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Aardvark Bellay

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Hi guys. I don't know if this is right place to post this, but i'm looking for mod - it was something like "Free for all" mod but on custom map. Thanks for help.

Not really the right place, no.
Found it in the Archive of the stickied "User Mod Index" thread (also in my sig.). Please have a look there first when you search for a mod and there's a search function you could use.....

http://forum.paradoxplaza.com/forum/showthread.php?684904-MOD-Free-For-All
The mod seems uncompatible with recent patches.
 

xRedster

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Can you clarify *what* you are doing, specifically, to remove the modifier?
I remove modifier=religious_unrest, with the values etc that are attached to it, in its entirety. I read in a different thread that that -should- do the trick.

You might want to consider an event, WAAAAAY less hassle than altering a savegame file (let alone the strenious debugging involved in savegame alterations compared with an event alteration).
Also, there is no validator for savegame files, there is for events ^_^

I don't know how to make a costum event, is there like a template I can work off of?
 

richvh

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Is there a way to lower prices to just one mercenary company without making it just all light infantry, without lowering prices for all other ones too?

To the best of my knowledge, no, except for making a mercenary company a vassal (in which case if I remember right the raise cost is free, but it isn't available to anyone but the liege.)
 

Hotl3looded

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Oh, I misunderstood. I think that is part of the tooltip_info command.
Just an educative guess... But what happens when you actually put the tooltip_info into the hidden_tooltip section of the custom tooltip?
It may replace the tooltip with the custom one, but if we're lucky it will not remove the border.

Was a good idea but it didn't work. If I put the tooltip_info into the custom_tooltip or the hidden_tooltip section the program doesn't recognize it anymore so it does nothing.
 

Nivve

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Hi guys. I don't know if this is right place to post this, but i'm looking for mod - it was something like "Free for all" mod but on custom map. Thanks for help.

Not really the right place, no.
Found it in the Archive of the stickied "User Mod Index" thread (also in my sig.). Please have a look there first when you search for a mod and there's a search function you could use.....

http://forum.paradoxplaza.com/forum/showthread.php?684904-MOD-Free-For-All
The mod seems uncompatible with recent patches.
I think he means the latest version of A New World, since he mentions a custom map and the last versions had a new map. There was another guy mentioning there that he would update it, but it has been quiet for long.
My own mod has the same setup, but it's the europa map, so it may not be what he was looking for.


I remove modifier=religious_unrest, with the values etc that are attached to it, in its entirety. I read in a different thread that that -should- do the trick.

I don't know how to make a costum event, is there like a template I can work off of?

You can adapt this one. The part which mentions 'no_liege' is the part that adds the no_liege modifier to all provinces on the map. Simply change it to remove a modifier instead, that should work fine.
If you really have no idea how to do it, I can set it up tomorrow, not really have the time at the moment :)
Code:
character_event = {
	id = 1000187002
	desc = EVTDESC1000187002
		
	trigger = {
		ai = yes
		NOT = { has_global_flag = startup_done }
	}
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.01
			always = yes
		}
	}
	immediate = {
		set_global_flag = startup_done
		c_canarias = {
			de_jure_liege = d_canarias
		}
		any_independent_ruler  = {
			any_demesne_title = {
				location = {
					add_province_modifier = { 
						name = no_liege
						duration = -1 
					}
					add_province_modifier = {
						name = peace_0
	#					hidden = yes
						duration = -1
					}
				}
			}
		}
		ROOT = {
			any_demesne_title = {
				location = { 
					add_province_modifier = { 
						name = no_liege
						duration = -1 
					}
					add_province_modifier = {
						name = peace_0
	#					hidden = yes
						duration = -1
					}
				}
			}
		}
		any_independent_ruler = {
			limit = { 
				tier = duke
				is_landed = yes
			}
			character_event = { id = 1000187003 }
		}
		IF = {
			limit = { 
				ROOT = { tier = duke }
				is_landed = yes
			}
			ROOT = { character_event = { id = 1000187003 } }
		}
	}
	option = {
		name = EVTOPTA1000187002
		c_canarias = {
			location = {
				add_province_modifier = {
					name = d_canarias_de_jure_liege
					duration = -1
				}
				add_province_modifier = {
					name = isolated
					duration = 6000
				}
				remove_province_modifier = no_liege
			}
		}
		d_canarias = {
			de_jure_liege = k_europa
		}
	}
}

Was a good idea but it didn't work. If I put the tooltip_info into the custom_tooltip or the hidden_tooltip section the program doesn't recognize it anymore so it does nothing.

Too bad, would have been awesome if it worked...
 

Aardvark Bellay

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I think he means the latest version of A New World, since he mentions a custom map and the last versions had a new map. There was another guy mentioning there that he would update it, but it has been quiet for long.
My own mod has the same setup, but it's the europa map, so it may not be what he was looking for.

