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Re: Crusader Kings II - Mod General
Well, it seemed to be simpler to pass the trait on via children... I didnt want to have an event everytime a child gets born, and furthermore I dont know how to do that^^
Rickinator appears to be correct monk since your version had no effect, as in nobody gets that trait except when they I trigger the event.
Code:
bloodline00 = {
potential = {
OR = {
father = { trait = bloodline00 }
mother = { trait = bloodline00 }
}
}
inherit_chance = 100
health = 1
fertility = 0.5
vassal_opinion = 10
}
Changed the trait to this version, but now the gamecrashes when I try to start. Removing the "mother/father = "-part allows the game to start properly again. Any ideas why this happens?
PS: You're both right. Apparently the game tries to use the trait for randomly generated (new) characters.
Edit: The Sword of Islam DLC has a trait that gets inherited from father to son (agnatic=yes)... now I just need to find a way to do the same for mother to daughter
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Re: Crusader Kings II - Mod General
ok, I'm about to throw the towel here... the only way this worked halfway was to give the trait the agnatic-flag by setting that to "yes".
The only problem is that this completely ignores female children since they wont get the trait at all. The males get the trait and give it to their children. why didnt they include a cognatic flag! >_<
The father/mother-conditional (and a few others) appear to break the game by crashing it on load. After spending the last 8 hours on testing various potentials I have nothing left. All I know is that unless the potential or whatever I use instead is explictly true, nobody will ever get that trait. Tested this with various different rulers of both genders and lots of children.
Unless I write inherit_chance=100 none of my children will inherit the trait. But this causes the game to think that 100% of all children generated deserve that trait.
I still dont understand why potential doesnt accept father/mother as condition. I tried to change my approach and experimented with liege/any_dynasty_member and other words offered by the Scopes-List on the ckii-wiki...
Its Either everyone, males only or nobody... does anybody have another idea on how to achieve this?
I mean, if I try to fire an event whenever a child is born from somebody with that trait... wouldnt I need the same potential-clause as for the trait?
(Btw, I forgot to mention this, but thanks for your fast answers^^)
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Re: Crusader Kings II - Mod General
Quote:
Originally Posted by
Namorax
ok, I'm about to throw the towel here... the only way this worked halfway was to give the trait the agnatic-flag by setting that to "yes".
The only problem is that this completely ignores female children since they wont get the trait at all. The males get the trait and give it to their children. why didnt they include a cognatic flag! >_<
Ah the Sayyid work around! I was about to suggest that myself if my first suggestion didn't pan out, and it looks like it didn't. Sorry to hear that.
Quote:
I mean, if I try to fire an event whenever a child is born from somebody with that trait... wouldnt I need the same potential-clause as for the trait?
Not necessarily. You could set the event to check specifically to scan the scope of the parents' traits with something like:
Code:
#Child is born of Aurthorian Blood
character_event = {
id = 3000000
desc = EVTDESC3000000
picture = GFX_evt_birth
max_age = 1
trigger = {
OR = {
father_even_if_dead = { trait = bloodline00 }
mother = { trait = bloodline00 }
}
NOT = { trait = bloodline00 }
}
mean_time_to_happen = { days = 1 }
option = {
name = EVTOPTA3000000
trait = bloodline00
}
}
This codes an event to scan a child's parents' traits, even if the father in question is dead, and applies the trait you desire. Not exactly what you might be after, but it might be worth looking into. Rick may know more as he's been in and out of the traits files for a while now.
Honestly I'm surprised what i suggested before didn't work as the code example I gave you worked as late as 1.06b. One of my favorite silly mods used it to great success. They must have done some switches around in the code that broke a lot of stuff in the new patch. Shame ~:(
Sorry I can't be of more help.
edit: I lamented the lack of a "mother even if dead" tag but the event I gave you should cover most of what you need. I revised it a bit and added a mother = tag.
edit2: yeah way to go monk. Give someone an event that doesnt work. Added an OR tag like i should have in the first place to the triggers
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Re: Crusader Kings II - Mod General
Quote:
Originally Posted by
Monk
Code:
#Child is born of Aurthorian Blood
character_event = {
id = 3000000
desc = EVTDESC3000000
picture = GFX_evt_birth
max_age = 1
trigger = {
OR = {
father_even_if_dead = { trait = bloodline00 }
mother = { trait = bloodline00 }
}
NOT = { trait = bloodline00 }
}
mean_time_to_happen = { days = 1 }
option = {
name = EVTOPTA3000000
trait = bloodline00
}
}
Should be:
Code:
namespace = blood
#Child is born of Aurthorian Blood
character_event = {
id = blood.1
desc = "blood.1.desc"
picture = GFX_evt_birth
max_age = 1
trigger = {
OR = {
father_even_if_dead = { trait = bloodline00 }
mother = { trait = bloodline00 }
}
NOT = { trait = bloodline00 }
}
mean_time_to_happen = { days = 1 }
option = {
name = "blood.11.option"
add_trait = bloodline00
}
}
I would always advise you to use namespaces. They work great for compatibility with other mods and official PI patches.
