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Yasuni

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So, I tried adding a new trait, but somehow it doesn't really work the way I want it to work :/
Basically, I want it to use the 'bastard'-icon, but it just won't show up ...
Does anyone know what I need to change in order to make it work?

TestBastard = {
personality = yes

ruler_designer_cost = -10

random = no
diplomacy = -5
vassal_opinion = -30

spriteType = {
name = "GFX_trait_Bastard"
texturefile = "gfx/traits/bastard.dds"
noOfFrames = 1
norefcount = yes
effectFile = "gfx/FX/buttonstate.lua"
}
 

richvh

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1) You didn't close TestBastard
2)You're showing stuff that goes in two different files. The trait definition needs to go in a .txt file in common/traits/, the spriteType definition for the trait needs to go in a .gfx file in interface/.
 
Last edited:

ngppgn

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Maybe silly question: do landless in general and specifically mercenary and holy orders titles need to be ducal? I'd be interested in having count level hirable groups in one of my projects.

And another maybe even sillier one: Can the "allow" section used in mercenary titles to determine hirability conditions be used in holy order titles?
 

richvh

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I have definitely seen count-tier mercenary units in mods.

No idea if allow can be used in holy orders, try it and see.
 

Bittenfeld

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I'm trying to write an event (or, alternatively edit a characters entry) where the lands and titles of one character of one dynasty passes to another character of an entirely different dynasty. This is meant to reflect a historical incident where one person took the family name of another family in exchange for becoming the heir to that family.

Can someone provide an example of a similar event like this for me or which commands would be relevant?
 

richvh

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For passing on lands and titles, use gain_title = <character> from title scope. For changing dynasties, use dynasty = <dynasty> from character scope.
 

DC123456789

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Maybe silly question: do landless in general and specifically mercenary and holy orders titles need to be ducal? I'd be interested in having count level hirable groups in one of my projects.

And another maybe even sillier one: Can the "allow" section used in mercenary titles to determine hirability conditions be used in holy order titles?

A small warning though- the ingame title finder doesn't like titular counties and while it will show up on the list, you won't be able to click and open the title from there.

Also, how do I make a religion raid overseas (like the Norse in vanilla)?
 

fargoniac

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Code:
9728159633 = { 
	name="Diako" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	1.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159632 = { 
	name="Phraortes" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159633
	2.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159631 = { 
	name="Astyages" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159630
	3.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159630 = { 
	name="Cyaxares" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159632
	4.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159629 = { 
	name="Achaemenes" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159630
	5.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159628 = { 
	name="Takhmaspasda" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159629
	6.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159627 = { 
	name="Cyrus" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159628
	7.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159626 = { 
	name="Cambyses" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159627
	8.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159625 = { 
	name="Cyrus" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159624
	9.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159624 = { 
	name="Cyrus" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159626
	10.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159623 = { 
	name="Cambyses" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159624
	11.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159622 = { 
	name="Darius" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159623
	12.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159621 = { 
	name="Xerxes" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159622
	13.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159620 = { 
	name="Artaxerxes" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159621
	14.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159619 = { 
	name="Sogdian" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159616
	15.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159618 = { 
	name="Xerxes" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159616
	16.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159617 = { 
	name="Xerxes" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159616
	17.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159616 = { 
	name="Artaxerxes" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159620
	18.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159615 = { 
	name="Darius" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159616
	19.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159614 = { 
	name="Artaxerxes" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159615
	21.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159613 = { 
	name="Artaxerxes" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159614
	22.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159612 = { 
	name="Artaxerxes" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159610
	23.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159611 = { 
	name="Artaxerxes" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159613
	24.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}

9728159610 = { 
	name="Darius" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159611
	25.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
9728159599 = { 
	name="Darius" # II
	dynasty=1029100
	religion="zoroastrian"
	culture="persian"
	father=9728159610
	26.11.1={
		birth="130.11.1"
	}
	200.1.1={
		death="200.1.1"
	}
}
This code is supposed to add more history to the Sassanids, but it doesn't work. I made sure to set Sasan's father as 9728159599.
 
Last edited:

richvh

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Your IDs are way too big, 9 billion + won't fit in a 64 bit word. Have you tried asking for an ID range in the stickied thread?
 

olupien

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Names like "of Warwick" will still appear, regardless of that setting.
by "of Warwick" do you mean it is because their cultural desc in the culture file has "of" as a prefix and then they use their title or county name once they become nobles? because I have noticed some cultures work with just the last names I have designed in the dynasty file while some still revert to "of" even though I have removed it from the cultures description? any advice guys? I want to remove the "of" from surnames and would prefer not to have founder named dynasties...is there any way to do this?
 

Isinfier

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This isn't necessarily a modding question, but is it possible for a capital province to de jure drift in the same manner as counties/duchies? i.e, you've had the capital of France in Toulouse for one-hundred years so that becomes the new capital.
 

Blood Royal

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Quick question: are the cultural modifiers that can be set in cultures-static_modifiers provincial, character, or both? The examples I've seen haven't helped me to discern it rightly.Can I e.g. have a culture with a

They're typically used for armies and their combat bonuses/maluses; some affect provinces, such as levy_size and tech rate bonuses/maluses, but other such as levy_reinforcements don't work in static modifiers, you have to use a separate province modifier for that.
 

bagalas

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Quick question: On default, you may not build a second holding of the same type untill you have at least one of each. Is there a way to override this restriction?
And just after I wrote this question I stumbled upon a line in the defines.lua
ENFORCE_ONE_OF_EACH_HOLDING = 1,
Setting this to 0 did the trick. One medal for answering my own question.
 

Blood Royal

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I'm trying to make an event where a province modifier is put into place when the capital holding has a certain building:

province_event = {
id = province.0
title = "Province Size"
desc = "Level 0 province."
picture = "good"
hide_window = yes

trigger = {
has_building = ca_province_0
}

mean_time_to_happen = {
days = 1
}

option = {
name = "OK"
ROOT = {
add_province_modifier = { name = province0 duration = -1 }
}
}

}

It's not triggering, so clearly there is something wrong with how I'm using the has_building condition... can anyone spot what's wrong?