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Kuld von Reyn

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A few more questions:
1) What would I have to edit to make culture spread slower?

2) What would I have to edit to decrease the chances of successfully converting a province to your religion?

3) What would I have to edit to increase retinue upkeep

4) What would I have to edit to lower the retinue cap

Sorry if these are basic questions. I find it a lot harder to navigate CK2 files than the EU2 files I am used to.

Well, 'year = 999' and 'NOT = { year = 999 }' work in a lot of contexts. Give it a try and let us know. :)

Edit: Also, Songs of Yuletide uses 'NOT = { real_month_of_year = 11 }' to only play in (real) December...
Thanks, I'll give that a try.
 

richvh

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A few more questions:
1) What would I have to edit to make culture spread slower?
events/culture_conversion_events.txt

2) What would I have to edit to decrease the chances of successfully converting a province to your religion?
events/job_lord_spiritual.txt

3) What would I have to edit to increase retinue upkeep

4) What would I have to edit to lower the retinue cap

I believe both of those are in common/defines.lua, though certain buildings (in common/buildings/) and technologies (in common/technology.txt) may come into play on the retinue cap.

Can anybody point me to where/how to add crusades to the orthodox faith? Basic pointers should be enough, although a thorough explanation would of course be valued very much ;)
In common/religions/00_religions.txt, under orthodox, change can_call_crusade from no to yes.
 

Omen_Kaizer

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My question is about unit graphics.

Is there a way to mod the unit graphic for the Special Troops of a culture to be melee/use melee animations and weapons? Specifically, I want to make Norse special troops not look like and have the animations of horse archers.

I have attempted to replace the model, weapon, shield, and helmet of the norse special troops in the INterface/Norse_Avatars.txt with Jomsvikings graphics (and light infantry, and heavy infantry troops in other attempts), except having the unit model instead of the horse model under Norse_SPECIAL_TROOPS and outright deleting Norse_SPECIAL_TROOPS_rider. What I'm getting is a Jomsviking model with correct animations, but holding no sword or shield.

Is what I'm trying to do possible? Code below.

Code:
	EMFXActorType = {
		name = "norsegfx_SPECIAL_TROOPS"
		actorfile = "gfx\models\holy_order_jomsviking.xac"
		
		 idle   = "gfx\models\holy_order_infantry_idle.xsm"
		 move   = "gfx\models\holy_order_infantry_moving.xsm"
		 attack = "gfx\models\holy_order_infantry_attack.xsm"
		
		scale = 1.0f
	}
	
	EMFXActorType = {
		name = "norsegfx_SPECIAL_TROOPS_weapon"
		actorfile = "gfx\models\Attachments\holy_order_jomsviking_sword.xac"
		scale = 1.0f
	}
		EMFXActorType = {
		name = "norsegfx_SPECIAL_TROOPS_helmet"
		actorfile = "gfx\models\Attachments\Helmet_01.xac"  
		scale = 0.000001f
	}
		
	EMFXActorType = {
		name = "norsegfx_SPECIAL_TROOPS_shield"
		actorfile = "gfx\models\Attachments\holy_order_jomsviking_shield.xac"
		scale = 1.0f
	}

EDIT: I had another thought after posting this and tried something else. I simply replaced Norse_SPECIAL_TROOPS with Norse_SPECIAL_TROOPS_rider, and I got a Jomsviking standing on a horse, wielding sword and shield. It was pretty funny, but not so much what I'm going after. If I could remove the horse (which had no explicit code referencing it in the mod file), and lower the "rider", I'd be cookin' with grease.
 
Last edited:

ahhheygao

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Is there a way to mod the unit graphic for the Special Troops of a culture to be melee/use melee animations and weapons? Specifically, I want to make Norse special troops not look like and have the animations of horse archers.
Yes, it's very feasible.

SI have attempted to replace the model, weapon, shield, and helmet of the norse special troops in the INterface/Norse_Avatars.txt with Jomsvikings graphics (and light infantry, and heavy infantry troops in other attempts), except having the unit model instead of the horse model under Norse_SPECIAL_TROOPS and outright deleting Norse_SPECIAL_TROOPS_rider. What I'm getting is a Jomsviking model with correct animations, but holding no sword or shield.
So let me get this straight: you want Norse special troops to appear as infantry Jomsviking instead of Horse Archers, yes? If so, your interface code seems correct at first glance, so I suspect your error is elsewhere. My guess is that you haven't defined a new special troop type, so the game is still expecting to use a mounted horse archer unit for the Norse (i.e. even though they now appear as infantry, the game still treats them like mounted horse archers).

