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richvh

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Should I ask this question in the general forum, if you no one here has an answer?

You can use triggered or event modifiers to increase the revolt risk in a province.

Does anyone know how to change the default succession type from gravelkind to lets say feudal elective or tanistry?

Someone told before that all you had to do was edit the succession.txt and edit the allow/potential parameters... but I don't think its works because when I substituted the succession type from the gravelkind code to feudal_elective, everyone was still gravelkind.

Code:
effect = {
			succession = gravelkind
		}

Code:
effect = {
			succession = feudal_elective
		}
Change the order of the succession laws. First one is the default.
 

havenost

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Change the order of the succession laws. First one is the default.

That doesn't seem to work, as I said I changed the value of which type of succession code and it doesn't work.

I have switched the positions, and it still doesn't work.

I have even gone so far to delete every single type of succession except feudal elective and everything is still gravelkind.

You are talking about the \decisions\succession_laws.txt file right, or am I suppose to be editing it in a difference file?
 

havenost

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Also did they change something on how the game works when it loads the history file

Code:
769.1.1={
	culture = havenian
	religion = havenian
	holder = 600002
	law = succ_tanistry
	law = true_cognatic_succession
	law = crown_authority_4
	law = investiture_law_0
	law = feudal_tax_1
}

For instance in the code above, before when I started a game all the laws I designated would start correctly to to I what specified it in the history/titles/ folder. But for some reason now it refuses to load the second type of succession. Like if I put law = true_cognatic_succession on top of law = succ_tanistry, then my succession laws will be cognatic-agnatic but with gravelkind. If I put law = succ_tanistry on top and put law = true_cognatic_succession on the bottom it then becomes Agnatic Tanistry.
 

richvh

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Event modifiers are applied by event and last for a duration or until removed:
Code:
<province scope> = {
   add_province_modifier = {
      name = xxx       #name of event modifier defined in common/event_modifiers/*.txt
      duration = xxx   #duration is in days
   }
}
Triggered modifiers are applied by the system when their triggers are met, and are removed when they no longer are. They are defined in common/triggered_modifiers.txt

Also did they change something on how the game works when it loads the history file

Code:
769.1.1={
	culture = havenian
	religion = havenian
	holder = 600002
	law = succ_tanistry
	law = true_cognatic_succession
	law = crown_authority_4
	law = investiture_law_0
	law = feudal_tax_1
}

For instance in the code above, before when I started a game all the laws I designated would start correctly to to I what specified it in the history/titles/ folder. But for some reason now it refuses to load the second type of succession. Like if I put law = true_cognatic_succession on top of law = succ_tanistry, then my succession laws will be cognatic-agnatic but with gravelkind. If I put law = succ_tanistry on top and put law = true_cognatic_succession on the bottom it then becomes Agnatic Tanistry.

Laws in title history are currently broken, only the first law takes effect.
 
Last edited:

havenost

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Ok so probably last question of the night.

Is it possible to remove the restriction on granting a character a castle/county if they have the cannot_marry command on them?

I created a special religious trait that is given to my male children that has the cannont_marry command so that I could grant them titles, but prevent them from reproducing and getting married so when my current character dies I could play them and use the console command to remove their trait.

That way I could control my dynasty breeders to one son only and if you haven't guess it... a harem of sisters... cousins and nieces. And if the sons died then I would get my titles back.

I don't know if just giving them like a trait with -1000000 fertility could prevent them from marrying or not cause they always spawn that one lowborn female courtier and I don't think they have the ability to say no when their liege demands them to get marry. I know that doing so would deter any good marriages from other courts just not sure about them lowborns.

Cause I don't want to have to kill some poor innocent lowborn wrench when I start playing one of my sons when my main character dies or take the prestige hit...
 
Last edited:

olupien

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Is there any way to allow more "houses" in the republic UI? I believe I have seen a mod with 6 or 7 patrician families in one republic before...can someone point out what I would need to modify to edit the maximum number of houses allowed on the republic screen?
does anyone know what file I need to go through to modify this? or has anyone seen it above 5 houses? I am certain I saw more than 5 patrician families in a mod I played about 4 or 5 months ago, I just cannot recall which. I'd appreciate any feedback, thanks.
 

thadian

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If I create a new Religion Group with accompanying Religions, can I just key in:

Sympathy_New_Religion = {
Tolerates_New_Religion
}

For a trait?

Or would I have to make a modifier for this?

I would also like to ask the same about Homosexuality. Can I make a character modifier for Tolerates_Homosexuals and Hates_Homosexuals to use in traits?

Opposite traits hate each other. Can I set 2 traits to "like" each other?
 

