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omega20056

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I'm not sure if this is exactly what you're looking for, but you could add this to the Fraticelli religion entry:
Code:
character_modifier = {
		temple_tax_modifier = -1 
	}

That sets the temple tax modifier to -100% for all Fraticelli characters.

This will work. Thank you.

Simply make all temple_tax laws other than no taxes (temple_tax_0) unavailable to Fraticelli characters.

And this will also work. Thank you.
 

fanoI

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You could fix that with
Code:
OR = {
     is_landed = yes
     spouse = {
         is_landed = yes
     }
}

Could be done for a specific title, too? So the normal republic wear Republic clothes but not special ones?

For example:

Code:
modifier = {
      factor = 0
      OR = { 
            is_feudal = no
            # This should put a King crown on the Serene Doge of Venice head
            NOT = { has_landed_title = k_venice }
       }
}

if this should work could have sense to create a special section for this using the correct test that is "is_patrician", at that point one could add an analogous test for Muslim Republic that too should not wear the Patrician clothes IMHO...
 

omega20056

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I have another question.

I'm writing an event that destroys various titles and grants new ones to the previous owners. This is what I'm using at the moment (It's meant to give the titles to the holders even if they are independent).

Code:
k_croatia2 = {
        grant_title = ROOT
	copy_title_laws = k_croatia
}
k_croatia = {
	destroy_landed_title = THIS
}
k_sicily2 = {
        grant_title = ROOT
	copy_title_laws = k_sicily
}
k_sicily = {
	destroy_landed_title = THIS
}
 
Last edited:

fanoI

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Well but what's happens? The title is not granted?

I had a similar problem if the title was not activated before I needed to activate the title manually:

Code:
	    # Bug of new patch grant_title does not work on not active titles anymore!
	    activate_title = { title = k_croatia2 status = yes }

	    # Make this happen for the liege to not make the character independent (if your title is independent it works in any case as you are the "liege" of yourself)
	    liege = {
	 	k_croatia2 = {
			grant_title = ROOT
			copy_title_laws = k_croatia
			copy_title_history = k_croatia
		}
		set_defacto_vassal = ROOT
	    }

            k_croatia = {
 	           destroy_landed_title = THIS
           }
}

It could have sense that new Croatia have the same de jure land of the old one? If so you should add this code too:

Code:
		k_croatia2 = {
			any_direct_de_jure_vassal_title = {
				de_jure_liege = k_croatia
			}
		}

Hope this helps!
 

omega20056

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Well but what's happens? The title is not granted?

I had a similar problem if the title was not activated before I needed to activate the title manually:

Code:
	    # Bug of new patch grant_title does not work on not active titles anymore!
	    activate_title = { title = k_croatia2 status = yes }

	    # Make this happen for the liege to not make the character independent (if your title is independent it works in any case as you are the "liege" of yourself)
	    liege = {
	 	k_croatia2 = {
			grant_title = ROOT
			copy_title_laws = k_croatia
			copy_title_history = k_croatia
		}
		set_defacto_vassal = ROOT
	    }

            k_croatia = {
 	           destroy_landed_title = THIS
           }
}

It could have sense that new Croatia have the same de jure land of the old one? If so you should add this code too:

Code:
		k_croatia2 = {
			any_direct_de_jure_vassal_title = {
				de_jure_liege = k_croatia
			}
		}

Hope this helps!
The basic idea is that I'm changing the borders of the pentarchy. The granting and destroying of those titles is tied to the schism mending event. When the event fires, the holders of k_croatia and k_sicily, even if they are independent, lose their title, which is then replaced with a clone that has a different pentarch set. I need the event to destroy their titles, scope to them even if independent, give them the new titles, and make them de jure over the areas their old titles covered.

Would this work?

Code:
                        activate_title = { title = k_croatia2 status = yes }
                        k_croatia2 = {
                                    grant_title = ROOT
			            copy_title_laws = k_croatia
			            copy_title_history = k_croatia
                        }
                        k_croatia = {
			            any_direct_de_jure_vassal_title = {
				    	de_jure_liege = k_croatia2
			            }
		        }
		        k_croatia = {
			            destroy_landed_title = THIS
		        }
                        activate_title = { title = k_sicily2 status = yes }
                        k_sicily2 = {
                                    grant_title = ROOT
			            copy_title_laws = k_sicily
			            copy_title_history = k_sicily
                        }
                        k_sicily = {
			            any_direct_de_jure_vassal_title = {
				    	de_jure_liege = k_sicily2
			            }
		        }
		        k_sicily = {
			            destroy_landed_title = THIS
		        }
 

fanoI

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Yes but the liege part is needed if the two title are for some reasons vassals of an Emperor: if not they would become independent (a bug probably but...).

