That doesn't seem to work either.You could try a workaround just in case:
Code:effect = { capital = c_xxx }
That doesn't seem to work either.You could try a workaround just in case:
Code:effect = { capital = c_xxx }
I believe liege= title id
or
holder = char id
Where would I put either of these in the files?
My game crashes when I do that. That seems to be a de jure assignment. I'm looking to give the title to an independant character that randomly generates at the game start.history folder sub folder titles
Yep that is totally possble, here is an example of how we did it an AGOTcould we make sympathy_xxxx trait with original religion? F.e. Are we able to create tolerates_protestantism = yes?
sympathy_westerosi = {
opposites = {
zealous
}
potential = {
NOT = { religion_group = westerosi_religion }
}
tolerates_westerosi_religion = yes # Tolerates and is tolerated by Westerosi
customizer = no
random = no
}
sympathy_xxx = {
opposites = {
zealous
}
potential = {
NOT = { religion_group = xxx }
}
tolerates_xxx = yes # Tolerates and is tolerated by xxx
customizer = no
random = no
}
Very strange. The text "Our Position" is in the localization key LEDGER_OUR_POSITION. But I don't see that key in any of the gui files. It is in the executable file, so I suspect most of the ledger window stuff is hardcoded.refering to the cut "Unserer..." part here (german localisation):
![]()
So i looked at the ledger.gui file and changed a bit here and there, but i'm still pretty much clueless. I probably just stopped to early the changing-failing-learning process.
Anyway, before proceed like a blind fish without water, can anyone hint me or tell what i actually need to change in ledger.gui ?
Where i need to look and experiment with ?
The ledger.gui
<snip>
Any help or hint is appreciated.
That doesn't seem to work either.
My game crashes when I do that. That seems to be a de jure assignment. I'm looking to give the title to an independant character that randomly generates at the game start.
How do I go about deleting an event or cassus belli ? I am currently working on an improved decadence mod and want to get rid of the cb decadence_invasion. My understanding is that anything written in a mod folder overwrites the vanilla version, so to delete the above mentioned cb would I have to create a dummy blank version or is there an easier way ?
Also, in place of the above cb I am hoping to create a series of escalating very high negative opinion modifiers based on Decadence, the goal being to completely ruin all support for the dynasty at 100 decadence and trigger a standard overthrow_liege civil war cb. Apart from adding the new entries into the opinion_modifiers folder is there anything else I have to do (part from write the events that assign them I mean) ?
Finally, does anyone know what the "decadence = 2" entry means in the add decadence flag events in decadence_events.txt ? I was hoping that it meant that the newly acquired flag (eg decadence_homosexual) causes this much decadence every month (they are all currently set at 2), but I am thinking now that it just means a flat penalty on acquisition of the flag, while the monthly penalty is fixed no matter what type. Which is correct ? I am hoping to change these values to be a bit more representative, eg most Muslims wouldn't consider someone being Ambitious to be too bad (0.5) but being homosexual is a hideous offence (4).
To get rid of the CB copy CB folder find the file and delete it inside that file.
So if I edit a particular file I need to keep all of its elements intact ? In my first attempt I copied the relevant folder and file into my mod but only kept the cbs for crusade, holy war and the shia rising, this should mean that my mod wiped out all other cbs and yet I saw lots of other wars in my zero player tests.
Yep that is totally possble, here is an example of how we did it an AGOT
Just replace the westerosi with anything else so an outline of it would beCode:sympathy_westerosi = { opposites = { zealous } potential = { NOT = { religion_group = westerosi_religion } } tolerates_westerosi_religion = yes # Tolerates and is tolerated by Westerosi customizer = no random = no }
Where xxx is the religion groupCode:sympathy_xxx = { opposites = { zealous } potential = { NOT = { religion_group = xxx } } tolerates_xxx = yes # Tolerates and is tolerated by xxx customizer = no random = no }
You don't need the zealous bit but we just put it in, you also can have it available in the customizer if you choose obviously
You just define them as normal traits, and yeah it totally works we have them in AGOT for all the religious groupsWait .... this really works?
You can use your own tolerates_xxx commands? Where do you define these? Is this really working for custom added religion groups?? If so that's pretty great!
Very strange. The text "Our Position" is in the localization key LEDGER_OUR_POSITION. But I don't see that key in any of the gui files. It is in the executable file, so I suspect most of the ledger window stuff is hardcoded.![]()
Oh that would explain it.
If anyone has another idea, please share. Until then we (the mod crew) will probably simply change localisation entry to something simple.
Thanks.