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richvh

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From the control panel, where you set languages. I'd need to know what version of Windows you have to be more specific.
 

richvh

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For something based on vanilla, there is HIP or CK2+. (There used to be several more, but those have fallen by the wayside and are not compatible with recent patches.) HIP is modular, so you can choose your degree of deviation from vanilla.
For an alt-historical take on medieval Europe, there is Lux Invicta.
For a completely different setting, there is AGOT, Elder Kings and the Middle Earth Project.
For Dark Ages Britain and Gaul, there is the Winter King.
There are also various less popular mods, and some in development.
 

Mmoore2434

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a few questions:

1. Every-time i start up a game this one province says its under Rome, but every time i click play it brakes free, how do i fix this (also randomly generates a catholic). He does start under rome at a right age (i think i even put the title under the ruler)

2. Every-time i start up the game every count in Etruscan starts as a kid, and when i click play as one of the kids it instantly ends me, but if i start it up as someone else and look at it i have a bunch of randomly generated people, How would i go about fixing this (and yes, they all are born in the 410s and died in the 450+, the first bookmark starts in 439

3. The landed title k_etruscan capital was moved to 328 (Fienze, tuskany) but it keeps putting it in pisa because of the randomly generated thing, it also says something about i cant play a teoricary when i try to play as the queen
 

richvh

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The capital will be put in the richest province in the de jure area at start.

Can't really say much about the other problems without seeing your files. Have you run your mod through Validator?
 

unmerged(73768)

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Apr 7, 2007
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Is there a way to unbuild a building by building an other building?

I came quite close with "replace", but even the building vanished from the building browser, its effects still applied.

Does somebody know how dis could be done successfully?
 

jordyjor123

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How do I modify the revolt risk in provinces with a different religion to the top-level liege through decision? I'm not sure the exact code for that. As well as conversion rates through Court Chaplain proselytize? Same with culture, but with the random culture-changing events instead of proselytize.
 

omega20056

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How are the numbers of event troops controlled? When I try to have a character start with a specific number it gives me something else entirely.

Code:
troops = {
archers = { 1000 }
pikemen = { 800 }
light_cavalry = { 1000 }
light_infantry = { 2000 }
heavy_infantry = { 1400 }
knights = { 600 }
}

If I set the above number of troops to spawn at a start date it gives me three thousand and fifty instead, which isn't close to what I intended.
 

jordyjor123

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How are the numbers of event troops controlled? When I try to have a character start with a specific number it gives me something else entirely.

Code:
troops = {
archers = { 1000 }
pikemen = { 800 }
light_cavalry = { 1000 }
light_infantry = { 2000 }
heavy_infantry = { 1400 }
knights = { 600 }
}

If I set the above number of troops to spawn at a start date it gives me three thousand and fifty instead, which isn't close to what I intended.

I think you've got to repeat the number twice. e.g.,
Code:
troops = {
archers = { 1000 1000 }
pikemen = { 800 800 }
light_cavalry = { 1000 1000 }
light_infantry = { 2000 2000 }
heavy_infantry = { 1400 1400 }
knights = { 600 600 }
}

I might be wrong on that, though. Haven't tested it.
 

omega20056

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I think you've got to repeat the number twice. e.g.,
Code:
troops = {
archers = { 1000 1000 }
pikemen = { 800 800 }
light_cavalry = { 1000 1000 }
light_infantry = { 2000 2000 }
heavy_infantry = { 1400 1400 }
knights = { 600 600 }
}

I might be wrong on that, though. Haven't tested it.
I ended up with 3758 troops this time. I know that code works for events, I've used it to spawn event troops, but I'm putting these into a character file.

Code:
205523 = {
	name="Boudewijn" #Boudewijn IX + I
	# AKA: Baudouin
	dynasty=724
	martial=5
	diplomacy=4
	intrigue=7
	stewardship=6
	religion="catholic"
	culture="dutch"
	father=205520
	mother=212589
	1171.7.1={
		birth="1171.7.1"
	}
	1186.1.1={
		add_spouse=205965
	}
	1204.5.16={
		name="Baudouin" 
		add_claim = c_mesembria
		add_claim = c_karvuna
		add_claim = c_tyrnovo
		add_claim = c_strymon
		add_claim = d_thessalonika
		add_claim = d_athens
		add_claim = d_epirus
		add_claim = d_achaia
		add_claim = d_nikaea
		add_claim = d_samos
		
		effect = {
			create_character = {
				random_traits = yes
				dynasty = random
				religion = ROOT
				culture = ROOT
				female = no
				age = 23
				attributes = {
					martial = 6
				}
				trait = tough_soldier
			}
			new_character = {
				spawn_unit = {
					province = 496 # Constantinople
					owner = PREV
					match_character = ROOT
				        troops = {
                                        archers = { 1000 1000 }
                                        pikemen = { 800 800 }
					light_cavalry = { 1000 1000 }
					light_infantry = { 2000 2000 }
					heavy_infantry = { 1400 1400 }
					knights = { 600 600 }
                                        }
				}
			}
			create_character = {
				random_traits = yes
				dynasty = random
				religion = ROOT
				culture = ROOT
				female = no
				age = 30
				attributes = {
					martial = 5
				}
				trait = tough_soldier
			}
			new_character = {
				spawn_unit = {
					province = 496 # Constantinople
					owner = PREV
					match_character = ROOT
				        troops = {
                                        archers = { 1000 1000 }
                                        pikemen = { 800 800 }
					light_cavalry = { 1000 1000 }
					light_infantry = { 2000 2000 }
					heavy_infantry = { 1400 1400 }
					knights = { 600 600 }
                                        }
				}
			}
			create_character = {
				random_traits = yes
				dynasty = random
				religion = ROOT
				culture = ROOT
				female = no
				age = 27
				attributes = {
					martial = 5
				}
				trait = tough_soldier
			}
			new_character = {
				spawn_unit = {
					province = 496 # Constantinople
					owner = PREV
					match_character = ROOT
				        troops = {
                                        archers = { 1000 1000 }
                                        pikemen = { 800 800 }
					light_cavalry = { 1000 1000 }
					light_infantry = { 2000 2000 }
					heavy_infantry = { 1400 1400 }
					knights = { 600 600 }
                                        }
				}
			}
		}
	}	
	1204.5.16={
		culture="frankish"
	}
	1205.6.1={
		death="1205.6.1"
	}
}

Baldwin's event troops were originally calculated based on his levy numbers but I'm editing them at the moment, hence why I wanted custom numbers. I know this can be done, Genghis Khan starts off with a custom number of event troops, but I wasn't able to copy it because the numbers confused me. I could copy and paste his troops in and them change around to what I want, but I end up with the massive number he starts with (I only want 20k max).
 

richvh

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If you put a replace_path = localisation line in your .mod, remove it.
 

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

Hmm... none of the on_actions event use namespace. Validator does find some errors in other files, though - I'll check it out. Today I escaped an assassination attempt that I apparently ordered myself :p