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Yes, I also did the same with the mid, and erased all crowns in the 3( headgear, mid, behind) before copy and pasting the desired helms.
Code:
     name = "PORTRAIT_darknutgfx_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_male_clothes_behind:p3:c0"
       "GFX_darknut_male_headgear_behind:p5:c1"
       "GFX_western_male_hair_behind:p1:h:y"
       "GFX_western_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_western_male_eyes:d6:o47x74"
       "GFX_western_male_eyes2:d6:e:o74x92"
       "GFX_character_scars:p7:y"
       "GFX_character_reddots:p8"
       "GFX_character_boils:p9"
       "GFX_character_blinded_eyes:p10"
       "GFX_western_male_clothes:p3:c2"
       "GFX_darknut_male_headgear_mid:p5:c3"
       "GFX_western_male_ear:d7:o27x54"     
       "GFX_western_male_beard:p4:h:y"
         "GFX_western_male_hair:p1:h:y"
       "GFX_western_male_clothes_infront:p3:c4"
       "GFX_darknut_male_headgear:p5:c5"
       "GFX_character_imprisoned:p6"
       "GFX_player_overlay:p11"
     }

Did you correct the alpha layers on the relevant files? It sounds like the old alpha layers is still being recognized.
 
Question about the retinuesize modifer.

The CivII Wiki modifers page lists retinuesize as valid trait modifier. When I add it to a trait it shows up in the tooltip, but doesn't seem to effect the retinue size limit. This was tried with an Irish tribal catholic nation.

Does retinuesize only effect a specific govt, cultural or religious group or am I missing something?
 
Regarding buildings:

I know that in the potential clause, FROM is the settlement holder and FROMFROM is the settlement itself. Is it possible to scope to the person who is trying to build it (in case a liege wants to build in a vassal's settlement)?

Also, when the file comments say "start trigger is in title scope", what exactly does that mean?
 
Question about the retinuesize modifer.

The CivII Wiki modifers page lists retinuesize as valid trait modifier. When I add it to a trait it shows up in the tooltip, but doesn't seem to effect the retinue size limit. This was tried with an Irish tribal catholic nation.

Does retinuesize only effect a specific govt, cultural or religious group or am I missing something?

No, it likely means the wiki is wrong, I updated the cell. :)
When a modifier shows up properly in the tooltip, it's sometime hard to know if the effects are actually taken into account by the game.

Regarding buildings:

I know that in the potential clause, FROM is the settlement holder and FROMFROM is the settlement itself. Is it possible to scope to the person who is trying to build it (in case a liege wants to build in a vassal's settlement)?

Also, when the file comments say "start trigger is in title scope", what exactly does that mean?

I doubt it, since ROOT is the province, it would have to be FROMFROMFROM ?
 
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In WtWSMS there is a vanilla province (PROV1452 / c_dunkheger) whose name doesn't appear on the map, and all the "layers" it is part of (duchy, kingdom, culture, religion, ...) have their name completely off in their respective map modes.
Any idea what might be causing this ?
This part of the map is not actually modded (same as vanilla), though other parts are modded via provinces.bmp and terrain.bmp

Province name not appearing:
Map-province-issue1.jpg
Rouran Khaganate is all over the place:
Map-province-issue2.jpg
 
Hmm. The externals is what usually causes a name to not show up when zoomed out. But since you're also having other name weirdness, and it's not externals, the only thing I can think of is stray pixels. What you can try is using the magic wand to select that pixel but setting it to global (non-contiguous), and then painting a very fat border around it (in photoshop it's edit->stroke->100px). That should point out where the stray pixels are (if there are any).

Can't think of any other reason atm
 
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Hmm. The externals is what usually causes a name to not show up when zoomed out. But since you're also having other name weirdness, and it's not externals, the only thing I can think of is stray pixels. What you can try is using the magic wand to select that pixel but setting it to global (non-contiguous), and then painting a very fat border around it (in photoshop it's edit->stroke->100px). That should point out where the stray pixels are (if there are any).

Can't think of any other reason atm

I would have to echo this sentiment. It sounds like it is probably a stray pixel.
 
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In landed_titles.txt, in the appropriate county block, put
Code:
angelcynn = xxx
anglo_saxon = yyy
saxon = zzz
replacing the xxx, yyy and zzz with the appropriate localizations. (Make sure the tags are right too, I'm just guessing what you're using.)


Just saw this, thank you for the prompt reply. I just like to edit other mods for my benefit.
 
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I didn't even know <title>_adj_<culture> was a thing.
 
Hmm. The externals is what usually causes a name to not show up when zoomed out. But since you're also having other name weirdness, and it's not externals, the only thing I can think of is stray pixels. What you can try is using the magic wand to select that pixel but setting it to global (non-contiguous), and then painting a very fat border around it (in photoshop it's edit->stroke->100px). That should point out where the stray pixels are (if there are any).

