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olupien

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Hi all, I am working on a mod and have designed my own portraits_name.gfx for a specific culture in the mod. I have followed a similar format I've seen other modders use in ensuring the gfx/characters/name_male & name_female files are all edited properly and set up etc. I have also edited portrait_sprites.gfx and I used portraits_name.gfx instead of adding onto the already present portraits.gfx file.... If I specify my custom culture to use namegfx as their "graphical_culture" in the culture file the game will crash anytime a portrait of that culture needs to occur on the screen...what gives? any ideas what I could be doing wrong? I've already modified several other portrait groups and have had no issues or crashes...now suddenly this? it is the specific namegfx that is causing the issue as using another one such as persiangfx or muslimgfx leads to no problems....?
 

Molech

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Is there any clarification on how the event modifier factor works? The wiki shows:
Code:
mean_time_to_happen = {
	months = 1
	modifier = {
		factor = 2 # Decreases chances by half
		some_condition = yes
	}
       modifier = {
		factor = 0.5 # Increases chances by half
		some_condition = yes
	}
}

Does this mean the 1 month from MTTH is divided by the factor? So factor = 3 could get you 1/3 as much time? Also how do pulses impact the factor. If pulse is every 20 days or w/e how would it matter unless the difference crosses that 20 day threshold?
 

richvh

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In MTTH events, the factor is multiplied to the base MTTH, so a factor of 2.0 in a months = 1 event would increase the MTTH to 2 months; a factor of 0.5 would decrease it to half a month. Multiple qualifying factors are multiplied together.
 

CrystalM

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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?

Are you typing it finarfin or FINARFIN caps are important
 

Aardvark Bellay

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What i never understood, is how random dynastic nobles (with name, not lowborns) are determined to appear in a specific province or duchy.

1. As there is nothing else for characters or dynasties in the files (common/dynasties and history/titles) other than culture, how does it work ?

2. I know that i can edit in an "employer" for characters, but is this possible as well for dynasties, especially if there's no positive answer to my first question ?
 

jursamaj

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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.
Well right off, default.map says 'max_provinces = 1438'. So you need at least that many for the vanilla map to work. Oddly, there's a comment in definition.csv at #1459 saying 'TO HERE INCLUDED THIS ONE'.

definition.csv has had all those thousands of entries for some time now. I image the developers just put them in so they have them ready for expansion. It's also useful for modders.
 

jursamaj

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Also how do pulses impact the factor. If pulse is every 20 days or w/e how would it matter unless the difference crosses that 20 day threshold?
What happens, near as I can figure, is that the game converts the final MTTH into a probability per pulse, depending on how far apart pulses are. So for instance, a MTTH of 60 days and pulses every 30 days would make the chance 50% per pulse. MTTH of 60 days and pulses every 20 days (vanilla value) would make the chance 33.33% per pulse. In theory, any MTTH of 20 days or less should get 100% every 20 day pulse.

The mathematical calculation is 20/MTTH (as a probability). Of course, their method may be less direct than the strict mathematical definition of MTTH. A very good formula is 1-exp(-20/MTTH). This is a very accurate number for MTTH's of a year or more, and somewhat increases shorter MTTH's. It never reaches 100% per pulse.
 

richvh

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Is there any way to test if a marriage is matrilinear?
 

richvh

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Molech

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In MTTH events, the factor is multiplied to the base MTTH, so a factor of 2.0 in a months = 1 event would increase the MTTH to 2 months; a factor of 0.5 would decrease it to half a month. Multiple qualifying factors are multiplied together.
That makes way more sense than how I had managed to interpret it, thank you.

What happens, near as I can figure, is that the game converts the final MTTH into a probability per pulse, depending on how far apart pulses are. So for instance, a MTTH of 60 days and pulses every 30 days would make the chance 50% per pulse. MTTH of 60 days and pulses every 20 days (vanilla value) would make the chance 33.33% per pulse. In theory, any MTTH of 20 days or less should get 100% every 20 day pulse.

The mathematical calculation is 20/MTTH (as a probability). Of course, their method may be less direct than the strict mathematical definition of MTTH. A very good formula is 1-exp(-20/MTTH). This is a very accurate number for MTTH's of a year or more, and somewhat increases shorter MTTH's. It never reaches 100% per pulse.
That's pretty much what I was thinking thanks for the confirmation. I'm assuming the month = 30 days for the pulse calculation. I wonder if it's more efficient to use days for MTTT in increments of pulse value, then use modifiers that are multiples of pulse value.
 

richvh

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As far as I can tell, you can only test how long a character has had a flag, not a modifier. You can however use a character modifier as a timer, setting a duration on the modifier and testing if the character has that modifier.
 

Nivve

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Anyone perhaps kept the landed_titles file of 2.1.1?
I wanted to see the changes between 2.1.1 and 2.1.2, but can't find it anywhere (the betas also have been removed).
 

JohnathanCrow

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As far as I can tell, you can only test how long a character has had a flag, not a modifier. You can however use a character modifier as a timer, setting a duration on the modifier and testing if the character has that modifier.

Testing how long a character has had a flag would be fine, as long as I can do this whilst the character still has the flag. Is this the case?