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grallonsphere

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Check the picture below and tell me which file I can change to enlarge or realign the second row of icons where modifiers go - just below the traits. There's enough space for my new modifier icons but it's not aligned correctly so they overlap on the border. Italy1.jpg
 

Anenu

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To history or in the game with events?

In the history, go to the character entry in the right file and <add_trait = x> or <give_nickname = x>. For example, this is the Duke of Barcelona in 1066, from /history/characters/catalan.txt:

Code:
name="Ramon Berenguer" 
    # AKA: Ramon Berenguer 'el Vell'
    dynasty=100204
    martial=7
    diplomacy=8
    intrigue=4
    stewardship=5
    religion="catholic"
    culture="catalan"
    [COLOR=#800000]add_trait="deceitful"[/COLOR]
[COLOR=#800000]    add_trait="brave"[/COLOR]
[COLOR=#800000]    add_trait="tough_soldier"[/COLOR]
    father=110530
    mother=107661
    1023.1.1={
        birth="1023.1.1"
    }
    1039.11.14={
        add_spouse=110631
    }
    1053.6.29={
        add_spouse=325
    }
    [COLOR=#800000]1054.1.1={[/COLOR]
[COLOR=#800000]        give_nickname = nick_the_old[/COLOR]
[COLOR=#800000]    }[/COLOR]
    1076.5.26={
        death="1076.5.26"
    }
}

To add in the game, use the event effect <add_trait = x>. I have not done nicknames, but <give_nickname = nick_the_effeminate> is an example from the vanilla event files.

N.B.: IF you don't use vanilla traits and nicknames, both traits and nicknames of course have to be added into the correct /common files. Nicknames have their own file, while traits has been moved to /common/traits/00_traits.txt. You can add your own traits by putting them into a new file in that folder. Adding traits is a bit more complicated because you need to do some image editing and add a line to the correct interface file. Both need localisation entries to display correctly on-screen.

But you were vague in your query, so I thought I'd give you the full story. Not to sound condescending, but that's not a good practice--provide as much information as possible next time. We do try to be newbie-friendly on the CK2 modding forum, though. Have a nice day and good luck.

I'm sorry I wasn't very clear, i meant add the traits and nicknames to the game so that i can use them in multiple different games. I have tried adding them to the game already but so far have been unsuccessful in my attempts.
 

RedRooster81

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grallonsphere,

I think it's /interface/domestic_characters.gui, but I can't say exactly how to modify it. It determines how things look in the character page.


@SoH: no, Joan wore armor but was not armed. She held her banner, that's all AFAIK.

@Anenu: you need a trait creation tutorial. Guys, isn't there one online on this mod forum? (Man, we need to index all the faq threads!)
 

Korbah

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Did Joan or Arc ever actually lead troops in battle?

Joan of Arc rejected the cautious strategy that characterized French leadership during previous campaigns. During the five months of siege before her arrival, the defenders of Orléans attempted only one aggressive move and that ended in disaster. On 4 May the French attacked and captured the outlying fortress of Saint Loup, which she followed on 5 May with a march to a second fortress called Saint Jean le Blanc, which was found deserted. The next day she opposed Jean d'Orleans at a war council where she demanded another assault on the enemy. D'Orleans ordered the city gates locked to prevent another battle, but she summoned the townsmen and common soldiers and forced the mayor to unlock a gate. With the aid of only one captain she rode out and captured the fortress of Saint Augustins. That evening she learned she had been excluded from a war council where the leaders had decided to wait for reinforcements before acting again. Disregarding this decision, she insisted on attacking the main English stronghold called "les Tourelles" on 7 May.[29] Contemporaries acknowledged her as the heroine of the engagement after she was wounded in the neck by an arrow but returned to lead the final charge.[30]

http://en.wikipedia.org/wiki/Joan_of_Arc


But I wasn't asking for her specifically, I was asking because of the ES mod, in the Elder Scrolls universe things aren't quite as exclusionary as our world.
 

Killzerslaul

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Do you mean a province modifier? That is determined from the files in the /common/event_modifiers folder. You can create your own file and put custom modifiers in it. Look at the vanilla file to see how it's done. The vanilla modifiers use icons in /gfx/interface/modifier_icons.dds. You can add more icons, but that is a bit more of an advanced procedure.

No, I mean a variable. I want to add a few variables to each province to represent the population and trade going on there like:

Code:
set_variable {
    which = population
    value = 72
}

Initially I tried doing it with province modifiers, but it looked like that would've needed several hundred modifiers and events and possibly still not even do everything I wanted, so if I could make variables work and display them in the UI it would be very useful to my mod.

I've managed to set a province variable, but I'm having trouble working out how to show it in the province UI.