Can't think of any other reason atm

I would have to echo this sentiment. It sounds like it is probably a stray pixel.

Indeed that was the cause, thanks for the help !
 
When I do any_realm_character and the character is the liege he is not comprises in the scope so if I want to send the event to him too I should do:

Code:
       character_event = { id = my_event.1 days = 3 random = 2 }       

        any_realm_character = {
            limit = {
                trait = xxx
            }

            character_event = { id = my_event.1 days = 3 random = 2 }
        }

But what's happens when the character is part of the realm but he is not the liege? any_realm_character will send the event to him too or not? How to do this in a reliable way? I'm doing an election system and so should never happen that the event is sent two times to the same character as - in that case - he will express two votes!
 
When I do any_realm_character and the character is the liege he is not comprises in the scope so if I want to send the event to him too I should do:

Code:
       character_event = { id = my_event.1 days = 3 random = 2 }      

        any_realm_character = {
            limit = {
                trait = xxx
            }

            character_event = { id = my_event.1 days = 3 random = 2 }
        }

But what's happens when the character is part of the realm but he is not the liege? any_realm_character will send the event to him too or not? How to do this in a reliable way? I'm doing an election system and so should never happen that the event is sent two times to the same character as - in that case - he will express two votes!

Yes, you could add: NOT = { character = ROOT } in the limit block to prevent that.
 
Hmm do you mean to have the same code if "ROOT" is the liege or not I should do:

Code:
        character_event = { id = my_event.1 days = 3 random = 2 }     

        any_realm_character = {
            limit = {
                trait = xxx
                NOT = { character = ROOT }
            }

            character_event = { id = my_event.1 days = 3 random = 2 }
        }

Is this correct? There is no way to make this more simple? That is obtain the real "any_real_lord" comprensive of ROOT if he is the liege or not...

It seems random_realm_character has a similar issue being the liege I'm not counted so I need to do this "kludge" to give the event to him and then call random_realm_character for the others... a little annoying!
 
If you limit the event to only rulers, then you don't have to check for ROOT in the any/random_realm_character limit.
 
How this could be done? I see only any_independent_ruler and any_playable_ruler as scopes that contained the "ruler" word...

For example this case is too "messy" too really work! First a little of back story of what is happening a party of the Roman Republic is suddenly without a leader (he is died, has become incapable or is deemed unfit to the role) so a random member of the party is chosen as "provisional head" of the party only for to count the votes during the election of a new candidates. The reader from U.S.A. could like to call this process "Primaries" ;)

Any member of the party could chose to candidate himself and obviously the "provisional head" could chose to candidate himself. Now we have filtered the number of candidates to 4 (CK2 windows limitation and I don't liked to do use the "more" trick... for now at least) and it is time to number them. We are in a special case: the "provisional head" (that is who receives this event) is a a candidate and so shall receive a number and the other candidates are indeed 3 (not four) how to discriminate well between this two cases?

Code:
# Candidates chosen returning now to the Provisional Head of the Party to start the proper election process
character_event = {
    id = senatorial_rep.110
    title = EVTNAMEsenatorial_rep.110
    desc = EVTDESCsenatorial_rep.110
    picture = GFX_evt_council

    is_triggered_only = yes

    immediate = {
        set_character_flag = candidate_number_found
       
        if = {
            limit = {
                trait = imperial_party
            }

            if = {
                limit = {
                    has_character_flag = head_of_party_candidate
                    NOT = { has_character_flag = head_of_party_candidate_numbered }
                }

                save_event_target_as = head_of_party_imperial_candidate_1
                set_character_flag = head_of_party_candidate_numbered
                set_global_flag = first_candidate_is_liege
            }

            random_realm_character = {
                limit = {
                    has_character_flag = head_of_party_candidate
                    NOT = { has_character_flag = head_of_party_candidate_numbered }
                    # I really hate this!
                    NOT = { has_global_flag = first_candidate_is_liege } 
                }
                save_event_target_as = head_of_party_imperial_candidate_1
                set_character_flag = head_of_party_candidate_numbered
            }

            random_realm_character = {
                limit = {
                    has_character_flag = head_of_party_candidate
                    NOT = { has_character_flag = head_of_party_candidate_numbered }
                }
                save_event_target_as = head_of_party_imperial_candidate_2
                set_character_flag = head_of_party_candidate_numbered
            }

            random_realm_character = {
                limit = {
                    has_character_flag = head_of_party_candidate
                    NOT = { has_character_flag = head_of_party_candidate_numbered }
                }
                save_event_target_as = head_of_party_imperial_candidate_3
                set_character_flag = head_of_party_candidate_numbered
            }

