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starwarsfan541

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No, there doesn't appear to be any way to remove religion authority modifiers.
That really sucks, is there a way to check if one is in effect? (Next idea was to just have a silent event to renew it every year)
 

MrParadux

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Look at the cm_charlemagne_story_events and the 00_religion_modifiers. You can set up a modifier that never runs out during the games time frame and keep the authority up that way

Edit: Like that:
Code:
		religion_authority = {
			modifier = rise_of_the_shia_caliphate
			years = 900
		}
I did not test it, but it should do the trick. You could also just create your own modifier
 
Last edited:

bontanel

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3 questions:
1. Is it possible to add a more or less unique interface to a new religious group?
2. Which files determine what religion gets what interface?
3. How does Zoroastrians/Judaism interface work?(As in using another interface but adding some unique parts of their own)
 

Silversweeeper

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Is there a way to check for any province not sharing a land border or sea zone with any other province in the same realm with a direct land connection to the capital?
 

starwarsfan541

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Look at the cm_charlemagne_story_events and the 00_religion_modifiers. You can set up a modifier that never runs out during the games time frame and keep the authority up that way

Edit: Like that:
Code:
		religion_authority = {
			modifier = rise_of_the_shia_caliphate
			years = 900
		}
I did not test it, but it should do the trick. You could also just create your own modifier

I have already done that, I want to make it so that is should be permamanet but its possible to lose it under extreme circumstances.
 

omega20056

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Do you have to edit the convertor DLC files to make it work with mods or can you place your files in the old eu4_converter folder?
 
Last edited:

jkarr

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Can anyone show, or do, for me, the ability to mod a portrait for one of my characters, or to bring the event to trigger it into the game....Got a character i want to give a eye patch, as part of his back story is hes lost a eye in a siege. I've heard its in the got mod, but dunno how to bring it over, and, if unable, how to give him a eye patch (even better if it can be personalized)
 

secretfire

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@Starwarsfan541 - thats so simple its brilliant! I can't believe I never thought of it.

Query though, could you tell me how this portion of the code works? As in, parse out for me in (clearer) psuedocode how these nested if/then statements are working? I can't follow them.


Code:
option = {
		name = OK
		if = {
			limit = {
				father = { 
					ai = no
				}
			}
			if = {
				limit = {
					father = {
						father_even_if_dead = {
							father_even_if_dead = {
								is_alive = no
							}
						}
					}
				}
				father = {
					father_even_if_dead = {
						father_even_if_dead = {
							ROOT = {
								set_reincarnation = THIS
							}
						}
					}
				}
			}
			if = {
				limit = {
					is_reincarnated = no
				}
				father = {
					father_even_if_dead = {
						ROOT = {
							set_reincarnation = THIS
						}
					}
				}
			}
			
			father = {
				character_event = {
					id = RoZ.2
					days = 3
				}
			}
		}
		if = {
			limit = {
				mother = { ai = no }
				is_reincarnated = no
			}
			if = {
				limit = {
					mother = {
						father_even_if_dead = {
							father_even_if_dead = {
								is_alive = no
							}
						}
					}
				}
				mother = {
					father_even_if_dead = {
						father_even_if_dead = {
							ROOT = {
								set_reincarnation = THIS
							}
						}
					}
				}
			}
			if = {
				limit = {
					is_reincarnated = no
				}
				mother = {
					father_even_if_dead = {
						ROOT = {
							set_reincarnation = THIS
						}
					}
				}
			}
 

starwarsfan541

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@Starwarsfan541 - thats so simple its brilliant! I can't believe I never thought of it.

Query though, could you tell me how this portion of the code works? As in, parse out for me in (clearer) psuedocode how these nested if/then statements are working? I can't follow them.


