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omega20056

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I wrote an event to convert Byzantium to Catholicism if it loses enough land and has a high enough opinion with the Pope. How would I make it reduce the moral authority of Orthodoxy by -10 and increase Catholicism by 10?

I made my event add an opinion modifier called opinion_betrayed_orthodoxy which adds a -40 penalty too. How would I make it only affect Orthodox characters? It's being applied to Catholic characters too at the moment, which doesn't make sense.
Le bump.
 

omega20056

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Question here. Are randomly generated rulers hardcoded? For instance is there a way to change the characters generated from open elective to have the religion/culture of their immediate liege, rather than the top liege? Cant seem to find any way to change this.
If you want a specific culture/religion you could add: culture/religion = greek/catholic (Or whatever you want).
 

omega20056

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I'm pretty sure if you put, let's say, culture = german and religion = catholic then random generated rulers will only be German Catholics.
This is correct. One of my custom events created a random ruler for the Roman Empire and he was of Italian culture (I was Roman at the time), which e_roman_empire is defined as.
 

JohnnyMacintosh

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Okay maybe I need to explain a bit more. Lets say the top liege is an italian catholic. The duke is lets say a greek orthodox. When a bishop or mayor dies under the duke, the new one becomes a greek catholic, instead of a greek orthodox. By default, a randomly generated guy takes the culture of the county/immediate liege and the religion of the top liege. I want to change it so the randomly generated guy takes both the culture AND religion of the immediate liege.

Can you change the min. age for pregnancy and marriage?
Yes, that stuff can be found in the defines.lua in the common folder.
 

richvh

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First, proper use of namespaces in event IDs is:
Code:
namespace = EVTIM
character_event = {
   id = EVTIM.10
That period is required for the program to properly parse the ID.
That said,
Code:
namespace = EVTIM
character_event = {
   id = EVTIM.
<insert picture, border, triggers, etc as needed or desired>
   option = {
      name = OK
      random_list = {
         70 = {
            character_event = {
               id = EVTIM.10
            }
         }
         30 = {
            character_event = {
               id = EVTIM.12
            }
         }
      }
   }
}
 

CrackdToothGrin

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I have no idea if anyone's told you this, but you're a valuable asset to the community for answering so many questions.
 

Purplemen101

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First, proper use of namespaces in event IDs is:
Code:
snip
That period is required for the program to properly parse the ID.
That said,
Code:
snip
Now when I launch the game with my mod, it crashes. Chances are I screwed up with the whole namespace IDs. I've never used that before, so I don't know what's wrong with it. Here's my whole events page, I tried to integrate the rest of the page to use the namespace format you gave me. Pretty sure I messed up really badly though.
Code:
namespace = EVTIM
character_event = {
	id = 1234567
	desc = "EVTIM.1”
	picture = GFX_evt_crusaders

	ai = no							
	prisoner = no
	mean_time_to_happen = {
		months = 480					
													modifier = {
			factor = 1.5
			trait = slow
		}
		modifier = {
			factor = 0.90
			trait = quick
		}
		modifier = {
			factor = 0.75
			trait = genius
		}
	}
	
	option = {
		name = "EVTIM.2”
		add_trait = charimmortal
	}
	option = {
		name = "EVTIM.3”
		remove_trait = charimmortal
	}
	option = {
		name = "EVTIM.4”
	}
}

character_event = {
	id = 12345678
	desc = "EVTIM.5”
	picture = GFX_evt_crusaders
	trigger = {
		trait = fiximmortal
	}
	
	option = {
		name = "EVTIM.6”
		add_trait = charimmortal
		remove_trait = fiximmortal
	}
}

character_event = {
	id = 666555777
	desc = "EVTIM.7”
	picture = GFX_evt_crusaders
	trigger = {
		trait = charimmortal
	}

	option = {
		name = EVTIM.8
		random_list = {
			70 = {
            			character_event = {
					id = EVTIM.10
				}
			}
			30 = {
				character_event = {
					id = EVTIM.12
				}
			}
		}
	}
	option = {
		name = EVTIM.9
	)
}
 

burny26

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I am trying to modify the name of the county of epirus that appears on the map.

Looking through the localisation folder found here :
C:\Program Files (x86)\Steam\SteamApps\common\Crusader Kings II\localisation
In text1.csv I found this:
c_epeiros_adj;Epirotian;Épirote;Epirotischer;;Ípeiros;;;;;;;;;x
But this is only the adjective..

I went through most .csvfiles but didnt end up with just c_epeiros;....
 

richvh

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You're still using namespaces wrong. They're for event IDs, you can put anything you want in the desc and name fields. And it's probably crashing because you haven't defined events EVTIM.10 and EVTIM.12
Code:
namespace = EVTIM
character_event = {
	id = EVTIM.1
	desc = "EVTIM.1”
	picture = GFX_evt_crusaders

	ai = no							
	prisoner = no
	mean_time_to_happen = {
		months = 480					
		modifier = {
			factor = 1.5
			trait = slow
		}
		modifier = {
			factor = 0.90
			trait = quick
		}
		modifier = {
			factor = 0.75
			trait = genius
		}
	}
	
	option = {
		name = "EVTIM.2”
		add_trait = charimmortal
	}
	option = {
		name = "EVTIM.3”
		remove_trait = charimmortal
	}
	option = {
		name = "EVTIM.4”
	}
}

character_event = {
	id = EVTIM.5
	desc = "EVTIM.5”
	picture = GFX_evt_crusaders
	trigger = {
		trait = fiximmortal
	}
	
	option = {
		name = "EVTIM.6”
		add_trait = charimmortal
		remove_trait = fiximmortal
	}
}

character_event = {
	id = EVTIM.7
	desc = "EVTIM.7”
	picture = GFX_evt_crusaders
	trigger = {
		trait = charimmortal
	}

	option = {
		name = EVTIM.8
		random_list = {
			70 = {
            			character_event = {
					id = EVTIM.10
				}
			}
			30 = {
				character_event = {
					id = EVTIM.12
				}
			}
		}
	}
	option = {
		name = EVTIM.9
	)
}
character_event = {
	id = EVTIM.10
	is_triggered_only = yes
	option = {
		name = OK
	}
}
character_event = {
	id = EVTIM.12
	is_triggered_only = yes
	option = {
		name = OK
	}
}
Renamed your existing events (so there is no possibility of ID conflicts, as long as no one else is using the EVTIM namespace) and added dummy events for the missing EVTIM.10 and EVTIM.12 events.

I am trying to modify the name of the county of epirus that appears on the map.

Looking through the localisation folder found here :
C:\Program Files (x86)\Steam\SteamApps\common\Crusader Kings II\localisation
In text1.csv I found this:
c_epeiros_adj;Epirotian;Épirote;Epirotischer;;Ípeiros;;;;;;;;;x
But this is only the adjective..

I went through most .csvfiles but didnt end up with just c_epeiros;....

County localization is from the province tag, so search for the PROV_xxx line that has the county name in a localization field.