            random_realm_character = {
                limit = {
                    has_character_flag = head_of_party_candidate
                    NOT = { has_character_flag = head_of_party_candidate_numbered }
                }
                save_event_target_as = head_of_party_imperial_candidate_4
                set_character_flag = head_of_party_candidate_numbered
            }
        }

        if = {
            limit = {
                trait = republican_party
            }

            random_realm_character = {
                limit = {
                    has_character_flag = head_of_party_candidate
                }
                save_event_target_as = head_of_party_republican_candidate_1
                set_character_flag = head_of_party_republican_candidate_1st
            }

            random_realm_character = {
                limit = {
                    has_character_flag = head_of_party_candidate
                }
                save_event_target_as = head_of_party_republican_candidate_2
                set_character_flag = head_of_party_republican_candidate_2st
            }

            random_realm_character = {
                limit = {
                    has_character_flag = head_of_party_candidate
                }
                save_event_target_as = head_of_party_republican_candidate_3
                set_character_flag = head_of_party_republican_candidate_3st
            }

            random_realm_character = {
                limit = {
                    has_character_flag = head_of_party_candidate
                }
                save_event_target_as = head_of_party_republican_candidate_4
                set_character_flag = head_of_party_republican_candidate_4st
            }
        }

        if = {
            limit = {
                trait = papaline_party
            }

            random_realm_character = {
                limit = {
                    has_character_flag = head_of_party_candidate
                }
                save_event_target_as = head_of_party_papaline_candidate_1
                set_character_flag = head_of_party_papaline_candidate_1st
            }

            random_realm_character = {
                limit = {
                    has_character_flag = head_of_party_candidate
                }
                save_event_target_as = head_of_party_papaline_candidate_2
                set_character_flag = head_of_party_papaline_candidate_2st
            }

            random_realm_character = {
                limit = {
                    has_character_flag = head_of_party_candidate
                }
                save_event_target_as = head_of_party_papaline_candidate_3
                set_character_flag = head_of_party_papaline_candidate_3st
            }

            random_realm_character = {
                limit = {
                    has_character_flag = head_of_party_candidate
                }
                save_event_target_as = head_of_party_papaline_candidate_4
                set_character_flag = head_of_party_papaline_candidate_4st
            }
        }

        if = {
            limit = {
                trait = neutral_party
            }

            random_realm_character = {
                limit = {
                    has_character_flag = head_of_party_candidate
                }
                save_event_target_as = head_of_party_neutral_candidate_1
                set_character_flag = head_of_party_neutral_candidate_1st
            }

            random_realm_character = {
                limit = {
                    has_character_flag = head_of_party_candidate
                }
                save_event_target_as = head_of_party_neutral_candidate_2
                set_character_flag = head_of_party_neutral_candidate_2st
            }

            random_realm_character = {
                limit = {
                    has_character_flag = head_of_party_candidate
                }
                save_event_target_as = head_of_party_neutral_candidate_3
                set_character_flag = head_of_party_neutral_candidate_3st
            }

            random_realm_character = {
                limit = {
                    has_character_flag = head_of_party_candidate
                }
                save_event_target_as = head_of_party_neutral_candidate_4
                set_character_flag = head_of_party_neutral_candidate_4st
            }
        }

        # In 6 days the election should have ended...
        character_event = { id = senatorial_rep.115 days = 6 }
    }

    option = {
        name = EVTOPTOPTELECTsenatorial_rep.110

        trigger = {
            trait = imperial_party
        }

        character_event = { id = senatorial_rep.111 days = 3 random = 2 }       

        any_realm_character = {
            limit = {
                trait = imperial_party
            }

            character_event = { id = senatorial_rep.111 days = 3 random = 2 }
        }
    }

    option = {
        name = EVTOPTOPTELECTsenatorial_rep.110

        trigger = {
            trait = republican_party
        }

        any_realm_character = {
            limit = {
                trait = republican_party
            }

            character_event = { id = senatorial_rep.112 days = 3 random = 2 }
        }
    }

    option = {
        name = EVTOPTOPTELECTsenatorial_rep.110

        trigger = {
            trait = papaline_party
        }

        any_realm_character = {
            limit = {
                trait = papaline_party
            }

            character_event = { id = senatorial_rep.113 days = 3 random = 2 }
        }
    }

    option = {
        name = EVTOPTOPTELECTsenatorial_rep.110

        trigger = {
            trait = neutral_party
        }

        any_realm_character = {
            limit = {
                trait = neutral_party
            }

            character_event = { id = senatorial_rep.114 days = 3 random = 2 }
        }
    }
}
 
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