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Drake_Hound

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Yes but the checksums happens before loading the game , resigning to main menu doesn't reload the game .
So your mouse tip charinfo stays active ! When you connect up to multiplayer .

And it should be located in tooltips , the codes for charinfo 1 .
 

loll92

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What?

Everyone running vanilla Crusader Kings 2 has the exact same checksum, if your checksum doesn't match with the host in a multiplayer game you can't connect to them. Checksums change when mods are applied, and when you enter a single player game and resign.
 

Teza

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I dropped just about every directory of CK2 files in notepad++ trying to find the charinfo string without much luck.

From what I've been able to find, they are integer conditions scoped from the character, much like learning or other such traits. (So I gather from http://www.ckiiwiki.com/Conditions, anyway. This is the first time I've really touched modding the game so I'm not sure on the terms.)

Based on jursamaj's snippet, a GetHealth or GetFertility seems comparable to the GetLearning, but I'm pretty sure that I tried that with no luck. I'll test it out again this evening, I suppose.
 

loll92

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I've tried GetHealth and GetFertility already, doesn't work. Unless I entered it wrong, which is entirely possible. I think there must be another variable, like how the one that returns age is GetAgeYears, although I've tried almost everything I could think of; GetHealthValue, GetHealthBase, etc etc.
 
Last edited:

richvh

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There's no instance of Health or Fertility in the executable except one instance each, almost certainly part of the charinfo display, so no way to put it in a character tooltip.
 

jursamaj

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I've tried GetHealth and GetFertility already, doesn't work. Unless I entered it wrong, which is entirely possible. I think there must be another variable, like how the one that returns age is GetAgeYears, although I've tried almost everything I could think of; GetHealthValue, GetHealthBase, etc etc.
Here is a list of all the GetXxx strings I found in the executable (Mac Steam version):
GetAbsPossPronoun
GetAbsPossPronounOpp
GetAdjective
GetAgeYears
GetAmbition
GetBaseName
GetBestName
GetBirthDate
GetBornAndDeathDate
GetChancellorName
GetCrusadeName
GetDate
GetDateText
GetDeathDate
GetDeathReason
GetDeathReasonCap
GetDeedName
GetDelayedLiegeOpinion
GetDelayedPlayerOpinion
GetDemesneSizeRatio
GetDiploGiftSize
GetDiplomacy
GetDiplomacyBreakdown
GetDynName
GetFatherMother
GetFirstName
GetFirstNameWithNick
GetFOA
GetFromFromRelation
GetFromReincarnationRelation
GetFromRelation
GetFromReverseRelation
GetFromVsNewRelation
GetFullBaseName
GetFullName
GetGroupName
GetHerHim
GetHerHimOpp
GetHerHis
GetHerHisOpp
GetHerselfHimself
GetHerselfHimselfOpp
GetHersHis
GetHersHisOpp
GetHighestTitle
GetHighestTitles
GetHusbandWife
GetID
GetInstantLiegeOpinion
GetInstantPlayerOpinion
GetIntrigue
GetIntrigueBreakdown
GetIsValidDesc
GetJobTitle
GetLadLass
GetLadLassOpp
GetLearning
GetLearningBreakdown
GetLiegeRelation
GetLordLady
GetLordLadyOpp
GetLordSpiritualName
GetManWoman
GetManWomanOpp
GetMarshalName
GetMartial
GetMartialBreakdown
GetMonth
GetMonthlyIncome
GetMonthlyPiety
GetMonthlyPietyBreakdown
GetMonthlyPrestige
GetMonthlyPrestigeBreakdown
GetName
GetObjective
GetObjectPronoun
GetObjectPronounOpp
GetOnAdd
GetOnFail
GetOnlyDynastyName
GetOnReveseDemand
GetOnSuccess
GetPietyCost
GetPietyName
GetPlayerRelation
GetPlot
GetPossPronoun
GetPossPronounOpp
GetPrevRelation
GetPrevReverseRelation
GetPriestTitle
GetPrimaryTitles
GetProposedLaw
GetRandomEvilGodName
GetRandomEvilGodNameCap
GetRandomGodName
GetRandomGodNameCap
GetReflexivePronoun
GetReflexivePronounOpp
GetReincarnationRelation
GetRulerTitle
GetScriptureName
GetSheHe
GetSheHeCap
GetSheHeCapOpp
GetSheHeOpp
GetSonDaughter
GetSpymasterName
GetStatusInfo
GetStewardship
GetStewardshipBreakdown
GetSubjectPronoun
GetSubjectPronounCap
GetSubjectPronounCapOpp
GetSubjectPronounOpp
GetTitle
GetTitledFirstName
GetTitledFirstNameWithNick
GetTitledName
GetTitleIncParents
GetTreasurerName
GetWarName
GetYear
You apparently can do things like Spouse.GetXxx with (at least) any of these:
Root
From
This
Liege
New
Culture
Religion
Capital
Location
Realm
PlotTarget
PrimaryTitle
Regent
Guardian
RelHead
Heir
TopLiege
Host
Bethrothed
Spouse
Mother
Father
RealFather
Recipient
Actor
ThirdPartyTitle
ThirdPartyCharacter
ChildExtra
AdultExtra
RecipientExtra
ActorExtra
Holder
Language
Combat
Siege
job_spiritual
job_spymaster
job_treasurer
job_marshal
job_chancellor
(Edit: also Lover, Reincarnation, PlotTargetTitle, FatherOfUnborn, SupportedClaimant, SupportedClaimantTitle, MercRepCapital, Killer, and OldestChild.)


