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jursamaj

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I haven't added any new provinces, I've just replaced a number of existing ones with empty files because I removed India. I've renamed a few counties and duchies, but everything seems to be linked up okay.

I appreciate the advice, but any other ideas? =/
It may be that the game won't accept an empty file as a valid province history. But that doesn't seem relevant to your Anhalt problem, since it doesn't sound like that's one of the ones you blanked out.
 

ShamanMcLamie

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You can add the twin trait, but you won't get an opinion bonus with your twin... Anyway, thanks for the info! I'll test it out ASAP!!

I've got two characters set up as twins and they have the opinion bonus. Did you double check to see if they have the same Birthday and Parents? That's what you need so it knows those two characters are twins.
 
Last edited:

ShamanMcLamie

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Mentions earlier that I can't set up the Duchy of Thrace to be a Vice-royalty at the start of the game and then I found this in the Change Log

- Fixed bug where the duchy of Thrace was a viceroyalty while held by the emperor.

Does someone know if this is something they'd fix outside of the d_thrace title document?
 

ThePatriot1776

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Ever since I wrote the Ben HaMasiakh event, no Jewish child is getting educational traits. Any help is appreciated.

Code:
#Children gains the Ben HaMashiakh trait
character_event = {
    id = ExIs_102
	title = EVTNAME_ExIs_102
	
    hide_window = yes
	
	trigger = {
		OR = {
			mother = { trait = hamashiakh }
			father = { trait = hamashiakh }
			mother = { trait = ben_hamashiakh }
			father = { trait = ben_hamashiakh } 
		}
		NOT = {
			has_character_flag = the_ben_hamashiakh
		}
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = .01
		}
	}
	
	option = {
		name = EVTOPTA_ExIs_102
		add_trait = ben_hamashiakh
		set_character_flag = the_ben_hamashiakh
	}
}

Bump!
 

Isinfier

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Is there any way to adjust the position of beards on the portraits without physically modifying the graphic?
 

bomberx

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holy sites? I can't seem to find where they are to change them, I've read they are found in the landed_titles file but I'm not seeing them. searching for "b_" since i read they are on the barony level but the search returns nothing, individual religion searching returns nothing..I've been looking for 30 minutes and I cant seem to find the right location....
 

ThePatriot1776

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holy sites? I can't seem to find where they are to change them, I've read they are found in the landed_titles file but I'm not seeing them. searching for "b_" since i read they are on the barony level but the search returns nothing, individual religion searching returns nothing..I've been looking for 30 minutes and I cant seem to find the right location....

In the landed_titles use "holy site" as your search and you'll find them.
 

ThePatriot1776

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I've tried that, shows no results, even when i try "holy" only holy orders show up...what did I do to my files....!

Are you using the original landed_titles or a copy? If you're using the original delete it then have Steam reverify your installation and it will download a new one. If you're using a copy delete it then make a copy of the original. Then search for it.
 

Slayen

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How would one go about making it so that Celtic emperors still use the king level crowns?
 

fanoI

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The problem with having Validator spot them is that there are almost 3000 of them in the vanilla files. In fact, it's needed in some character names (00_cultures.txt, landed_titles.txt, levantine_arabic.txt, and turkish.txt), and in a lot of localization files. The character is not itself an error, but I suspect that it messes up some text editors. 2 weeks ago, starwarsfan541 had this issue, and I asked what editor & OS he was using but got no response. :(

I had always the impression that in CK2 are present different engines one for events, one for decision, one for history indeed these files accept different commands!
I'm pretty convinced that in events that character is an error as the event never fired automatically as it should, I could force it only when I used the console...
One could say that is an engine bug too: in the end it could accept that character and show the event instead to bail out...

My editor is (G)Vim for Windows by the way.
 

Slayen

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You'd have to venture in the strange world that is interface/portrait_properties.txt

So, I'm assuming that this is the relevant bit of code.
Code:
# Imperial crown/Chaliph turban
	0 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { real_tier = emperor }
			NOT = { spouse = { real_tier = emperor } }
		}
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
	}
	
	# Royal crown/turban 1
	1 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
		}
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
	}

	# Royal crown/turban 2
	2 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
		}
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
	}

	# Royal crown/turban 3
	3 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
		}
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
	}



Now, I'm assuming I'm going to have to slot in various instances of culture_group = celtic but, and this might be the fact that it is 5am talking, I'm at a bit of a loss as to how to go about it.

