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Romulien

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When there is a character who own duchy, county and city barony (not in the county),
is there any way to set his capital to the city and turn him to merchant republic in history file?

Use capital = b_xxx in province history, for instance:
Code:
1126.7.1 = { capital = b_dublin } #Falling back under local Ostman city rule
1170.7.1 = { capital = b_ath_cliath } #End of direct city indepedence
 

elvain

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I wonder, would it be possible to edit the probability that a province changes culture from A to B.

I have 2 cultures in one culture_group to behave differently when in contact with another culture group. One of them should lead to normal conversions, but the other should not asimilate at all. Is there any way to do it?
 

DC123456789

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I wonder, would it be possible to edit the probability that a province changes culture from A to B.

I have 2 cultures in one culture_group to behave differently when in contact with another culture group. One of them should lead to normal conversions, but the other should not asimilate at all. Is there any way to do it?

All modifiers to culture conversion are in the event itself (55000, I believe).
 

omega20056

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Do you mean the raised levy opinion penalty? It's handled by religion. You can have raised_vassal_opinion_loss = no under the religion you don't want it to apply to. If you want to disable it globally, add it to all religions.
I want to disable it for realms that have the Imperial Administration law, but I'm not sure if that's possible.
 

Nukumnehtar

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Hello, its bee a while (more than a year) that I have modified or saved .dds files in photoshop using the nvidia plug-in, but now I have seem to forgotten which settings I should save it as (1 bit alpha, explicit alpha, interpolated alpha, etc.) Can someone correctly remind me which one it is, as currently I'm saving them as explicit, but the trait icons I made are not appearing blank in game testing? Thank you kindly.
 

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I want to disable it for realms that have the Imperial Administration law, but I'm not sure if that's possible.

Well, you could disable it globally by religion, make an event system that applies opinion penalties for raised levies, and make the events not trigger for realms that have the Imperial Administration law. Not the most efficient system but it would do what you wanted.
 

elvain

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Romulien

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Ryuga10

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Anybody knows how to use the Iberian unit pack in other cultures? Want to use it on latin cultures.

Edit: I know it's graphical_unit_culture but don't know what to put already tried graphical_unit_culture = Iberian,Italian, and Southern and it didn't work.
 

Mike Louis

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I bought a new laptop after my previous one had a backlight problem. When I tried to update my personal mod to the current patch, it crashes whenever at the Loading Flags screen. I'm throughly checked both my landed_titles.txt files and my history files. Is there's anyone who managed to successfully update their mods to the current patch? If so, could you help me solve the Loading Flags CTD issue?
 

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I'm having an issue with portraits.

I can't seem to get the game to register whenever I'm trying to use western_pagan_male or western_pagan_female in the file; instead it refuses to display anything, leaving it blank. Does anyone have any idea how to resolve this? I've uploaded a spoilered version of a bit of the file below for clarity.

Code:
	##### Western PAGAN MALE #####
	
	spriteType = {
		name = "GFX_western_pagan_male_clothes_behind"
		texturefile = "gfx\\characters\\western_pagan_male\\western_pagan_male_clothes_behind.dds"
		noOfFrames = 12
		norefcount = yes
	}

	spriteType = {
		name = "GFX_western_pagan_male_clothes"
		texturefile = "gfx\\characters\\western_pagan_male\\western_pagan_male_clothes.dds"
		noOfFrames = 12
		norefcount = yes
	}
	
	# CULTURE_INDEX: 0 = clothes behind, 1 = headgear behind, 2 = clothes, 3 = headgear mid, 4 = clothes infront, 5 = headgear
	