To scope the the Kings of Croatia and Sicily you could do:

Code:
	any_playable_ruler = {
		limit = {
			OR = {
                               has_landed_title = k_croatia
                               has_landed_title = k_sicily
                        }
		}
                character_event = { id = xxx }

You could do this block in the option of the first event that the player get when he mends the schism or if you want in the "immediate" section to relaunch it to the poor victims!
In the "xxx" event you could check if they have the titles k_croatia and k_sicily using "has_landed_title" and do your stuff.
 

omega20056

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Yes but the liege part is needed if the two title are for some reasons vassals of an Emperor: if not they would become independent (a bug probably but...).

To scope the the Kings of Croatia and Sicily you could do:

Code:
	any_playable_ruler = {
		limit = {
			OR = {
                               has_landed_title = k_croatia
                               has_landed_title = k_sicily
                        }
		}
                character_event = { id = xxx }

You could do this block in the option of the first event that the player get when he mends the schism or if you want in the "immediate" section to relaunch it to the poor victims!
In the "xxx" event you could check if they have the titles k_croatia and k_sicily using "has_landed_title" and do your stuff.
That's perfect. That too would work for a decision, right?
 

jursamaj

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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.
Yes, but of those almost 3000 occurrences of the character in vanilla, 1951 are in events. That's why you get the character: you copied a vanilla event that had it! I can't imagine them using a different engine for vanilla events & mod events. Especially since I see 103 occurrences in the Elder Kings mod's events.

So I suspect that when people copy/paste vanilla events that have that character, somehow it gets mangled into something else. Unfortunately, I don't have one of the problem files to look at. It would be helpful if somebody would send me one. :)
 

jursamaj

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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
			}
		}
	}
You guys are making this way harder than it has to be.
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
			[COLOR="#00FF00"]NOT = { higher_real_tier_than = DUKE }
			NOT = { spouse = { higher_real_tier_than = DUKE } }[/COLOR] # do this in crowns 2 & 3 as well.
		}
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
	}
By allowing the Royal Crowns for king and emperors, the only emperors that will take it are Celtic ones. All the others will take the 100 Imperial Crown. The Celtic emperors won't take any lesser headgear, because they're already excluded, and the 1st edit excludes them from the Imperial Crown..
 

unknownenlord

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I am almost done on my mod
2015-02-24_00001.jpg
2015-02-24_00002.jpg

I am working on an event to create duchies, when someone owns three counts (and no more) that will make the new duchy dejure liege only if dejure liege is d_everything. using Charlemagne custom kingdom mechanics i have all major dlcs.
I might be able to do it myself but i am not sure of the best way to do it i would rather make non pagan religions right now so if someone can help me it would be appreciated and if uploaded credited

more details about my mod called rise of civilizations (check it's not taken)everyone count is tribal independant with own unique culture grouped by vanilla cultures(e.g by crete counts have different culture but in greek cultural group).
also all unique named religions but currently only pagan.

edit actually i want it to fire when a count has has exactly 3 provinces that are dejure d_everything
edit2 my attempt so far then i am pretty much done with mod

Code:
namespace = RoC
A_new_duke ={
	id = RoC.1
	desc = EVTDESCRoC.1
	trigger = {
	num_of_count_titles = 3
	#check if de_jure liege is d_everything for all three counts
	NOT {tier = duke}
	NOT {tier = king}
	NOT {tier = emperor }
	}
	mean_time_to_happen = {
		months = 1
	}
	option = {
		name = EVTOPTRoC.1
		custom_tooltip = {
			text = A_DUKE
			primary_title = {
				create_title = {
					tier = duke
					landless = no
					temporary = no
					custom_created = yes
					culture = ROOT
					holder = ROOT
					base_title = THIS
					copy_title_laws = yes
					any_title_under = {
						tier = COUNT
						de_jure_liege = PREV
						}
				}
			}
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				}
		}
}
 
Last edited:

Zaltys

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Is there any way to discourage the AI rulers from picking certain characters as spouses or concubines?

I'm trying to mod a kind of a 'foreign diplomat' thing where a character stays at an another court for a while, but they invariably end married or as concubines.
And while it's possible to use traits to completely disallow them from marrying (with 'cannot_marry = yes'), I just want to make it a lot rarer instead completely impossible.
 
Last edited:

fanoI

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Yes, but of those almost 3000 occurrences of the character in vanilla, 1951 are in events. That's why you get the character: you copied a vanilla event that had it! I can't imagine them using a different engine for vanilla events & mod events. Especially since I see 103 occurrences in the Elder Kings mod's events.

Strange that is a legittimate character but in some way screws things if copied...
The event from which I've started is the one that give the trait "Augustus" to the holder of the title "e_roman_empire", the offending character appeared after "desc = ".

So I suspect that when people copy/paste vanilla events that have that character, somehow it gets mangled into something else. Unfortunately, I don't have one of the problem files to look at. It would be helpful if somebody would send me one. :)

If it re-happens or if I can reproduce it simply copying the event in another file I'll send the file to you.
 

theStormWeaver

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Strange that is a legittimate character but in some way screws things if copied...
The event from which I've started is the one that give the trait "Augustus" to the holder of the title "e_roman_empire", the offending character appeared after "desc = ".



If it re-happens or if I can reproduce it simply copying the event in another file I'll send the file to you.

It is an unprintable character that is likely the result of using UTF-8 or going from one OS to another.
I came across this very error myself. You need to use Windows-1252 as your character encoding, colloquially referred to as "ANSI" encoding.
 

fanoI

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You guys are making this way harder than it has to be.
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
			[COLOR="#00FF00"]NOT = { higher_real_tier_than = DUKE }
			NOT = { spouse = { higher_real_tier_than = DUKE } }[/COLOR] # do this in crowns 2 & 3 as well.
		}
		modifier = {
			factor = 0
			is_feudal = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
	}
By allowing the Royal Crowns for king and emperors, the only emperors that will take it are Celtic ones. All the others will take the 100 Imperial Crown. The Celtic emperors won't take any lesser headgear, because they're already excluded, and the 1st edit excludes them from the Imperial Crown..

It seems to work in my case too, using the trait as I wanted that is really fantastic because now my "Imperial Coronation" gives to the Holy Roman Emperor really an Imperial crown (he starts with a King crown that is historical because a new elected Emperor was indeed only King of Germany!).

But this does not work:

Code:
	# Royal crown/turban 1
	1 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { higher_real_tier_than = DUKE }
			NOT = { spouse = { higher_real_tier_than = DUKE } }
			#NOT = { real_tier = king }
			#NOT = { spouse = { real_tier = king } }
		}
		
		modifier = {
			factor = 0
			is_feudal = no
			NOT = { has_landed_title = k_venice }
		}

The Serene Doge of Venice retains his hat and neither this work:

Code:
	# Royal crown/turban 1
	1 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { higher_real_tier_than = DUKE }
			NOT = { spouse = { higher_real_tier_than = DUKE } }
			#NOT = { real_tier = king }
			#NOT = { spouse = { real_tier = king } }
		}
		
		#modifier = {
		#	factor = 0
		#	is_feudal = no
		#	NOT = { has_landed_title = k_venice }
		#}

		modifier = {
			factor = 100
			is_patrician = yes
			has_landed_title = k_venice
		}

		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
	}

I'm really annoyed by the continue limitations of "The Republic DLC" really! You cannot change crowns, if inland they become unplayable, if you change succession they become unplayable and so on... I've paid to play Republics and to mod them so what's the problem?
 

omega20056

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Bit of a difficult one here, but I'm wondering if it would be possible to limit demense laws so that they only apply in the primary kingdom? I want to make the CA laws demense laws and I'd like them to differ for titles if a character has several.
 

bomberx

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I have a question about reforming religions and modding... I am adding religions to my game and I want to modify the requirements to reform. I had some issues with my files which I posted here earlier and got that mess sorted out so everything is good now but I cant seem to find the right decision to edit the requirements for reformation. Everything else with my religions is good to go, but I cant find the right information I'm looking for anywhere.
 

ThePatriot1776

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I have a question about reforming religions and modding... I am adding religions to my game and I want to modify the requirements to reform. I had some issues with my files which I posted here earlier and got that mess sorted out so everything is good now but I cant seem to find the right decision to edit the requirements for reformation. Everything else with my religions is good to go, but I cant find the right information I'm looking for anywhere.

Check my first blog entry as I explain it in detail and provide the scripts.
 

Swxpert

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Asking this again as I did not see an answer;Is there a way to change bishop appointment decisions so that if a feminist nation with free investiture and female temple holders turned on can appoint female bishops?