Edit:
::stares more as brain ticks over slowly::
Hold on... would this actually work:

Code:
# Imperial crown/Chaliph turban
	0 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { real_tier = emperor }
			NOT = { spouse = { real_tier = emperor } }
		        [COLOR="#00FF00"]culture_group = celtic[/COLOR]
                }
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
	}
	
	# Royal crown/turban 1
	1 = {
		factor = 1               
                modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
		}
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
               [COLOR="#00FF00"] modifier = {
                         factor = 1
                         culture_group = celtic
                         AND = {
                                    OR = {
                                              real_tier = emperor
                                              spouse = { real_tier = emperor }
                                             }
                                    }
                                  }[/COLOR]
	}

	# Royal crown/turban 2
	2 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
		}
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
               [COLOR="#00FF00"] modifier = {
                         factor = 1
                         culture_group = celtic
                         AND = {
                                    OR = {
                                              real_tier = emperor
                                              spouse = { real_tier = emperor }
                                             }
                                    }
                                  }[/COLOR]
	}

	# Royal crown/turban 3
	3 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
		}
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
               [COLOR="#00FF00"] modifier = {
                         factor = 1
                         culture_group = celtic
                         AND = {
                                    OR = {
                                              real_tier = emperor
                                              spouse = { real_tier = emperor }
                                             }
                                    }
                                  }[/COLOR]
	}

Am I anywhere in the ballpark of being right?
 
Last edited:

JonStryker

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In theory it works something like this: For every piece of clothing the clauses are executed one after the other and the one with the highest factor is likliest to be picked. You know, in a factor x divided by the sum of all factors given out certainty. The exception is that if the engine encounters 100+ for some piece of clothing it'll use that.
Imperial crown/Chaliph turban / 0 is given out to every person (factor 100!) that the modifiers do not apply to (100 * 0 = 0). So everyone that is an emperor or who's wife is an empress, who is feudal and who is not peasent leader and heresiach will get it.

Putting this into 0 would disable the imperial crown for celtic people:
Code:
modifier = {
	factor = 0
	culture_group = celtic
}

You'd then have to make sure that the guy is eligible for the kingly crown instead.
 
Last edited:

omega20056

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Would it be possible to apply the unreformed pagan attrition modifiers to a culture? Like the Nubians being impossible to invade due to attrition even though they are feudal Christians.
 

Slayen

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In theory it works something like this: For every piece of clothing the clauses are executed one after the other and the one with the highest factor is likliest to be picked. You know, in a factor x divided by the sum of all factors given out certainty. The exception is that if the engine encounters 100+ for some piece of clothing it'll use that.
Imperial crown/Chaliph turban / 0 is given out to every person (factor 100!) that the modifiers do not apply to (100 * 0 = 0). So everyone that is an emperor or who's wife is an empress, who is feudal and who is not peasent leader and heresiach will get it.

Putting this into 0 would disable the imperial crown for celtic people:
Code:
modifier = {
	factor = 0
	OR = {
		culture_group = celtic
	}
}

You'd then have to make sure that the guy is eligible for the kingly crown instead.

Say something along the lines of this?
Code:
# Imperial crown/Chaliph turban
	0 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { real_tier = emperor }
			NOT = { spouse = { real_tier = emperor } }
		}
                [COLOR="#00FF00"]modifier = {
	               factor = 0
	               OR = {
		               culture_group = celtic
	               }
                }[/COLOR]
                modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
	}
	
	# Royal crown/turban 1
	1 = {
		factor = 1               
                modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
		}
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
               [COLOR="#00FF00"] modifier = {
                         factor = 1
                         culture_group = celtic
                         AND = {
                                    OR = {
                                              real_tier = emperor
                                              spouse = { real_tier = emperor }
                                             }
                                    }
                                  }[/COLOR]
	}

	# Royal crown/turban 2
	2 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
		}
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
               [COLOR="#00FF00"] modifier = {
                         factor = 1
                         culture_group = celtic
                         AND = {
                                    OR = {
                                              real_tier = emperor
                                              spouse = { real_tier = emperor }
                                             }
                                    }
                                  }[/COLOR]
	}

	# Royal crown/turban 3
	3 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
		}
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
               [COLOR="#00FF00"] modifier = {
                         factor = 1
                         culture_group = celtic
                         AND = {
                                    OR = {
                                              real_tier = emperor
                                              spouse = { real_tier = emperor }
                                             }
                                    }
                                  }[/COLOR]
	}
 

JonStryker

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No, not quite. Firstly the OR is not really needed (and I removed it from my post on the previous page). But that's not a real problem.
Secondly factor and modifiers are multiplied and then looked at. If you have factor 1 * 0 * x you get 0 regardless of the value of x. If the first, second or third modifier applies your custom clause isn't doing anything. Also making a modifier with factor 1 is pretty pointless. Just like multiplying 5000 * 1 = 5000. It doesn't change anything regardless of the condition being true or false.