Superanouar

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I created two character events that do not work. I am almost certain it is a trigger issue. Here it is the trigger part of the event :

Code:
trigger = {
	has_dlc = "Rajas of India"
	in_command = no
	religion_group = pagan_group
	NOT = { trait = zealous }
	any_realm_province = {
		NOT = { 
			distance = { 
				who = {
					any_playable_character = {
						religion_group = indian_group  	
					}	
				}	
				distance = 200
			}
		}	
	}
}
I would like to make the event fire when the player gets close (less than 200 in distance) from a province ruled by a jain, hindu or buddhist ruler. How would you code this ?
 

LDRevolution

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If I create a new Religion Group with accompanying Religions, can I just key in:

Sympathy_New_Religion = {
Tolerates_New_Religion
}

For a trait?

Or would I have to make a modifier for this?

I would also like to ask the same about Homosexuality. Can I make a character modifier for Tolerates_Homosexuals and Hates_Homosexuals to use in traits?

Opposite traits hate each other. Can I set 2 traits to "like" each other?

I believe someone said that the sympathy traits are religion hardcoded, but you can make your own and make evets to assign them. making a tolerates and hates homosexuals would be relatively easy just make 2 traits one which likes and one which hates. opposite_opinion = 25 without the ( - )
 

richvh

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Ok so probably last question of the night.

Is it possible to remove the restriction on granting a character a castle/county if they have the cannot_marry command on them?

Hard coded.

does anyone know what file I need to go through to modify this? or has anyone seen it above 5 houses? I am certain I saw more than 5 patrician families in a mod I played about 4 or 5 months ago, I just cannot recall which. I'd appreciate any feedback, thanks.

Some .gui file in interface/ I'm sure, but more than 5 patrician families only happens by accident, like one merchant republic taking over another.

If I create a new Religion Group with accompanying Religions, can I just key in:

Sympathy_New_Religion = {
Tolerates_New_Religion
}

For a trait?

Or would I have to make a modifier for this?

I would also like to ask the same about Homosexuality. Can I make a character modifier for Tolerates_Homosexuals and Hates_Homosexuals to use in traits?
Can't be done, or at least done easily.

Opposite traits hate each other. Can I set 2 traits to "like" each other?
You can make people with the same trait like each other (same_opinion = +x) but I don't think there's any provision for 2 different traits liking each other, more than other traits.
 
Last edited:

Nick Doom

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Chaging a contys dejur dutchy by event?

working on a little project and i know this can be done but i dont even know where to start, i have had a look at MOD-Dynamic-Duchies as i know this manages it but even looking at the mod files i just cant work it out
 

richvh

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Chaging a contys dejur dutchy by event?

working on a little project and i know this can be done but i dont even know where to start, i have had a look at MOD-Dynamic-Duchies as i know this manages it but even looking at the mod files i just cant work it out
Code:
c_x = { de_jure_liege = d_y }

Anyone know if it's possible to enable enatic succession for bishoprics?

You can, but the random holders spawned on succession will be men. You'll have to replace them by event.
 

jursamaj

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If I create a new Religion Group with accompanying Religions, can I just key in:

Sympathy_New_Religion = {
Tolerates_New_Religion
}

For a trait?

Or would I have to make a modifier for this?

I would also like to ask the same about Homosexuality. Can I make a character modifier for Tolerates_Homosexuals and Hates_Homosexuals to use in traits?

Opposite traits hate each other. Can I set 2 traits to "like" each other?
It looks like tolerates_<religion/group> is dynamic, because there are no specific religion ones in the executable, only the 'tolerates_' prefix. Therefore using tolerates_my_religion in a trait after creating my_religion should work fine. I have no reason to think 'tolerates_' would work with anything other than a religion/group (altho I feel it should).

Traits have opposite_opinion, same_opinion, & same_opinion_if_same_religion (each of which can be positive for like or negative for dislike). Beyond that, there's no option to change opinion between any arbitrary pair of traits.
 

LDRevolution

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can anyone help me with this decision? for some reason it does not allow me to press it.


Code:
	sorcery_college_children = {

		from_potential = {
			has_character_flag = knighthood_decisions_open
			prisoner = no
			is_ruler = yes
			NOT = { trait = incapable }
		}


		potential = {
			is_child_of = FROM
			is_liege_or_above = FROM
			prisoner = no
			age = 16

