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jursamaj

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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).
Yeah, it's just a flat modifier. There are so many decadence modifiers in the files, that they had to keep them fairly small. As for relative sizes, remember that it doesn't necessarily represent how bad an offense something is, but how decadent it is.
 

Derfel06

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Two questions:

1- Is it possible to use if blocks in religons file?

2- Is there a way to put a custom textbox (like when you name a children) and store player input as a variable etc?
 

Simmy93

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I'm really getting into modding heresies for custom playthroughs, how do I go about altering holy sites? Can this be done for heresies? And can I add a college of Cardinals? Or is that too hard coded?
 

performer

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Noob question about the Scopes: FROM, THIS, ROOT, PREV - I don't really get it. PREV is the charakter who get the last event, and ROOT the one who gets the actual event. FROM and THIS - I don't understand them. I would be grateful for an explanation.
 

blackninja9939

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Noob question about the Scopes: FROM, THIS, ROOT, PREV - I don't really get it. PREV is the charakter who get the last event, and ROOT the one who gets the actual event. FROM and THIS - I don't understand them. I would be grateful for an explanation.
Ordinarily these are what they stand for:
  • FROM = The person who sent you the event
  • ROOT = The person receiving the event
  • PREV = The last scope used
  • THIS = The current scope
THIS is not used much, I have only used it when making a title independent with set_defacto_liege = THIS

Also keep in mind that scopes do not always mean that, they often represent different things for on_actions, job_actions or decisions. For more information on the exacts of each check out the Wiki
 

Romulien

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Two questions:

1- Is it possible to use if blocks in religons file?

2- Is there a way to put a custom textbox (like when you name a children) and store player input as a variable etc?

1- No, because there are no function blocks in religion definition, everything is static.

2- No, if you define a new interface you would have no way to trigger it, even less to capture the value entered in a variable.

I'm really getting into modding heresies for custom playthroughs, how do I go about altering holy sites? Can this be done for heresies? And can I add a college of Cardinals? Or is that too hard coded?

Holy sites: http://www.ckiiwiki.com/Religion_modding#Holy_sites

College of cardinals: you can ! You need to change succ_laws.txt and do a bit of interface modding, see http://www.ckiiwiki.com/Interface_modding
 

omega20056

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Is Hellenism free of the usual unreformed pagan province conversion troubles? I'm not sure if the pre-reformed mechanics give it a normal conversion rate.

Secondly, would it be possible to disable church taxes for a specific Christian religion? I'm looking to really make Fraticelli the "poor man's" church it's suppose to be.
 

chatnoir17

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Yep that is totally possble, here is an example of how we did it an AGOT
Code:
sympathy_westerosi = {
    opposites =  {
        zealous
    }
    
    potential = {
        NOT = { religion_group = westerosi_religion }
    }

    tolerates_westerosi_religion = yes        # Tolerates and is tolerated by Westerosi

    customizer = no
    random = no
}
Just replace the westerosi with anything else so an outline of it would be
Code:
sympathy_xxx = {
    opposites =  {
        zealous
    }
    
    potential = {
        NOT = { religion_group = xxx }
    }

    tolerates_xxx = yes        # Tolerates and is tolerated by xxx

    customizer = no
    random = no
}
Where xxx is the religion group
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

Cool, and that's why modders respect AGOT mod... :)
 

ThePatriot1776

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Okay, I've created 172 families for the MRAOF mod and we have an artist making custom CoAs for each of the dynasties. My question is how do I link the CoAs to the dynasties? The CoAs are in .png format.
 

JonStryker

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Okay, I've created 172 families for the MRAOF mod and we have an artist making custom CoAs for each of the dynasties. My question is how do I link the CoAs to the dynasties? The CoAs are in .png format.

Look at "Crusader Kings II\gfx\coats_of_arms\patricians.tga". You need to make something like that. A big TGA (!) with the COAs assembled in a grid.
 

jursamaj

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So it lines up with the dynasty number? I'm confused as to how to actually link them.
No, The CoA entry for the dynasty would reference your CoA TGA file, and also have a number for which pic in the grid is the right CoA. So, for instance, in 00_dynasties.txt, Spinola (dynasty 50) is defined like this:
Code:
50 = {
	name="Spinola"
	culture = italian
	coat_of_arms = {
		template = 0
		layer = {
			texture = 6
			texture_internal = 12
			emblem = 0
			color = 0
			color = 0
			color = 0
		}
	}
}
The 'texture = 6' tells it to use patricians.tga, and the 'texture_internal = 12' tells it to use CoA number 12 in that file. (If I recall correctly, both of those numbers start counting from 0, not 1.) The colors are irrelevant, because the definition of patricians.tga says 'color = 0', meaning it doesn't use the colors. You could still throw an emblem on top. :)
 

Isinfier

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What DLC file are the Early Western Portrait files situated in? Trying to find the one that the early Franks use but I can't figure out for the life of me.
 

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Not really looking to solve the problem since it's not a huge deal for the mod. I have a very simple in game work around, but I'm hell bent on the answer why.

So I'm trying to set up a Vice-royalty of Thrace in the Byzantine Empire at the start date. The Duchy Thrace de jure holds the county Constantinople although my plan was that the Strategos would only control it's other two counties Kaliopolis and Thrake. The problem is even though I've put the correct code for the title it always starts as a Duchy with a Doux, not a Vice-royalty with a Strategos. Below is what I have in the d_thrace title code. Can someone explain why this title can't start out as a Vice-royalty? I can grant a Vice-royalty of Thrace in game as Emperor, why won't the code work so it's that way to start with? It works for all the other duchy titles I used it on.

768.12.25={
holder=505112
liege="e_byzantium"
vice_royalty = yes
}
 
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