Some gets may only work with some scopes...
 
Last edited:

jursamaj

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For those on Macs who want the strings from the executable, go to where the ck2.app is, open it with Show Package Contents, and drill down to the Contents/MacOS/ck2 file. Now open a Terminal window, type 'otool -v ' (without the quotes, and don't hit enter). Drag the ck2 file onto the Terminal window, and it will copy the path (still don't hit enter). Now add ' -s __TEXT __cstring' (not the quotes). Now hit enter. You'll get about 27,000 strings. The hex number in front of the string is the byte location in the file, ignore that. There's 2 spaces after the number for formatting. Any more spaces are part of the string itself, as are any at the end of the line.

Anywhere that a '\' followed by 11 digits appears in the list is a character Terminal doesn't know how to print. '\37777777647' is really a '§', the rest I think are just accent characters in some names. (Terminal doesn't handle Windows Latin-1 encoding gracefully...)
 

maltsefalcon204

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Hi all,

Currently I had some dramas getting a title create which allowed essentially awarded a character that meant certian conditions a title and then changed the de-jure of the lands.

The drama is that now when I load up my saved game, it reverts back to the original de-jure and I have no idea why.

Has anyone else had this drama before here is the code which Richvh has helped me with.

Code:
character_event = {
	id = MFCG.909
	title = EVTNAME62920
	desc = EVTDESC62920
	
	picture = GFX_evt_council
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA62920
#Why the hell would you give every direct de jure vassal of the Emperor to d_gothia? Section eliminated.
		d_gothia = {
			grant_title = ROOT
			copy_title_laws = c_cherson
			copy_title_history = c_cherson
			de_jure_liege = k_trebizond
#			set_defacto_liege = FROM 
		}
#FROM is the decision maker, and since there was no scope changes before the event call in the decison, the same as ROOT. This is why it was going independent.
#I'll set the de facto liege later.
		c_cherson = {
			de_jure_liege = d_gothia
		}
		c_theodosia = {
			de_jure_liege = d_gothia
		}
		c_korchev = {
			de_jure_liege = d_gothia
		}
		c_tmutarakan = {
			de_jure_liege = d_azov
		}
		d_cherson = {
			if = {
				limit = {
					has_holder = yes
				}
				liege = {	#Before destroying d_cherson, set d_gothia's liege to be d_cherson's old liege.
					holder_scope = {
						ROOT = {
							set_defacto_liege = PREV
						}
					}
				}
			}
			if = {
				limit = {
					has_holder = no
				}
				e_byzantium = {
					holder_scope = {
						ROOT = {
							set_defacto_liege = PREV
						}
					}
				}
			}
			destroy_landed_title = THIS
		}
		hidden_tooltip = {
			d_gothia = { make_primary_title = yes }
			any_playable_ruler = {
				limit = {
					NOT = { has_landed_title = d_gothia }
					ai = no
				}
				narrative_event = { id = 62921 }
			}
		}
	}
}
 

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Hello.
When I want to run mods on mac I have to download them manually and then set the launch options on steam to: -mod=mod/CKII Cheat Menu.mod

Now this is only one mod I want to run, how do I run multiple mods at a time? Do I have to do -mod=mod/CKII Cheat Menu.mod/[mod name here]/[modnamehere] or -mod=mod/CKII Cheat Menu.mod+[name here]+[name here]

Thanks for your help.
 

jursamaj

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Hello.
When I want to run mods on mac I have to download them manually and then set the launch options on steam to: -mod=mod/CKII Cheat Menu.mod

Now this is only one mod I want to run, how do I run multiple mods at a time? Do I have to do -mod=mod/CKII Cheat Menu.mod/[mod name here]/[modnamehere] or -mod=mod/CKII Cheat Menu.mod+[name here]+[name here]

Thanks for your help.
I doubt either of those would work. You probably just need multiple -mod parameters: -mod=mod/A.mod -mod=mod/B.mod.