Oh. I missed the "but on custom map" part while reading. Oops :(
 

xRedster

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You can adapt this one. The part which mentions 'no_liege' is the part that adds the no_liege modifier to all provinces on the map. Simply change it to remove a modifier instead, that should work fine.
If you really have no idea how to do it, I can set it up tomorrow, not really have the time at the moment :)
Code:
character_event = {
	id = 1000187002
	desc = EVTDESC1000187002
		
	trigger = {
		ai = yes
		NOT = { has_global_flag = startup_done }
	}
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.01
			always = yes
		}
	}
	immediate = {
		set_global_flag = startup_done
		c_canarias = {
			de_jure_liege = d_canarias
		}
		any_independent_ruler  = {
			any_demesne_title = {
				location = {
					add_province_modifier = { 
						name = no_liege
						duration = -1 
					}
					add_province_modifier = {
						name = peace_0
	#					hidden = yes
						duration = -1
					}
				}
			}
		}
		ROOT = {
			any_demesne_title = {
				location = { 
					add_province_modifier = { 
						name = no_liege
						duration = -1 
					}
					add_province_modifier = {
						name = peace_0
	#					hidden = yes
						duration = -1
					}
				}
			}
		}
		any_independent_ruler = {
			limit = { 
				tier = duke
				is_landed = yes
			}
			character_event = { id = 1000187003 }
		}
		IF = {
			limit = { 
				ROOT = { tier = duke }
				is_landed = yes
			}
			ROOT = { character_event = { id = 1000187003 } }
		}
	}
	option = {
		name = EVTOPTA1000187002
		c_canarias = {
			location = {
				add_province_modifier = {
					name = d_canarias_de_jure_liege
					duration = -1
				}
				add_province_modifier = {
					name = isolated
					duration = 6000
				}
				remove_province_modifier = no_liege
			}
		}
		d_canarias = {
			de_jure_liege = k_europa
		}
	}
}

Yeah I'm a complete retard when it comes to this so I have no idea what to do with this exactly. I'll wait for your version.
 

Fewrfreyut

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I could use some help with modding sprites. I want to take some of the items worn by a unit sprite and give the to another. I've already mix-and-matched shields and weapons, but I seem to be having difficulty with helmets. I noticed that in the dlc sprite packs, the helmet items listed in the avatar interface file are all more or less the same: Helmet_01.xac, Helmet_02.xac, and Helmet_03.xac. These are the same across all the unit sprites from the dlcs.

Did paradox change their formula from the base game and early dlc? Earlier dlc have specific helmet files listed. Have they instead chosen to hardcode helmets onto the TOG and beyond dlc sprites?
 

Hotl3looded

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I'm trying to trigger a province event in a specific province of my demesne with a decision:

Code:
x_decision = {
		is_high_prio = yes
		potential = {
			any_demesne_province = {
				has_province_modifier = province_ready
				num_of_settlements = 1
				NOT = { num_of_settlements = 2 }
			}
		}
		allow = {
			wealth = 500
			capable_only = yes
			war = no
			prisoner = no
		}
		effect = {
			wealth = -500
			any_demesne_province = {
				limit = {
					has_province_modifier = province_ready
					num_of_settlements = 1
					NOT = { num_of_settlements = 2 }
				}
				remove_province_modifier = province_ready
				province_event = { id = HB.24 }
		        }
	        }
}
The potential and allow sections work well but the effect section isn't working. Anyone have a recommendation?
 

richvh

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Not all any_ scopes work in effects, try random_demesne_province (which will only select one province)
 

richvh

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Is there a way to make it so that the localisation of an event will change depending upon which (minor) title someone has?

Not really. You'd have to write one option per minor title to change option text, assuming desc text can be constant; to change desc text, you'd have to write a separate event per minor title.
 

jursamaj

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I remove modifier=religious_unrest, with the values etc that are attached to it, in its entirety. I read in a different thread that that -should- do the trick.
If you remove the entire block that modifier=religious_unrest is in it should indeed work. You need to remove the surrounding syntax too, so all of this:

Code:
			modifier=
			{
				modifier="religious_unrest"
				<other stuff>
			}

Unfortunately, you still weren't very specific. Are you trying to do this by hand? Are you using some sort of regex find-and-replace, and if so what expression are you searching? Are you using some other method?

And most important, are you making sure the file is saved with Windows Latin-1 encoding?
 

Nivve

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May 7, 2011
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Yeah I'm a complete retard when it comes to this so I have no idea what to do with this exactly. I'll wait for your version.

Try this:
Code:
character_event = {
	id = 1000187002
	desc = EVTDESC1000187002
		
	trigger = {
		ai = yes
		NOT = { has_global_flag = startup_done }
	}
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.01
			always = yes
		}
	}
	immediate = {
		set_global_flag = startup_done
		any_independent_ruler  = {
			any_realm_title = {
				location = {
					remove_province_modifier = religious_unrest
				}
			}
		}
		ROOT = {
			any_realm_title = {
				location = {
					remove_province_modifier = religious_unrest
				}
			}
		}
	}
	option = {
		name = EVTOPTA1000187002
	}
}
Just save it in a text file and put it in the game files. Or, even better, grab a mod folder and .mod file and put the file in there under events.
You could just use the mod folder and .mod file of my own mod and just clear every file in the folder, so you only add in this event file.
(Changing game files can be tricky, so I recommend using a mod folder and file placed in the documents ck2 mod folder.)