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jursamaj

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It's at any time. In fact, it's re-evaluate when the trait is inherited, as well, which is why we had to include in the OR statement a check for whether that law is currently set--else it'll revert a law that's been changed from the default. You could, however, make the OR statement as complicated as you wanted.
I'm not following you on the inheritance (Trait? I think you meant title.). The vanilla succession_laws.txt doesn't have any such check, and titles don't revert to gavelkind on inheritance.
 

richvh

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Only if you have cached = yes in the trait definition.
 

havenost

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Already thanks for all the response. I still haven't fully understood what you guys said yet but I ll tinker a bit further on my own and see what I get.

Though I have another question. Is there anyway for me to spawn an actually retinue from the history files on start up? Cause I know you can spawn event troops in the history file, but the thing is they don't count as retinues. So how would I alter this in away to make it spawn a retinue instead of just a event troop?

Code:
spawn_unit = {
				province = 414
				owner = ROOT
				leader = ROOT
				match_character = ROOT
				match_mult = 0.5
				attrition = 1.0
			}

I tried something like this but it didn't work

Code:
spawn_unit = {
				province = 356
				owner = ROOT
				troops = RETTYPE_INF1
			}
 

Dhop84

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[
Last I recall, they didn't appear to (no flags on any dead people in a save file that was about 20 years along). But that was back around v1.11, and the devs have sometimes changed what dead people keep.
if by using the on_death action would the character flag work for that ?
 
Last edited:

omega20056

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You'd need to change the 'galleys = N' in each building (18 of them), in each mercenary company (3), and in the family palace static modifier. Additionally, there are 13 'galleys = { N N }' in spawn_fleet commands in events and a decision.

A total of 35 changes in 11 files.
Thanks.
 

Rylock

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I'm not following you on the inheritance (Trait? I think you meant title.). The vanilla succession_laws.txt doesn't have any such check, and titles don't revert to gavelkind on inheritance.

I mean title, yes, sorry.

As for what I mean, the vanilla succession_laws don't have the check because it will always return true provided the rest of the protential does. If you look at the gavelkind potential, you can see the ones that wouldn't start the game as gavelkind: non-independent holy orders, muslims, merchant republics, patricians, etc. Everyone else would, which is why it's so commonly seen. If you put other conditions into that potential, that would change who starts with gavelkind by default.

The trick, however, is that putting other things into the potential means that nobody can change to gavelkind unless they meet the conditions as well...which is why CK2Plus has different decisions for changing succession laws once the game begins (you'd have to look at the CK2Plus_change_succession_laws file in decisions to see).

Like I said, it might simply be easier for you to use a maintenance event.
 

Vrky

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I have trouble in my mod - my vassals are assassinating themselves en masse. I even tried to disable assassinations in lua (SEND_ASSASSIN_INTERACTION_ENABLED = 0) but it doesn't help. Is this a common issue with an easy fix? If not, I could upload a mod and files and let some more experienced modder check it out.
 

richvh

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I can't seem to use the letter "ð" in my mod (it shows up as þ), even though the very same letter is used in vanilla too. Any thoughts on why this is happening or how to fix it?

You're probably using the wrong encoding on the .csv file. If you're using Notepad++, make sure encoding is set to "ANSI" before saving.

I have trouble in my mod - my vassals are assassinating themselves en masse. I even tried to disable assassinations in lua (SEND_ASSASSIN_INTERACTION_ENABLED = 0) but it doesn't help. Is this a common issue with an easy fix? If not, I could upload a mod and files and let some more experienced modder check it out.

This is usually due to a bad namespace event in on_actions. Run your mod through Validator if possible.
 

bagalas

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Greets!
Is there a mod which allows me to advance in an education trait to a higher level, at the cost of money and time?
For example I'm a misguided warrior and I fire a decision to learn strategy for 1000 gold and 1 year time and after one year The education trait would change to Tough Soldier.
Should not be too hard to make such a mod wonder if anybody done already.
 

richvh

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There are cheat mods that will let you choose a better education, but I'm not aware of one that lets you buy one.
 

omega20056

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Is it possible to disable attrition for event levies (I'm talking the already assembled levies the Seljuks have in 1066)?
 

richvh

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Attrition for event levies has to be enabled on spawning I believe, it's disabled by default.
 

Cuporly666

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How can I add certain features of one religion to another?

In 00_religions.txt, I added max_consorts = 3 under catholics, but couldn't take concubines. Tried adding max_wives = 3, couldn't take multiple wives. Am I missing something, or are the default religions unmoddable?
 

richvh

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What's your language for non-Unicode programs set for?