But why aren't you just letting the launcher do it's job?
Edit: Nevermind. I haven't played in a while and didn't realize the launcher was gone. Still, the content manager seems to work. Mods I select in Steam are being downloaded & installed on the content pane. Is there a problem with it?
 
Last edited:

jursamaj

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I dropped just about every directory of CK2 files in notepad++ trying to find the charinfo string without much luck.

From what I've been able to find, they are integer conditions scoped from the character, much like learning or other such traits. (So I gather from http://www.ckiiwiki.com/Conditions, anyway. This is the first time I've really touched modding the game so I'm not sure on the terms.)

Based on jursamaj's snippet, a GetHealth or GetFertility seems comparable to the GetLearning, but I'm pretty sure that I tried that with no luck. I'll test it out again this evening, I suppose.
Did you try the [GetDebugInfo] from my snippet? Unless it's changed (it has been a year or more) that is the charinfo string, which is then expanded in code instead of in localization. (Oddly, this means that people who set their language to something other than English will still get English headers in charinfo...)

Edit: FWIW, [GetDebugInfo] can display any relevant info out of:
Code:
ID: 
Health: 
Fertility: 
Wants to 
Plotting to 
Real Father
Reincarnation of
Employer: 
Host: 
Liege: 
Desired Culture: 
Pregnant with child of: 
 (bastard)
 (known father)
 (mother married)
Pre-War Liege: 
Ethnicity: 
DNA: 
Portrait: 
RP Friendship: 
RP Hostility: 
Event Flags:
 
Last edited:

jursamaj

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I doubt either of those would work. You probably just need multiple -mod parameters: -mod=mod/A.mod -mod=mod/B.mod.

But why aren't you just letting the launcher do it's job?
Edit: Nevermind. I haven't played in a while and didn't realize the launcher was gone. Still, the content manager seems to work. Mods I select in Steam are being downloaded & installed on the content pane. Is there a problem with it?
I did some more research (man, I've been out of the loop for the past month...).

One simple solution is to edit your '~Documents/Paradox Interactive/Crusader Kings II/settings.txt' file.
Add a section like this to remove listed DLCs, 1 DLC per line:
Code:
last_dlcs=
{
dlc/dlc013.dlc }
Add a section like this to add listed mods, 1 mod per line:
Code:
last_mods=
{
mod/better gender law mod.mod }
It's also possible to get back to the old launcher by going to where Steam installed CK2 and double-clicking the CrusaderKings2.app, not the ck2.app. This will let you pick DLCs/mods to play with, but the Content button in game will be disabled. But it should remember your choices after you quit, and use them when you load normally.

Of course, if you're holding out in some old version, there may still be problems. :/

See also this thread.
 
Last edited:

Sledjer

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In battle tactics, it it possible to make it so that the trigger is based on relative troop amount, rather than percentage? For example, suppose I wanted to upgrade the charge undefended flank so that it is only possible to be triggered if there are significantly less non-archer troops on the defending side that the attacking side, rather than just archer/other ratio. Is this doable? If so, how?
 

NanoCoaster

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Hey there :)
Now, I've tried to mod a completely new map. So far I've succeeded, I have my new map in there, province placings are correct, creating dejure-titles and Characters works, too.
My only problem is...My province map consists of 1198 provinces, I've named them "Province 1" to "Province 1198". The provinces themselves show up in the game, but the problem is...up until Province 1100, everything works fine, but from then on, the provinces are named after provinces from the main game, mostly ones from India (which seems logical, as they presumably have a similarly high province ID as my ones). I might have to mention that I used the script from http://forum.paradoxplaza.com/forum/showthread.php?697082-TUTORIAL-TOOL-How-to-fill-a-custom-map (which worked great overall).

Now, I've checked my landed_titles files, I've checked history/provinces, history/titles, I've checked definition.csv....Everything is alright, the names are exactly the ones I want them to be, but the provinces in-game still have the wrong names.
Does anyone have an idea what the problem could be? I'm clueless atm :/

Also, I'm sorry if someone already asked about this, I looked for a solution everywhere but didn't find one, so...yeah :D
And just for reference...this is how it looks right now http://i.imgur.com/WCbWXoQ.jpg
 

richvh

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What's max_provinces set to in map/default.map?