'trait =' is a condition which checks if someone has the designated trait. 'add_trait' is a command which adds the designated trait to the character.
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Re: Crusader Kings II - Mod General
Quote:
Originally Posted by
rickinator9
I would always advise you to use namespaces. They work great for compatibility with other mods and official PI patches.
Well, that's your personal preference. 3,000,000 is high enough that paradox wont hit it with their numbering scheme, so the only concern is mod compatability
Quote:
'trait =' is a condition which checks if someone has the designated trait. 'add_trait' is a command which adds the designated trait to the character.
Correct, my mistake. :inquisitive: not really sure what I was thinking there, coded dozens of trait events for tweaks mod without issue. Ah well. Probably just out of practice.
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Re: Crusader Kings II - Mod General
Okay, I added the event and it appear to be working. I'm currently playing a testgame and its the 10th year right now with no complications. Now I need to see how far it spreads^^
Thanks everyone!
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Re: Crusader Kings II - Mod General
Ok, it works perfectly. I had to try around with the event at first since it screwed up the whole text for the game^^
But now I hve it working and I will try to experiment with other conditions to deal with minor things that bug me... For example: After a few generations, there will be people in your realm that are distantly related to you. They still have the trait but your relation to them is so distant, they're not even registered as "kinsmen" anymore. I would like to have them stop spreading the bloodline-trait around, with the reasoning that their bloodline is distant enough for the effects to be diluted and vanishing.
Is there a way to check what the inheriting person's degree of relation to you is?
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Re: Crusader Kings II - Mod General
I am having a courtier issue at the moment. I have like 80, and every time I get rid of some, some more tend to end up flocking to my court from other places.
Trying to think of an event which will be able to "kill" all members of my immediate court which are not my dynasty, perhaps? Trying to think of how to get the scopes to do something similar to that.
I am guessing culture/religion scopes would be good as well so it isn't overpowered.
(Starting it off simple first. One of the issues is the fact the high courtier rate is killing my children off.)
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Re: Crusader Kings II - Mod General
Although I can't help you right now, I usually sit in the CKII modding IRC at #ckii with rizon as the 'IRC provider'. There will be some other people who can help you there. Also, instead of an event, why not use an decision?
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Re: Crusader Kings II - Mod General
Could I get some help with this mod I'm working on? I am having a hell of a time getting my new map to work. I am creating a completely new map. I am just trying to create a single county surounded by a sea. I have not changed the pixelxpixel size of any of the images and have added entries into the history folder for the baronies and the county (do I have to create a duchy and kingdom to go along with it?) and created default characters to fill the two leadership positions. The game freezes at "Initialising Maplogic". The game works without the mod, so I believe that rules out it being a cache error.
EDIT:Just realized that I hadn't been doing anything with the default.map. I assume that must be the problem. I can't figure out how to open it, let alone edit it.
Please and thank you for any assistance.
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Re: Crusader Kings II - Mod General
EDIT: Double posted, I apologize.
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Re: Crusader Kings II - Mod General
Use Notepad++ to open it. Let's see the list of what you need to do with custom mapping:
- Empty positions.txt
- rivers, terrain, topology and trees need to be indexed in their very own color index.
- adjacencies.csv just needs to have:
Code:
From;To;Type;Through;Comment
-1;-1;-1;-1;x
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Re: Crusader Kings II - Mod General
Quote:
Originally Posted by
rickinator9
Use Notepad++ to open it. Let's see the list of what you need to do with custom mapping:
- Empty positions.txt
- rivers, terrain, topology and trees need to be indexed in their very own color index.
- adjacencies.csv just needs to have:
Code:
From;To;Type;Through;Comment
-1;-1;-1;-1;x
First of all, thank you for your help (and so quickly too!).
My positions.txt was already empty (filled with the info for the new province (which I remembered to flip map before getting the coordinates)). It turns out I forgot to re-index topology after I was done editing. I fixed that. I didn't know that I had to do that with adjacencies.csv, so I fixed that.