	# Alan Male
	portraitType = {
		name = "PORTRAIT_alangfx_male"
		effectFile = "gfx/FX/portrait.lua"
		layer = { # GFX_TYPE:[d|p]INDEX:COLOR_LINK:DONT_REFRESH_IF_VALID:CULTURE_INDEX
			"GFX_character_background:p0"
			"GFX_western_pagan_male_clothes_behind:p3:c0"
			"GFX_mongol_male_headgear_behind:p5:c1"
			"GFX_mongol_male_hair_behind:p1:h:y"
			"GFX_mongol_male_beard_behind:p4:h:y"
			"GFX_western_male_base:p2"
			"GFX_western_male_neck:d0"
			"GFX_western_male_cheeks:d4"
			"GFX_western_male_chin:d1"
			"GFX_western_male_mouth:d2:o75x49"
			"GFX_western_male_nose:d3:o80x65"
			"GFX_celtic_male_eyes:d6"
			"GFX_celtic_male_eyes2:d6:e"
			"GFX_character_scars:p7:y"
			"GFX_character_reddots:p8"
			"GFX_character_boils:p9"
			"GFX_character_blinded_eyes:p10"
			"GFX_western_pagan_male_clothes:p3:c2"
			"GFX_mongol_male_headgear_mid:p5:c3"			#15
			"GFX_western_male_ear:d7:o27x54"			
			"GFX_mongol_male_beard:p4:h:y"
		   	"GFX_mongol_male_hair:p1:h:y"
			"GFX_empty:p3:c4"
			"GFX_mongol_male_headgear:p5:c5"				#20
			"GFX_character_imprisoned:p6"
		}

		hair_color_index = 8
		hair_color = { # dark, base, highlight
			
			{ 15 10 3 } { 201 161 99 } { 240 217 182 }
			{ 20 14 5 } { 213 195 171 } { 255 236 211 }
			{ 5 5 5 } { 174 159 100 } { 255 255 255 }
			{ 10 10 10 } { 125 85 56 } { 255 255 255 }
			{ 10 10 10 } { 150 90 55 } { 255 255 255 }
			{ 10 10 10 } { 178 80 41 } { 255 255 255 }
			{ 10 10 10 } { 78 54 37 } { 255 255 255 }
		}

		eye_color_index = 9
		eye_color = {
			{ 58 109 193 }
			{ 120 74 46 }
			{ 34 103 36 }
			{ 86 74 46 }
		}
		
		headgear_that_hides_hair = { 10 }
	}
	
	# middle age
	portraitType = {
		name = "PORTRAIT_alangfx_male1"
		effectFile = "gfx/FX/portrait.lua"
		layer = { # GFX_TYPE:[d|p]INDEX:COLOR_LINK:DONT_REFRESH_IF_VALID:CULTURE_INDEX
			"GFX_character_background:p0"						#0
			"GFX_western_pagan_male_clothes_behind:p3:c0"
			"GFX_mongol_male_headgear_behind:p5:c1"
			"GFX_mongol_male_hair_behind_midage:p1:h:y"
			"GFX_mongol_male_beard_behind_midage:p4:h:y"
			"GFX_western_male_base_midage:p2"					#5
			"GFX_western_male_neck_midage:d0"
			"GFX_western_male_cheeks_midage:d4"
			"GFX_western_male_chin_midage:d1"
			"GFX_western_male_mouth_midage:d2:o80x51"
			"GFX_western_male_nose_midage:d3:o81x65"					#10
			"GFX_celtic_male_eyes_midage:d6"
			"GFX_celtic_male_eyes2:d6:e"
			"GFX_character_scars:p7:y"
			"GFX_character_reddots:p8"							#20
			"GFX_character_boils:p9"
			"GFX_character_blinded_eyes:p10"
			"GFX_western_pagan_male_clothes:p3:c2"
			"GFX_mongol_male_headgear_mid:p5:c3"
			"GFX_western_male_ear_midage:d7:o27x54"					#15
			"GFX_mongol_male_beard_midage:p4:h:y"
			"GFX_mongol_male_hair_midage:p1:h:y"
			"GFX_empty:p3:c4"
			"GFX_mongol_male_headgear:p5:c5"
			"GFX_character_imprisoned:p6"
		}

		hair_color_index = 8
		hair_color = { # dark, base, highlight
			
			{ 15 10 3 } { 201 161 99 } { 240 217 182 }
			{ 20 14 5 } { 213 195 171 } { 255 236 211 }
			{ 5 5 5 } { 174 159 100 } { 255 255 255 }
			{ 10 10 10 } { 125 85 56 } { 255 255 255 }
			{ 10 10 10 } { 150 90 55 } { 255 255 255 }
			{ 10 10 10 } { 178 80 41 } { 255 255 255 }
			{ 10 10 10 } { 78 54 37 } { 255 255 255 }
		}

		eye_color_index = 9
		eye_color = {
			{ 58 109 193 }
			{ 120 74 46 }
			{ 34 103 36 }
			{ 86 74 46 }
		}
		
		headgear_that_hides_hair = { 10 }
	}
	
	# old age
	portraitType = {
		name = "PORTRAIT_alangfx_male2"
		effectFile = "gfx/FX/portrait.lua"
		layer = { # GFX_TYPE:[d|p]INDEX:COLOR_LINK:DONT_REFRESH_IF_VALID:CULTURE_INDEX
			"GFX_character_background:p0"
			"GFX_western_pagan_male_clothes_behind:p3:c0"
			"GFX_mongol_male_headgear_behind:p5:c1"
			"GFX_mongol_male_hair_behind_oldage:p1:h:y"
			"GFX_mongol_male_beard_behind_oldage:p4:h:y"
			"GFX_western_male_base_oldage:p2"
			"GFX_western_male_neck_oldage:d0"
			"GFX_western_male_cheeks_oldage:d4"
			"GFX_western_male_chin_oldage:d1"
			"GFX_western_male_mouth_oldage:d2:o75x52"
			"GFX_western_male_nose_oldage:d3:o80x66"
			"GFX_celtic_male_eyes_oldage:d6"
			"GFX_celtic_male_eyes2:d6:e"
			"GFX_character_scars:p7:y"
			"GFX_character_reddots:p8"
			"GFX_character_boils:p9"
			"GFX_character_blinded_eyes:p10"
			"GFX_western_pagan_male_clothes:p3:c2"
			"GFX_mongol_male_headgear_mid:p5:c3"
			"GFX_western_male_ear_oldage:d7:o25x51"
			"GFX_mongol_male_beard_oldage:p4:h:y"
			"GFX_mongol_male_hair_oldage:p1:h:y"
			"GFX_empty:p3:c4"
			"GFX_mongol_male_headgear:p5:c5"
			"GFX_character_imprisoned:p6"
		}

		hair_color_index = 8
		hair_color = { # dark, base, highlight
			{ 10 10 10 } {  110 110 110 } { 255 255 255 }
		}

		eye_color_index = 9
		eye_color = {
			{ 58 109 193 }
			{ 120 74 46 }
			{ 34 103 36 }
			{ 86 74 46 }
		}
		
		headgear_that_hides_hair = { 10 }
	}
 

Zaltys

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I'm having an issue with portraits.

I can't seem to get the game to register whenever I'm trying to use western_pagan_male or western_pagan_female in the file; instead it refuses to display anything, leaving it blank. Does anyone have any idea how to resolve this? I've uploaded a spoilered version of a bit of the file below for clarity.

Code:
	##### Western PAGAN MALE #####
	
	spriteType = {
		name = "GFX_western_pagan_male_clothes_behind"
		texturefile = "gfx\\characters\\western_pagan_male\\western_pagan_male_clothes_behind.dds"
		noOfFrames = 12
		norefcount = yes
	}
<snip>
Might be that you cropped it when you pasted the code, but if not... You need to put those inside spriteTypes = { }. If that's not the problem, then I don't see it. Maybe try with 'can_be_lowres = yes'. I don't even know what it does, but vanilla uses it for pretty much everything.
 

Masterhummel

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Hello,

how may i set a new liege for a character? I've seen set_de_facto_liege, but can't find any documentation or reference in the original files about it. My goal is to switch the liege for a character after an event is triggered via a decision.