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FreeSoc

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Thanks.

EDIT: Is there a file somewhere that links trait icons to their respective traits? If I were, for example, to make the trait "Tall", and then an icon called tall.dds, would there be a file that I'd need to edit to associate the two, or would the "Tall" icon automatically show up in-game by virtue of having the same name as the trait?
 
Last edited:

CrystalM

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Thanks.

EDIT: Is there a file somewhere that links trait icons to their respective traits? If I were, for example, to make the trait "Tall", and then an icon called tall.dds, would there be a file that I'd need to edit to associate the two, or would the "Tall" icon automatically show up in-game by virtue of having the same name as the trait?

This explains it pretty well I think http://www.ckiiwiki.com/Trait_modding#Adding_an_icon
 

FreeSoc

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I should really have checked the wiki first. :p Thanks again.
 

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When a heresy becomes new ortodoxy, will a condition "is_heretic = no" checked as passed for this heresy provinces and characters?
 

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Hair and eye colors are defined in interface/portraits.gfx for vanilla graphicalcultures, and in portraits_<graphicalculturename>.gfx (usually within the DLC archive) for DLC portrait packs.

The file linking the graphics strips for hair, beards, and clothes (and every other piece of the portraits) to tags used in portraits.gfx is portrait_sprites.gfx (the links for DLC packs are in the aforementioned portraits_xxx.gfx files)

The rules for selecting hair, beards, clothes etc. are in portrait_properties.txt
 

illathid

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Weird question, I noticed recently on the war screen that each participant's contribution is tracked even for non crusade wars. Is there any way to check this contribution in an event? For instance, say I wanted to give a character flag to any participant in war with over 50% contribution on success, is there a condition could be used to do so?
 

alexgriff

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Hey guys,

I know this isn't modding strictly speaking, but it's in the same thing. Can someone explain to me how the game assigns the "friend" modifier? Where in a save is that stored?

I'm trying to put together a scenario - by editing a save game (because I'm scared of bookmarks and don't know how to work with them) - which would really benefit from being able to make some of the characters I've added friends/rivals. But doing a test run and poking around in the file, I can't see anywhere where the save reads as, for example, friend=charnumber. Not that that's the only thing I was looking for, but in all the character data there are no mentions of the friend bit.

Anyone have any ideas? Thanks!
 

ahhheygao

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I know this isn't modding strictly speaking, but it's in the same thing. Can someone explain to me how the game assigns the "friend" modifier? Where in a save is that stored?
Save game file editing counts as modding, so you're in the right place. The friend/rival information is defined in the character relationship section (e.g. rel_72= 841= { opinion_friend={ modifier="opinion_friend" date="1066.3.25" }} and vice-versa rel_841= 72= { opinion_friend={ modifier="opinion_friend" date="1066.3.25" }}).

I'm trying to put together a scenario - by editing a save game (because I'm scared of bookmarks and don't know how to work with them) - which would really benefit from being able to make some of the characters I've added friends/rivals. But doing a test run and poking around in the file, I can't see anywhere where the save reads as, for example, friend=charnumber. Not that that's the only thing I was looking for, but in all the character data there are no mentions of the friend bit.
Either you didn't look hard enough, or that the save game file you examined didn't have any friends/rivals alive at the time.
 

darthfanta

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Just a question. I wanted to make places such as Sicily, Rhodes and the Aegean islands 'real' islands. Is it possible to eliminate the strait connecting these area to the mainland?

Another thing is that I wanted to make a certain character an adventurer with a specific location in mind for him to invade. How do I edit the saves to do that?
 

Nivve

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Just a question. I wanted to make places such as Sicily, Rhodes and the Aegean islands 'real' islands. Is it possible to eliminate the strait connecting these area to the mainland?

Another thing is that I wanted to make a certain character an adventurer with a specific location in mind for him to invade. How do I edit the saves to do that?

You have to remove the strait from the adjecency file in the map folder.
 

jursamaj

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Weird question, I noticed recently on the war screen that each participant's contribution is tracked even for non crusade wars. Is there any way to check this contribution in an event? For instance, say I wanted to give a character flag to any participant in war with over 50% contribution on success, is there a condition could be used to do so?
Only relevant thing I see is 'most_participating_attacker'.
 

JohnathanCrow

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Should I use 'is_ruler = yes' or 'is_landed =yes' if I only want barons upward to take a decision? Are they also okay to use in an 'ai_will_do' modifier?

So like this:

Code:
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.5
				is_ruler = yes
			}

Also, can I add piety and prestige values to modifiers?

Thanks in advance.