			OR = {
			trait = amateur_mage
			trait = novice_mage
			trait = trained_mage
			trait = amateur_sorcerer
			trait = novice_sorcerer
			trait = trained_sorcerer
			trait = amateur_priest
			trait = novice_priest
			trait = trained_priest
			}
			OR = {
			NOT = { trait = amateur_fighter }
			NOT = { trait = novice_fighter }
			NOT = { trait = trained_fighter }
			NOT = { trait = master_fighter }
			NOT = { trait = legendary_fighter }
			NOT = { trait = amateur_ranger }
			NOT = { trait = novice_ranger }
			NOT = { trait = trained_ranger }
			NOT = { trait = master_ranger }
			NOT = { trait = legendary_ranger }
			NOT = { trait = amateur_bard }
			NOT = { trait = novice_bard }
			NOT = { trait = trained_bard }
			NOT = { trait = master_bard }
			NOT = { trait = legendary_bard }
			NOT = { trait = amateur_rogue }
			NOT = { trait = novice_rogue }
			NOT = { trait = trained_rogue }
			NOT = { trait = master_rogue }
			NOT = { trait = legendary_rogue }
			NOT = { trait = master_mage }
			NOT = { trait = legendary_mage }
			NOT = { trait = master_sorcerer }
			NOT = { trait = legendary_sorcerer }
			NOT = { trait = master_priest }
			NOT = { trait = legendary_priest }
			}
		}


		allow = {
			FROM = {
				treasury = 120
				prisoner = no
				NOT = { trait = in_hiding }
			}
			any_dynasty_member = {
				is_child_of = FROM
				OR = {
					trait = amateur_mage 
					trait = novice_mage 
					trait = trained_mage 
					trait = amateur_sorcerer 
					trait = novice_sorcerer 
					trait = trained_sorcerer
					trait = amateur_priest
					trait = novice_priest
					trait = trained_priest
				}
			}
		}

		effect = {
			treasury = -100
			FROM = {hidden_tooltip = {character_event = {id = sorcerycollege.0} } }
			hidden_tooltip = {
				character_event = {id = sorcerycollege.1}
				opinion = {
					modifier = opinion_paid_tuition
					who = FROM
					years = 6
				}
			}
		}

		revoke_allowed = {always = yes}

		ai_will_do = {
			factor = 5
		}
	}

all of this is inside a dynasty_decisions. Also in the allow part the targeted character has one of the required traits for in the allow it shows that she doesn't.
 

Parha

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DId they change something with the way traits work? I defined the traits in a file which is inside the traits folder inside the commons folder. I then put the 24 x 24 pixel icons into trraits folder inside the gfx folder. Finally, I made a new file in the interface folder called maiden_traits and put the following code in
Code:
spriteTypes = {

    spriteType = {
        name = "GFX_trait_maiden"
        texturefile = "gfx/traits/maiden.tga”
        noOfFrames = 1
        norefcount = yes
        effectFile = "gfx/FX/buttonstate.lua"
     }
	     spriteType = {
        name = "GFX_trait_unfaithful"
        texturefile = "gfx/traits/unfaithful.tga"
        noOfFrames = 1
        norefcount = yes
        effectFile = "gfx/FX/buttonstate.lua"
     }
	    spriteType = {
        name = "GFX_trait_flowered"
        texturefile = "gfx/traits/flowered.tga"
        noOfFrames = 1
        norefcount = yes
        effectFile = "gfx/FX/buttonstate.lua"
     }
	    spriteType = {
        name = "GFX_trait_unflowered"
        texturefile = "gfx/traits/unflowered.tga"
        noOfFrames = 1
        norefcount = yes
        effectFile = "gfx/FX/buttonstate.lua"
     }
	    spriteType = {
        name = "GFX_trait_vigrinity_promised"
        texturefile = "gfx/traits/vigrinity_promised.tga"
        noOfFrames = 1
        norefcount = yes
        effectFile = "gfx/FX/buttonstate.lua"
     }
}

I also made an alternative version where the trait icons were dds files instead of tga and put this in there
Code:
spriteTypes = {

    spriteType = {
        name = "GFX_trait_maiden"
        texturefile = "gfx/traits/maiden.dds”
        noOfFrames = 1
        norefcount = yes
        effectFile = "gfx/FX/buttonstate.lua"
     }
	     spriteType = {
        name = "GFX_trait_unfaithful"
        texturefile = "gfx/traits/unfaithful.dds"
        noOfFrames = 1
        norefcount = yes
        effectFile = "gfx/FX/buttonstate.lua"
     }
	    spriteType = {
        name = "GFX_trait_flowered"
        texturefile = "gfx/traits/flowered.dds"
        noOfFrames = 1
        norefcount = yes
        effectFile = "gfx/FX/buttonstate.lua"
     }
	    spriteType = {
        name = "GFX_trait_unflowered"
        texturefile = "gfx/traits/unflowered.dds"
        noOfFrames = 1
        norefcount = yes
        effectFile = "gfx/FX/buttonstate.lua"
     }
	    spriteType = {
        name = "GFX_trait_vigrinity_promised"
        texturefile = "gfx/traits/vigrinity_promised.dds"
        noOfFrames = 1
        norefcount = yes
        effectFile = "gfx/FX/buttonstate.lua"
     }
}

I have no clue, why, but there is no icon in game, but when I try the command add_trait maiden, it says added trait maiden and then nothing but a blank space. Any ideas

EDIT: Nevermind, it fixed itself. I have no clue why though...
 
Last edited: