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Bittenfeld

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So I have a mod with two bookmarks. The first loads fine, but when I load the second, a bunch of emperors -- Aztec, Mongol, etc. -- show up in the character finder, saying they are at an "unknown location." Any ideas?
 

Rylock

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Actually, it is defined in dlc007.zip/interface/muslim_eventwindow.gfx.

Aha! So it is!

The thing is, however, that it's defined with "GFX_evt_child_play_arabic" ...which is not a picture call that's actually used in any event files. Somehow, "GFX_evt_child_play" is firing that instead?

Is it picking out the "arabic" part of the title and applying it to the culture group?

EDIT: Wow, that's exactly what it does. And apparently religion group works, too.
 
Last edited:

olupien

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quick question here: I have a custom culture setup and have created several dynasty names for it in the dynasties text file, and I have removed the culture's definition so that it does not have founder_named_dynasties = yes because I would like the culture to randomly assign names from the dynasty text file.....this doesn't seem to be working....am I missing something? I am certain I have done this before and seen it work?
 

JonStryker

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quick question here: I have a custom culture setup and have created several dynasty names for it in the dynasties text file, and I have removed the culture's definition so that it does not have founder_named_dynasties = yes because I would like the culture to randomly assign names from the dynasty text file.....this doesn't seem to be working....am I missing something? I am certain I have done this before and seen it work?

Names like "of Warwick" will still appear, regardless of that setting.
 

Yasuni

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Hey :)

I have a question regarding minor_decisions:
I wanted to change some decisions that they'd work for aztecs (or other pagans) as well ... so I simply tried adding their religion. Didn't work though - is there something else required that needs to be changed?

feast_0 = {
potential = {
is_ruler = yes
is_feudal = yes
prisoner = no
OR = {
religion_group = christian
religion_group = zoroastrian_group
religion_group = jewish_group
religion_group = aztec
religion_group = aztec_reformed


summer_fair = {
potential = {
is_ruler = yes
religion_group = christian
religion_group = aztec
religion_group = aztec_reformed

prisoner = no
 
Last edited:

gorillacakes

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The bolded part is your problem, the game needs portraitType definitions to be in .gfx files in interface/, not .txt files. If you misspoke, I'd need to see your Siddigfx.gfx file, and the culture you gave Siddigfx to, to diagnose your problem further.

@Dhop84: Your problem doesn't seem to be in the posted event. Can you link your entire mod?

Apologies, it was indeed a .gfx file. Ok I will see if I can send them to you somehow in the coming days.
 

Vrky

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I have a few questions:
Is it possible to disable counts from being able to employ councilors?
Is it possbile to set the names of councilors depending on their liege's title, so that, for example, King's marshall is called Minister of Defence, but Duke's marshall is called Chief of Police?
Thanks!!
 

richvh

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To the first, you might be able to disable councilors in common/job_titles.txt depending on liege rank... not sure.
To the second, no. There's no provision for localizing job titles by employer rank.
 

Yasuni

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While playing around with the aztecs, I noticed they had the ability to sacrifice prisoners. Sadly, all I get is a text and a very dead prisoner.
Is it possible to change the event so that you get a small amount of prestige/pity for every sacrifice? While looking through the files I found that:

# Aztecs Sacrifice Prisoner (Aztec perspective)
character_event = {
id = SSI.72
desc =*EVTDESC_SSI_072

picture = GFX_evt_bishop_aztec
border = GFX_event_normal_frame_war

is_triggered_only = yes

option = {
name = EVTOPTA_SSI_072
}
}

Do I have to add a variable there for the additional prestige/pity? Or am I looking at the wrong place?

Thanks :)
 

Vrky

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To the first, you might be able to disable councilors in common/job_titles.txt depending on liege rank... not sure.
To the second, no. There's no provision for localizing job titles by employer rank.

Unfortunately I can't disable counts from hiring advisors via common/job_titles. I will try a workaround, however - I'll set all council positions to require
OR = { liege = { real_tier = emperor }
liege = { real_tier = king }
liege = { real_tier = duke }
}
and see if it will work

EDIT: It seems to work so far :)
 
Last edited:

richvh

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You can simplify that to:
Code:
liege = {
   higher_tier_than = count
}
And yeah, that's more or less what I thought you'd have to do.
 

TheDarkMaster

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Unfortunately I can't disable counts from hiring advisors via common/job_titles. I will try a workaround, however - I'll set all council positions to require
OR = { liege = { real_tier = emperor }
liege = { real_tier = king }
liege = { real_tier = duke }
}
and see if it will work

EDIT: It seems to work so far :)

higher_tier_then = count

should cover you too.
 

SweArdaia

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Been working on understanding heightmaps, but my recent attempt ended up with the coastline becoming pixelated like this
F5BA00C657FE17BD82E7A93881B02A715A08253A


Why is this?

This is the topology in its current form
a6071043a1.png


(ignore the vanilla Ck2 stuff, haven't removed them yet)
 

Bittenfeld

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So I have a mod with two bookmarks. The first loads fine, but when I load the second, a bunch of emperors -- Aztec, Mongol, etc. -- show up in the character finder, saying they are at an "unknown location." Any ideas?

Bump

It's the Sengoku "too many warring states" mod: forum.paradoxplaza.com/forum/showthread.php?658595-Sengoku-There-s-too-many-warring-states-in-Japan!
 
Last edited:

JonStryker

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Been working on understanding heightmaps, but my recent attempt ended up with the coastline becoming pixelated like this
F5BA00C657FE17BD82E7A93881B02A715A08253A


Why is this?

This is the topology in its current form
a6071043a1.png


(ignore the vanilla Ck2 stuff, haven't removed them yet)

That's probably what you get if you have steep "cliffs" on your height map. You seem to use two colors that are very far apart, 0/0/0 and 103/103/103. For most things it is sufficient to never go below 90/90/90. Underwater heights are nice and all but VERY minor to the gameplay and the look and feel of a mod.
 

SweArdaia

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That's probably what you get if you have steep "cliffs" on your height map. You seem to use two colors that are very far apart, 0/0/0 and 103/103/103. For most things it is sufficient to never go below 90/90/90. Underwater heights are nice and all but VERY minor to the gameplay and the look and feel of a mod.

I was considering if that was the problem, but it doesn't sound right that shallower water removes pixelation. Still, if that is the problem then thanks for the answer.
 

Silversweeeper

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- Is it possible to make it so that external (non-de jure and non-vassal) titles cannot be inherited by a character with a specific trait (or their vassals)?
- Is it possible to make it impossible for any title that is a vassal (de jure or de facto) to be inherited by a character outside the realm of a character with a specific trait?
- Is it possible to make it impossible for a character with a specific trait (and their vassals, de jure and de facto) to declare war inside the realm (assuming its CA disallows internal war where it is valid), even if their own CA allows it?

For anyone curious about what I'm attempting to do: I want to create a client state mechanic for the restored Roman Empire and want to make sure that these client states keep any land that is their de jure territory or taken by (external) conquest while preventing them from getting any land from other vassals of the Emperor (except their de jure area and other client kingdoms gained through inheritance). I want these rulers to be able to expand externally, but I don't want them to take any internal land (I'm planning on giving these client states the chance to opt for independence whenever the Emperor dies and don't want to see random patches of de jure land going independent with them).