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GizMecano

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Hello,

After testing the demo (only noticed a few bugs* in the French translation, but overall it's pretty good), I just take a look at the file system and I have some first questions about modding

  1. how to change the composition of a kingdom or duchy to make a "de jure" entity?
    (it doesn't seem to be any CSV file summarizing the composition of kingdoms and duchies this time)
  2. where are now stored DNA chains that display the characters' faces?
    (the many TXT configuring the characters don't seem to mention the physical appearance)

Thanks,

* For example, confusion between "half-brother" and "brother-in-law", all translated as "demi-frère"...
 

Zarine

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  1. how to change the composition of a kingdom or duchy to make a "de jure" entity?
    (it doesn't seem to be any CSV file summarizing the composition of kingdoms and duchies this time)

The landed_title.txt file contain those information.
It's a bit like :
Code:
HRE = {
	Germany = {
		Saxony = {
			Anhalt = {
				barony1
				barony2
			}
		}
	}
}
 

bitmapmedivh

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What Zarine said. Bear in mind that, from what I can see, if you want an independent Armenian kingdom but Cilicia Minor as Byzantine, you have to add Cilicia to another kingdom inside the Byzantine Empire. And you cannot split a duchy between two kingdoms and still have it be one entity. Other than that it's super easy to change de jure borders. Paradox isn't even using the old tag system anymore. Now everything is named something like "c_aargau" for the counties and "b_mirabel" for the baronies and so forth. Much easier to see at a glance which is which in the game files.
 

TheChronoMaster

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Basically, cut and paste whatever lands you like into the De Jure kingdom or empire you want. Don't make duplicates.

You'll also need a minor edit to the localization file to display the name of your country correctly, a flag picture if you don't want flags to get screwed up in bizarre ways, and other minor stuff.
 

GizMecano

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Hello,

Thanks for all your answer.

To complete my perception of this new system, what is the function of the files in the <history/provinces> folder ?

To continue with the example used by Zarine, how to read <310 - Anhalt.txt> (what is the difference between, for example: b_mansfeld and #b_mansfeld castle, with the # sign ? I supposed it's a commented line, but why these lines are commented) and is this file must have a role in a possible mod?

Code:
# County Title
title = c_anhalt

# Settlements
max_settlements = 4
b_zerbst = castle
b_haldensleben = city
b_magdeburg = temple

#b_mansfeld = castle
#b_dessau = castle
#b_arnstein = castle
b_querfurt = castle
#b_bernburg  = city

# Misc
culture = german
religion = catholic

# History

1187.1.1= { b_haldensleben = city }

Thanks,
 

Lambert Simnel

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Hello,

Thanks for all your answer.

To complete my perception of this new system, what is the function of the files in the <history/provinces> folder ?

To continue with the example used by Zarine, how to read <310 - Anhalt.txt> (what is the difference between, for example: b_mansfeld and #b_mansfeld castle, with the # sign ? I supposed it's a commented line, but why these lines are commented) and is this file must have a role in a possible mod?

Code:
# County Title
title = c_anhalt

# Settlements
max_settlements = 4
b_zerbst = castle
b_haldensleben = city
b_magdeburg = temple

#b_mansfeld = castle
#b_dessau = castle
#b_arnstein = castle
b_querfurt = castle
#b_bernburg  = city

# Misc
culture = german
religion = catholic

# History

1187.1.1= { b_haldensleben = city }

Thanks,

The uncommented lines show which settlements start as having been built at the beginning of the game. In provinces that start with unbuilt settlements the number of uncommented lines will be less than the max_settlements value. I don't know why the commented lines are left in, possibly it is an artifact of an earlier unreleased version where all counties had the same number of settlements.
 

Trovador

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The rules that control DNA are at interface\portraits.gfx and interface\portrait_properties.txt
Most characters, however, don't have a hardcoded portrait, and instead are random generated, based on a stactic seed.
The few characters who do have an DNA (William the Bastard, for example) can be found at history\characters\<culture_name>.txt. In William's case, for example, it's in the 'norman.txt' file.
DNAs are character strings, in which 'a' means 1, 'b' means 2 etc, and the position indicates which gene it codifies (as explained in the portraits.gfx files).
 

Zarine

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Hello,

Thanks for all your answer.

To complete my perception of this new system, what is the function of the files in the <history/provinces> folder ?

To continue with the example used by Zarine, how to read <310 - Anhalt.txt> (what is the difference between, for example: b_mansfeld and #b_mansfeld castle, with the # sign ? I supposed it's a commented line, but why these lines are commented) and is this file must have a role in a possible mod?

Code:
# County Title
title = c_anhalt

# Settlements
max_settlements = 4
b_zerbst = castle
b_haldensleben = city
b_magdeburg = temple

#b_mansfeld = castle
#b_dessau = castle
#b_arnstein = castle
b_querfurt = castle
#b_bernburg  = city

# Misc
culture = german
religion = catholic

# History

1187.1.1= { b_haldensleben = city }

Thanks,

If you copy/pasted the whole c_anhalt thing, I think you should read it this way :
Global variable (won't change no matter what) :
max settlements = 4
Name of settlements :
- Zerbst
- Haldensleben
- Magdeburd
- Querfurt

Status in 1066 :
3 settlement : 2 castle, 1 temple
culture : german
religion : catholic

Thing changing with the start date :
On the 1st january 1187, new settlement is up : Haldensleben as a city.


As for the commented part :
Easy way for modder to have 6 settlements in every province ?
Old values before the number was variable
Old values before balance testing
...

The number of reason are so many that you can't find the real one for sure.