Did you already define "jomsviking" special troop in the "\common\special_troops\00_special_troops.txt" file?
Did you already define "special_troops = jomsviking" in the "\common\retinue_subunits\00_retinue_subunits.txt" file?

Also, don't forget to update the noOfFrames for "GFX_unitpanel_specialtroops_smallstrip" and "GFX_unitpanel_specialtroops_bigstrip" in "\interface\unitpanel.gfx" when you expand "unitpanel_specialunits_bigstrip.dds" and "unitpanel_specialunits_smallstrip.dds" within the "\gfx\interface\" directory.

EDIT: I had another thought after posting this and tried something else. I simply replaced Norse_SPECIAL_TROOPS with Norse_SPECIAL_TROOPS_rider, and I got a Jomsviking standing on a horse, wielding sword and shield. It was pretty funny, but not so much what I'm going after. If I could remove the horse (which had no explicit code referencing it in the mod file), and lower the "rider", I'd be cookin' with grease.
The Jomsvikings were probably only modeled and animated as infantry, so they would be incompatible as mounted units. The majority of unit models can be used for both infantry and cavalry, but sadly there are quite a few DLC infantry and cavalry unit models that are restricted to their original pose.
 
Last edited:

Stolidicus

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how to scope to the twin of a character? i have come up with the code below, but have no way of testing it right now:

any_sibling = {
trait = twin
has_opinion_modifier = {
modifier = twin_opinion
who = ROOT
}
}

would this work? is there a simpler way?
 

Meneth

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Hello. I'm having a problem with flags in my mod: there are two titles, e_wre and e_norse, and in gfx/flags I made appropiate e_wre.tga and e_norse.tga files... but they show up wrong, e_wre has the rebel flag and e_norse has the e_wre flag
Most likely there's a flag missing somewhere, as that'll cause every flag after it to be applied to the wrong title due to how the flag indexing works.
So make sure every title you've added has a flag of the same name. You might also want to make sure there's no titles with the exact same name, as that'll also cause flag issues.
 

Arcvalons

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Most likely there's a flag missing somewhere, as that'll cause every flag after it to be applied to the wrong title due to how the flag indexing works.
So make sure every title you've added has a flag of the same name. You might also want to make sure there's no titles with the exact same name, as that'll also cause flag issues.

Thanks, it was the opposite actually, I had removed some titles from landed_titles and that caused the issue.
 

Meneth

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Thanks, it was the opposite actually, I had removed some titles from landed_titles and that caused the issue.
In that case it might simply be the flag cache being outdated. If you go to My Documents\Paradox Interactive\Crusader Kings II and delete the gfx folder that should resolve any cache issues.
 

jursamaj

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how to scope to the twin of a character? i have come up with the code below, but have no way of testing it right now:

any_sibling = {
trait = twin
has_opinion_modifier = {
modifier = twin_opinion
who = ROOT
}
}

would this work? is there a simpler way?
Should work. Technically, if the twin_opinion check succeeds, you don't need the twin trait check, since only ROOT's twin will have that modifier & who.
 

Omen_Kaizer

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Yes, it's very feasible.


So let me get this straight: you want Norse special troops to appear as infantry Jomsviking instead of Horse Archers, yes? If so, your interface code seems correct at first glance, so I suspect your error is elsewhere. My guess is that you haven't defined a new special troop type, so the game is still expecting to use a mounted horse archer unit for the Norse (i.e. even though they now appear as infantry, the game still treats them like mounted horse archers).

Did you already define "jomsviking" special troop in the "\common\special_troops\00_special_troops.txt" file?
Did you already define "special_troops = jomsviking" in the "\common\retinue_subunits\00_retinue_subunits.txt" file?

Also, don't forget to update the noOfFrames for "GFX_unitpanel_specialtroops_smallstrip" and "GFX_unitpanel_specialtroops_bigstrip" in "\interface\unitpanel.gfx" when you expand "unitpanel_specialunits_bigstrip.dds" and "unitpanel_specialunits_smallstrip.dds" within the "\gfx\interface\" directory.

