesn't fire. I presume the picture/border are also from the vanilla event?
 

LordDamien

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Can anyone tell me how to install a mod to Crusader Kings 2 ?. I really want to give these mods a chance once they are updated with the recent patch and yeah..How do i go about installing a mod to Crusader Kings 2 and also it is safe to do so ?
 

Nivve

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Can anyone tell me how to install a mod to Crusader Kings 2 ?. I really want to give these mods a chance once they are updated with the recent patch and yeah..How do i go about installing a mod to Crusader Kings 2 and also it is safe to do so ?

1. Remove any (!) ck2 steam workshop subscriptions if you have them (they crash the game currently when subscribed to)
2. Download a mod (it contains at least a folder and a .mod file). Remember to check for any requirements and what ck2 patch (you can change to a previous version in steam -> properties -> betas)
3. extract/copy the mod folder and the .mod file to your documents ck2 location (C:\Users\<username>\Documents\Paradox Interactive\Crusader Kings II\mod)

Since they are independently placed from the actual game, they will not hurt your game in any way. Only the steam workshop does that currently when subscribed to a ck2 mod there (afaik this is still the case).
 

LordDamien

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1. Remove any (!) ck2 steam workshop subscriptions if you have them (they crash the game currently when subscribed to)
2. Download a mod (it contains at least a folder and a .mod file). Remember to check for any requirements and what ck2 patch (you can change to a previous version in steam -> properties -> betas)
3. extract/copy the mod folder and the .mod file to your documents ck2 location (C:\Users\<username>\Documents\Paradox Interactive\Crusader Kings II\mod)

Since they are independently placed from the actual game, they will not hurt your game in any way. Only the steam workshop does that currently when subscribed to a ck2 mod there (afaik this is still the case).

Thank you !. I do not luckly have any Subscriptions to Ck2 Steam workshop.

I think the most problematic part for me is number 3. So all I have to do is open up the Documents section for Ck2 and copy and paste the mod into it and then it should work ?. That is what it sounds like to me lol. So pretty much copy the folder and paste it into the docoments section of Ck2 ( I assume it does not need to be in any specific location in the documents like settings Etc just has to be in that folder ?
 

Nivve

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Thank you !. I do not luckly have any Subscriptions to Ck2 Steam workshop.

I think the most problematic part for me is number 3. So all I have to do is open up the Documents section for Ck2 and copy and paste the mod into it and then it should work ?. That is what it sounds like to me lol. So pretty much copy the folder and paste it into the docoments section of Ck2 ( I assume it does not need to be in any specific location in the documents like settings Etc just has to be in that folder ?

As long as the mod (remember that it's a folder and a .mod file) is in that folder it should launch perfectly.
Indeed, the mod readmes for installation are in general really short :)
 

Blood Royal

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For some reason, my mod doesn't recognize that an event I made exists.

Code:
character event = {
	id = mp.3
	title = EVTNAMEmp.3
	desc = EVTDESCmp.3
	picture = "GFX_evt_viking_funeral_oldgods"
	#border = "GFX_event_narrative_frame_religion"

	option = {
		name = "EVTOPTA_MP_3" 
	}
}

This isn't the actual event, I just stripped it down because I couldn't figure out why it wouldn't fire, so I just c/p'd another event in the .txt that does work and replaced the ID and localisation, but that didn't make the event work either. I have a namespace at the top of the file this event is in, so I'm completely stumped.

Its probably a "parsing error", meaning the problem is in the area of the .txt document above the event, where for some reason the game stops reading the file due to a missing bracket or misplaced letter. Check the area above the event very carefully for potential errors that could break the game's attempt to read the file.
 

Careful Plum

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Its probably a "parsing error", meaning the problem is in the area of the .txt document above the event, where for some reason the game stops reading the file due to a missing bracket or misplaced letter. Check the area above the event very carefully for potential errors that could break the game's attempt to read the file.

That's probably the real reason, but I've had a similar problem recently which was, bizarrely, solved by giving the event a different number...
 

Aardvark Bellay

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Thank you !. I do not luckly have any Subscriptions to Ck2 Steam workshop.

I think the most problematic part for me is number 3. So all I have to do is open up the Documents section for Ck2 and copy and paste the mod into it and then it should work ?. That is what it sounds like to me lol. So pretty much copy the folder and paste it into the docoments section of Ck2 ( I assume it does not need to be in any specific location in the documents like settings Etc just has to be in that folder ?

Into the 'mod' folder: documents/crusader kings II/mod .
If there is no 'mod' folder, than create it and move/copy your specific mod into it.
 

richvh

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That's probably the real reason, but I've had a similar problem recently which was, bizarrely, solved by giving the event a different number...

Probably an event ID conflict. The Validator ought to catch most of those, especially now that it checks that namespaces are declared in an event file before being used to define an event.
 

Nivve

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Whats the max number of options allowed for an event ?

4 for players, many more for the AI (hearsay, not tested myself).