Thanks for replying, and sorry if my previous post wasn't clear. :)
 

RedRooster81

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No, I mean a variable. I want to add a few variables to each province to represent the population and trade going on there like:

No, they don't display directly. They are like character or province flags that way. But you can use them to trigger province modifiers by event. I am currently using a province variable to keep up with economic growth in my Iberian mod. So when the variable 'frontier' goes over ten, a grassland province gets an event to invest in cattle production. At value 25, you get a better province modifier. But there is no way to have the variable appear on-screen. As far as the player is concerned, it doesn't exist, like a province flag.
 

RedRooster81

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http://en.wikipedia.org/wiki/Joan_of_Arc


But I wasn't asking for her specifically, I was asking because of the ES mod, in the Elder Scrolls universe things aren't quite as exclusionary as our world.

I think it's a hardcoded limit, either way, Korbah. Even if you have a queen with 32 MIL, she will never be able to lead her men in battle or command a siege. The best you can do is with events. A female warrior could go on dungeon crawls, fight in tournaments and duels, so you could make it interesting, but not as a field commander.
 

Anenu

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grallonsphere,
@Anenu: you need a trait creation tutorial. Guys, isn't there one online on this mod forum? (Man, we need to index all the faq threads!)

If there is a trait creation tutorial that would be great but all my attempts to find one have failed and the one thread I found in which it says how to add nicknames to the game didn't work.
 

grallonsphere

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grallonsphere,

I think it's /interface/domestic_characters.gui, but I can't say exactly how to modify it. It determines how things look in the character page.



In the end I altered the charview_bg.dds file itself by moving a 2 pixel high selection down and pasting another selection of the same size in the gap. Seemless in game.
 

Ofaloaf

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Is it possible to create a from_dynasty_postfix somehow? It would be really great if Courtier Anonymus from Arelate could be known as Anonymus Arelatensis.
 

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No, they don't display directly. They are like character or province flags that way. But you can use them to trigger province modifiers by event. I am currently using a province variable to keep up with economic growth in my Iberian mod. So when the variable 'frontier' goes over ten, a grassland province gets an event to invest in cattle production. At value 25, you get a better province modifier. But there is no way to have the variable appear on-screen. As far as the player is concerned, it doesn't exist, like a province flag.
Yeah, I was worried I would have to do something like that. Thanks for clearing that up.
 

RedRooster81

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If there is a trait creation tutorial that would be great but all my attempts to find one have failed and the one thread I found in which it says how to add nicknames to the game didn't work.

Alright, I seem to remember explaining this at some point. Deja vu and all that. But here goes, Anenu:

step one. Define your trait in /common/traits/MyTraits (or whatever you want to name the new file). Look at the vanilla traits to see what to do. Here is a trait that I made for my mod:

Code:
stigmata = {
    church_opinion = 10
    same_opinion = 5
    monthly_character_piety = 0.25
    sex_appeal_opinion = -5
}

step two. Make an icon for your new trait. Find an image or something you like by searching on google or wikipedia. if this is for a public mod (that you plan to release), do NOT include images that are not either your own creation or in the public domain. Anything on wikipedia is fine unless you want to draw your own. You need to resize your image to 24 pixels by 24 pixels. Save it to /gfx/traits as a *.dds file. No other format will do. Use photoshop if your computer has it or download freeware, either GIMP or my preference Paint.NET.

120px-LeftHand_2.png



For 'stigmata', I used this image and drew in a red spot of blood to give St. Francis the wounds of Christ.


scaled.php


I know that the original image has a ring, but keep in mind that on screen it is a very small image, so should be clear but without too much detail.


step three. You need to modify /interface/traits.gfx for the game to recognize your trait. If you want for it to display. Otherwise the effects will be there but the trait icon will not display. Example:
Code:
spriteType = {
        name = "GFX_trait_stigmata"
        texturefile = "gfx/traits/stigmata.tga"
        noOfFrames = 1
        norefcount = yes
        effectFile = "gfx/FX/buttonstate.lua"
    }

Please note that traits.gfx has a closing bracket at the end of the file. This closer must be there or bad things will happen. So keep that bracket under your last entry.

If all goes well, you will have a new trait to play with. To test it, insert <add_trait = MyTrait> into an existing character that is playable in 1066.

Ah, yes, step four. Localisation. You need to create a new localisation file or add to one of the pre-existing ones your trait's name and desc. For example:
Code:
stigmata;Stigmata;FRENCH;GERMAN;;SPANISH;;;;;;;;;x
stigmata_desc;This character bears wounds resembling the five wounds that Christ received on the day of His crucifixion. These marks commonly denote an individual with a close personal relationship with Our Lord and Savior, which may win him or her the awe of other pious persons.;FRENCH;GERMAN;;SPANISH;;;;;;;;;x

Voila! It is done. A new trait is created, and you can now assign it to historical characters or grant it by event. I would look at ash001's Friends and Foes mod for the most advanced modding on traits and their effects. You can also add more effects like those in the vanilla trait file, like congenital, personality, lifestyle, etc. Good luck! :)
 
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