Hey, thanks for the reply! You got the idea of what I'm trying to achieve straight.
Instead of focusing purely on the graphics, it would have been relevant for me to state that I am homebrewing a personal version of Flogi's Techmod (hosted on steam and some German forums), which among other things adds crossbowmen and berserkers as special units for Europeans. The berserkers have icons added to the appropriate .dds files and Flogi seems to have added beserkers both to a new retinue and apparently to other types (Hasteinn starts with some beserkers in his event troops stack in the mod, which is how I noticed they look like silly horse archers). So it looks like he set up things correctly to make norse special troops available in game; thanks for teaching me the mechanisms by which he did it.

Speaking more technically, here is part of the code from the 00_special_troops.txt
Code:
berserker = {
	morale = 6
	maintenance = 3
	phase_skirmish_attack = 0.15
	phase_melee_attack = 8
	phase_pursue_attack = 3
	phase_skirmish_defense = 1
	phase_melee_defense = 4
	phase_pursue_defense = 1
	base_type = heavy_infantry
}

That "base_type = heavy_infantry" isn't a variable I've played with, but just intuitively I'd say it looks to be key but already appropriate. I will try changing it to light_infantry but I expect nothing. My fear is that the special troop types are hard-coded to be mounted troops. I also say the word hard-coded with the superstition of a noob. Might try messing with the "scale =" line too...

EDIT: I'm now looking through the files of the aGoT mod; apparently the special troop for one culture group is a pikeman, so I'm figuring that out.
 
Last edited:

ahhheygao

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That "base_type = heavy_infantry" isn't a variable I've played with, but just intuitively I'd say it looks to be key but already appropriate. I will try changing it to light_infantry but I expect nothing.
Nah, that "base_type = heavy_infantry" line is fine.

My fear is that the special troop types are hard-coded to be mounted troops. I also say the word hard-coded with the superstition of a noob. Might try messing with the "scale =" line too...
I fear you might be right. I've skimmed through the relevant files in Flogi's mod, and he seems to have everything in order... and your Jomsviking interface coding is correct as well. I did several experiments with the norse_avatars.gfx file by mixing a combination of Norse heavy infantry, Jomsviking, and vanilla light infantry unit models with various weapons/shields... and they all end up with the same missing equipment issue. So unless I'm missing something, I'm inclined to agree that the special troops are hard-coded to look for a steed in the "[insert]gfx_SPECIAL_TROOPS" entry, even if the "[insert]gfx_SPECIAL_TROOPS_rider" line is absent.

In my own personal mod, all of the infantry-type special troops I have use councillor unit models (such as Norse völva, Muslim "ninja"); since the councillor can't carry weapons and shields to begin with, I've never noticed this missing equipment issue until now...
 
Last edited:

richvh

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Sounds like something to put on the request list for Captain Gars to possibly change.
 

ahhheygao

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Sounds like something to put on the request list for Captain Gars to possibly change.
Indeed, though I'd like to hear if anyone else has encountered this. I presume the folks at EK, AGOT, etc. would introduce custom special troops of their own... has anyone else run into empty-handed infantry special troops?
 

Dhop84

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Hi all how would i go about making it so people at court dont hate the other guys at court if there a different culture i dont mean like turn it down completely but just so its not so excessive so a court of north germans aint goner be hating on a south german at court ?
 

Amalamanhado

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Hi, I'd like to know if there's a way to decrease the appearance of some traits, cause I'm a bit tired of seeing every bishop and court chaplain go cynical, it's starting to look like the CKII forum.
 
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Omen_Kaizer

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I fear you might be right. I've skimmed through the relevant files in Flogi's mod, and he seems to have everything in order... and your Jomsviking interface coding is correct as well. I did several experiments with the norse_avatars.gfx file by mixing a combination of Norse heavy infantry, Jomsviking, and vanilla light infantry unit models with various weapons/shields... and they all end up with the same missing equipment issue. So unless I'm missing something, I'm inclined to agree that the special troops are hard-coded to look for a steed in the "[insert]gfx_SPECIAL_TROOPS" entry, even if the "[insert]gfx_SPECIAL_TROOPS_rider" line is absent.

In my own personal mod, all of the infantry-type special troops I have use councillor unit models (such as Norse völva, Muslim "ninja"); since the councillor can't carry weapons and shields to begin with, I've never noticed this missing equipment issue until now...

Yeah, it's a stumbling block for sure. Over the coming days I'm going to keep looking at other mods including the GoT mod in case those've figured it out. Thanks for helping in this!

I put in the Norse Marshall for lolz when trying to figure this out, but still giving him the norse infantry animations. It was pretty jacked up; the marshall model was rigged in a totally different way. The result was him lookin' like Quasimodo when he walked.