Now, my mod loads past "initialising maplogic", but is failing when it gets to "Creating Rivers". I thought this may be due to having no rivers in the map whatsoever, so I placed one. The problem persist. I checked the error log and here is what I get:
Code:
[persistent.cpp:40]: Error: "Malformed token: .10, near line: 3673
Malformed token: .25, near line: 3674
" in file: "common/buildings/00_buildings.txt" near line: 3677
[persistent.cpp:40]: Error: "Malformed token: .15, near line: 3689
Malformed token: .25, near line: 3690
" in file: "common/buildings/00_buildings.txt" near line: 3693
[persistent.cpp:40]: Error: "Malformed token: .20, near line: 3705
Malformed token: .50, near line: 3706
" in file: "common/buildings/00_buildings.txt" near line: 3709
I tried disabling rivers in the settings.txt, but that did not fix the error. I am now checking to see what it is talking about in 00_buildings.txt.
EDIT: I fixed the 00_buildings.txt. I hadn't realized that all decimals must have something before the .decimal (in this case a zero). That has been fixed. It is still crashing at creating rivers. error.log is empty, but here is the graphics.log:
Code:
[provincetemplate.cpp:237]: Province 0 has invalid origin
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Re: Crusader Kings II - Mod General
Could you upload the map files somewhere for me to see?
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Re: Crusader Kings II - Mod General
Yeah, one moment, please.
EDIT: Here you go: map files put into a .zip
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Re: Crusader Kings II - Mod General
@mrguymiah:
Fixed, you didn't have the valid color tables for the indexes.
Ponymod.rar
The european shape is probably the work of the colormaps. You'll have to edit those yourself. You should also raise your provinces a bit through topology.
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Re: Crusader Kings II - Mod General
So you went into the text files and edited the index? I'll have to remember to do that. Thank you for the assist!
EDIT: Did you try starting a new game with this map? I tried and it failed. I went back and realized that I wasn't overwriting the history files, so I adjusted my .mod. Had to go back and adjust when I realized I had two different names for the castle barony, so I fixed that. Now, I can select the count and hit play, but it crashes when 'adjusting history'. Any clue as to what's wrong? Do I have to replace every file in the 'history' folder to resolve this?
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Re: Crusader Kings II - Mod General
I didn't get that far. My map did that too.
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Re: Crusader Kings II - Mod General
I've got it! I was googling the problem when I ran across the ramblings of one Dr. Sunshine. This crazy man is creating a post-apocalyptic USA mod and ran into the same problem with his custom map. He thought to check the number for max provinces, the game doesn't like anything lower than the default 1036! I changed that number back and... BOOMB! It works! Though, after 3 days (in game) my screen was flooded with empty scrolls, forcing me to quit. Not to mention that every scripted character (The historical dukes, barons, kings, etc.) were all in my court!
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I need a little help please
Quote:
Originally Posted by
Kekvit Irae
I'll need to reverse engineer it then and see what the hell they did.
The seamstress was designed to act like the court bishop's inquisition, only you can convert counties and characters to your culture. Sure beats having to wait decades for a county to convert on its own.
EDIT: BINGO! Found in the Avatars.gfx file.
Code:
EMFXActorType = {
name = "westerngfx_job_castellan"
actorfile = "gfx\models\Mapindicators\Western_Chancellor.xac"
idle = "gfx\models\Mapindicators\Western_Chancellor_Idle.xsm"
scale = 1.0f
}
I want to ask you if i can change the job_title "chancellar" and the other job titles to another one for example to "MareLogofat". I want to name job titles just for a specific country. Is it possible to do that? But still to keep the "chancellor" name for other countries. I managed to do part of it myself but something was still wrong,with both names "chancellor" and "mareelogofat" being shown simultaneously. Still,i am not a moding expert so this is why i need some help. And if you know how it can be done could you show me the steps that have to be done? Thanks in advance!
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Re: I need a little help please
If I understand correctly, you're trying to make everyone but a specific country have the "Chancellor" and that one country have "Mareelogofat"? Then, from what I gather in the example code, you would need to create a new culture group and its corresponding council members. I'm not too sure, though. That is not a lot of code to go on and I have not modded the council members before.