Code:
option = {
		name = OK
		if = {
			limit = {
				father = { 
					ai = no
				}
			}
			if = {
				limit = {
					father = {
						father_even_if_dead = {
							father_even_if_dead = {
								is_alive = no
							}
						}
					}
				}
				father = {
					father_even_if_dead = {
						father_even_if_dead = {
							ROOT = {
								set_reincarnation = THIS
							}
						}
					}
				}
			}
			if = {
				limit = {
					is_reincarnated = no
				}
				father = {
					father_even_if_dead = {
						ROOT = {
							set_reincarnation = THIS
						}
					}
				}
			}
			
			father = {
				character_event = {
					id = RoZ.2
					days = 3
				}
			}
		}
		if = {
			limit = {
				mother = { ai = no }
				is_reincarnated = no
			}
			if = {
				limit = {
					mother = {
						father_even_if_dead = {
							father_even_if_dead = {
								is_alive = no
							}
						}
					}
				}
				mother = {
					father_even_if_dead = {
						father_even_if_dead = {
							ROOT = {
								set_reincarnation = THIS
							}
						}
					}
				}
			}
			if = {
				limit = {
					is_reincarnated = no
				}
				mother = {
					father_even_if_dead = {
						ROOT = {
							set_reincarnation = THIS
						}
					}
				}
			}

I am not fully sure myself, thouh it seems to be checking if A.) if the paternal or maternal grandfather is alive and if not to reincarnate as that person B.) seems to set the reincarnation to either the paternal or maternal side.
 

europe

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Hello. This is a noob request. I'm trying to change the "DEMAND_RELIGIOUS_CONVERSION" action so that the AI can't use it. However, I can't seem to find the command in the Vanilla games files. Could someone kindly point me in the right direction? :)
 
Last edited:

Silversweeeper

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Is it possible to make a culture's naming practices follow [Dynasty name] [First name] in the game?
 

Silversweeeper

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Hello. This is a noob request. I'm trying to change the "DEMAND_RELIGIOUS_CONVERSION" action so that the AI can't use it. However, I can't seem to find the command in the Vanilla games files. Could someone kindly point me in the right direction? :)

The enabling/disabling (for *all* characters) is in defines.lua. If you want to make it player-only you could mod in a decision like WoL's foci decisions (Seduce, Spy On, etc.) and probably fire it off that way via events.
 

omega20056

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What would I need to do to make the following event declare a war for the Hungarian lands the Bulgarians hold. It targets the holder of k_hungary at present, which is nobody, so it doesn't actually declare war.

Code:
# Early Magyar Conquest (Second)
narrative_event = {
	id = PA.10252
	title = EVTNAMEPA.10252
	desc = EVTDESCPA.10252
        picture = GFX_evt_melee
	
	trigger = {
		  war = no
                  year = 867
                  character = 159137
                  has_landed_title = k_magyar
                  NOT = { has_landed_title = k_hungary }
                  NOT = { has_global_flag = second_magyar_conquest }
                  k_hungary = {
			  has_holder = no
		  }
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = OPTAPA_10252
		ai_chance = { factor = 1 }
		prestige = 100
		k_hungary = {
                        holder_scope = {
			        ROOT = {
				        war = {
					        casus_belli = invasion
			        		target = PREVPREV # The top liege of the owner
				        	thirdparty_title = PREVPREVPREV # The de jure kingdom
				        }
	        		}
	        	}
                }
		set_global_flag = second_magyar_conquest
		}
		option = {
		name = OPTBPA_10252
		ai_chance = { factor = 0 }
		prestige = -100
		set_global_flag = second_magyar_conquest
	}
}
 

starwarsfan541

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Code:
narrative_event = {
	id =JR.2009
	title =EVTNAME_JR_2009
	desc =EVTDESC_JR_2009
	major =no
	
	picture = ""GFX_evt_whispering_in_ear"
	border = "GFX_event_narrative_frame_war"
	
	trigger = {
		has_landed_title = k_israel
		has_global_flag = third_temple_built
		has_global_flag = jewish_priesthood_founded
		religion = jewish
		has_global_flag = "arrival_ark" 
		NOT = { has_global_flag = "vision_covenant_3" }
	}
	
	mean_time_to_happen = {
		months = 1
	}
	
	option = {
		name = "EVTOPTA_JR_2009"
		set_global_flag = "vision_covenant_3"
	}
}

For some reason this event is auto firing at the begining of the game without the option being available as well.
 

jursamaj

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I have already done that, I want to make it so that is should be permamanet but its possible to lose it under extreme circumstances.
Create your modifier, and an anti-modifier (a modifier that does the exact opposite). Both should be set to last forever. When the modifier gets applied, set a global flag. If the 'extreme circumstances' happen, and the flag is set, apply the anti-modifier and clear the flag. Rinse & repeat.

Since religious authority modifiers can stack up, it won't matter if you end up with a dozen copies each of the modifier & anti-modifier.