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Nivve

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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.

You could also just use 'higher_tier_than = BARON'.
 

richvh

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higher_tier_than = baron will not select barons.
 

richvh

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I interpreted "select barons upward" to mean "barons and above"; I just wanted to make it clear that "higher_tier_than = baron" will not select barons, unlike "is_ruler = yes". I guess "is_landed = yes" would not select unlanded rulers like mercenary and holy order leaders, while "is_ruler = yes" would.
 

JohnathanCrow

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I interpreted "select barons upward" to mean "barons and above"; I just wanted to make it clear that "higher_tier_than = baron" will not select barons, unlike "is_ruler = yes". I guess "is_landed = yes" would not select unlanded rulers like mercenary and holy order leaders, while "is_ruler = yes" would.

This is correct, I wanted to select from barons, up to emperors. Also, thank you for the clarification on 'is_ruler' vs 'is_landed', I think that 'is_ruler' is best suited to what I want to do.
 

ahhheygao

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I tried that but didnt seam to work i did add_friend = 12345
Hmm... so I'm guessing you probably added something like this:

Code:
	1067.3.25={
		add_friend = 12345
		}

Have you tried this instead?
Code:
	1067.3.25={
		effect = {
			add_friend = 12345
		}

If that still doesn't work, then I guess it can't be done.

If i set a certain culture to use random coat of arms, which files are used to create the random coa's ?
What exactly do you mean by "random coat of arms"...? Coat of arm pattern/symbol templates are based on religion, not culture, and they are defined in portrait_properties.txt within the "\interface\" directory.
 

Chris93

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Hmm... so I'm guessing you probably added something like this:

Code:
	1067.3.25={
		add_friend = 12345
		}

Have you tried this instead?
Code:
	1067.3.25={
		effect = {
			add_friend = 12345
		}

If that still doesn't work, then I guess it can't be done.


What exactly do you mean by "random coat of arms"...? Coat of arm pattern/symbol templates are based on religion, not culture, and they are defined in portrait_properties.txt within the "\interface\" directory.
Yep, I meant the "has_coa_on_barony_only = yes" in religions
 

richvh

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Coat of arm pattern/symbol templates are based on religion, not culture, and they are defined in portrait_properties.txt within the "\interface\" directory.
Isn't it coats_of_arms.txt? portrait_properties has nothing to do with COAs.
 

Augustulus91

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Hi, I wanted to ask where the 5 patrician families of a republic (at bookmark) are defined?

Let's say i want to change one of the families of Venice in 1066, in the history files (so not by ruler designer), where would I need to start looking?
 

CrystalM

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Hi, I wanted to ask where the 5 patrician families of a republic (at bookmark) are defined?

Let's say i want to change one of the families of Venice in 1066, in the history files (so not by ruler designer), where would I need to start looking?

The house itself is defined by b_[dynastyname], which is in history/titles. From there, it'll give you the Dynasty ID which you can find in common/dynasties/00_dynasties.txt or change to a different dynasty. It will also give you the current holder's ID, which you can find in one of the files in history/characters (for Venice, most likely in the italian.txt file)

Does anyone know how to add the "designated heir" for feudal rulers?

Well, you can add the minor title fine. It unfortunately won't do anything, assuming you mean the republic minor title. common/minor_titles/00_minor_titles.txt and find title_patrician_heir and edit the allow. But like I said, it'll do nothing.

Although, I just remembered the new religions have heir designation. I don't know exactly how that works, because I haven't played around with them yet, but they do have a part that says "has_heir_designation = yes". I guess maybe you could add that to the religion of your choice?
 
Last edited:

Finarfin

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What's the proper way to trigger events for testing? The file I am looking at has defined a namespace at the beginning of the file and the events all have an id of <namespace>.<#>, e.g. if the definition says

Code:
namespace = FINARFIN

there might be an event with the id of

Code:
id = FINARFIN.10

However, if I open the console and type

event finarfin.10


I get the message that "there's no event with ID #10."

How do I manually trigger these events?
 

Nivve

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What's the proper way to trigger events for testing? The file I am looking at has defined a namespace at the beginning of the file and the events all have an id of <namespace>.<#>, e.g. if the definition says

Code:
namespace = FINARFIN

there might be an event with the id of

Code:
id = FINARFIN.10

However, if I open the console and type

event finarfin.10


I get the message that "there's no event with ID #10."

How do I manually trigger these events?

Can you post the complete event?
The event could be broken further on which can lead the game to not registering it. Not really intuitive, but that's how it works.
 

LDRevolution

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Well, you can add the minor title fine. It unfortunately won't do anything, assuming you mean the republic minor title. common/minor_titles/00_minor_titles.txt and find title_patrician_heir and edit the allow. But like I said, it'll do nothing.

Although, I just remembered the new religions have heir designation. I don't know exactly how that works, because I haven't played around with them yet, but they do have a part that says "has_heir_designation = yes". I guess maybe you could add that to the religion of your choice?

Yeah will have to play around with the heir designation thingy.


Another question anyone knows how to stop extinct/dead dynasties from being overused/reappearing ?
In my mod when I have finished adding an old dead dynasty i go playtest and some randomly generated character gets the dynasty, already tried the used_for_random = no and it still wont work.
 

BaronIronmaggot

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What is up with the definitions.csv file in this version?

It has like 14 000 definitions.

Definitions from 1412 to something like 14 000 are nameless and after these definitions, start unnumbered definitions.

If I deleted everything from 1413 (1413 included) game gives errors when I try to start it up.

Could someone explain.
 
Last edited:

Finarfin

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Can you post the complete event?
The event could be broken further on which can lead the game to not registering it. Not really intuitive, but that's how it works.

The event is from an abandoned mod that no longer works with the most recent versions of the game. It worked before the recent Beta patch but now it just causes the game to crash at some point. I figured since no one else was trying to save it I'd see if it was some kind of event causing the crash, though I know absolutely nothing about how to mod and really have no clue where to begin with salvaging this. It's not just one event that tells me the ID doesn't exists; it's any of them I try. Here's a section of the event file. I'm a natural tinkerer at heart so I really wish I could learn how to mod this game. If only there was a Modding 101 or something like that!

Code:
namespace = DAMO

character_event = {
	id = DAMO.94
	desc = DAMO94EVTDESC
	picture = "GFX_DAMO_queen"
	
	is_triggered_only = yes 

	option = {
	name = CURSES
	
	piety = -100
	prestige = -100
	}
}

character_event = {
	id = DAMO.93
	desc = DAMO93EVTDESC
	picture = "GFX_DAMO_queen"
	
	is_triggered_only = yes 

	option = {
	name = CURSES
	}
}

character_event = {
	id = DAMO.92
	desc = OK
	picture = "GFX_evt_death"
	hide_window = yes
	
	trigger = {
		has_character_flag = usurped_by_husband
		is_married = no
		
		any_claim = {
			has_holder = yes
			holder_scope = {
				has_character_flag = divorcing_husband }
				}
			}

	mean_time_to_happen = {
		days = 1 }

	immediate = {
		if = {
			limit = {
				has_character_flag = usurped_by_husband
				is_married = no
				
			any_claim = {
				has_holder = yes
				holder_scope = {
				has_character_flag = divorcing_husband }
				}
			}
				
			ROOT = {
				any_claim = {
					limit = {
					has_holder = yes
					ROOT = {
						has_strong_claim = PREV }
					holder_scope = {
								has_character_flag = divorcing_husband
							} 
					} 
					holder_scope = { clr_character_flag = divorcing_husband }
					gain_title_plus_barony_if_unlanded = ROOT
				}
			}
			clr_character_flag = usurped_by_husband
		}
	}
}