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Re: I need a little help please
Quote:
Originally Posted by
mrguymiah
If I understand correctly, you're trying to make everyone but a specific country have the "Chancellor" and that one country have "Mareelogofat"? Then, from what I gather in the example code, you would need to create a new culture group and its corresponding council members. I'm not too sure, though. That is not a lot of code to go on and I have not modded the council members before.
http://tinypic.com/r/1z2k5ll/6
For now i managed to mod the minor titles. But back at the chancellar thing,wouldn't it be possible to edit the chancellar description to avoid it being shown for a certain country,relligion or culture just as in the music dlc,for example:
song = {
name = "thebyzantineempire.ogg"
chance = {
factor = 2
modifier = {
factor = 0
NOT = { culture_group = byzantine }
}
}
}
I tried this but can not make it work, using something similar to this "NOT = { culture_group = byzantine }". I must miss something.
Now it crossed my mind,it is exactly like for muslims, if you look there instead of "chancellar" they have "grand vizier" but i can not find the that changes chancellar into grand vizier. Have a clue about where i can find it? Perhaps in the DLC?
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Re: I need a little help please
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Re: I need a little help please
I found this job_chancellor_arabic;Grand Vizier;Grand Vizir;Großwesir;;Gran Visir;;;;;;;;;x
and another one job_spiritual_judaism_group;Chief Rabbi;Grand Rabbin;Groß-Rabbi;;;;;;;;;;;x;;;
in localisation file.
I will give it a try,but i think this is the answer :)
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Re: I need a little help please
Quote:
Originally Posted by
alin.birzu
I found this job_chancellor_arabic;Grand Vizier;Grand Vizir;Großwesir;;Gran Visir;;;;;;;;;x
and another one job_spiritual_judaism_group;Chief Rabbi;Grand Rabbin;Groß-Rabbi;;;;;;;;;;;x;;;
in localisation file.
I will give it a try,but i think this is the answer :)
I did it man,that was the answer,finally :) i just put these in two separate localisation files:
job_chancellor_south_slavic;Mare Logofat;Mare Logofat;Mare Logofat;Mare Logofat;;;;;;;;;x
and changet the description like this:
job_chancellor_south_slavic_desc;The first boyar from the council that lead the lord cancelary.When both the lord or archbishop where absent he presided the cancelary.;;;;;;;;;;;;;x
Perhaps you also would like to do this. For you to know,thanks anyway!
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Re: I need a little help please
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Re: I need a little help please
Some progress on the Diadochi mod.
https://i.imgur.com/I6rzO.jpg
I fixed some errors, a lot of them with the map. I deleted a file called Pdoxmap.lua which was making the map very bright. I fixed the history so stuff would not bug out.
The satrapies are now still independent, as I haven't made the Babylon province yet(where the king/emperors reside). The bad province names in Asia Minor is caused by broken localisation because I am too lazy to edit that for now. I will be using the french language slot for native province names, for example:
- Tarentum -> Taras
- Athens -> Athenai
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Re: Crusader Kings II - Mod General
Quote:
Originally Posted by mrguymiah
To Clarify, I'm trying to make a custom map and this is what happens whenever I try to load the game. It is not rendering the ground and there is river being rendered where the ground should be but below the waterline. I have no idea what is wrong. I disabled rivers in my settings file and no fix. I re-enabled them and they no longer replace land but there is nothing being rendered there still.
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Re: Crusader Kings II - Mod General
For those who need it, here is the mod's current build http://www.mediafire.com/?qycvq2wqmfjyzbm.
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Re: Crusader Kings II - Mod General
I was wondering if anyone can help me. I'm trying to make an event for council members with unique options that will only be available to council members of the player, but the rest can be executed by ai. For this instance I'd like to give the player's council a unique way of completing an event.
Something like:
I know that's not an actual condition but was just an example.
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Re: Crusader Kings II - Mod General
Updated link: http://www.mediafire.com/?f4x1c8f6nelxii8
As for your problem Slvrbuu, I apologize I have a clue as to where to start with your problem. I understand that you want to have unique options available based on the skill of your council members. Your condition would be a simple skill check, but I don't know what the variable name for your council members skills are. I would check the council member actions (Such as the Chancellor's fabricate claim) and check what they base the success chance on. You'll probably find the variable you need there.
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Re: Crusader Kings II - Mod General
@Slvrbuu
I would advise you to go to http://forum.paradoxplaza.com/forum/...4#post14917464 . That's a thread on the Paradox Forums which is pretty much made for questions like this.
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Re: Crusader Kings II - Mod General
Hey I really want to learn how to Mod CK2. Could someone please teache me how to do it step by step??
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Re: Crusader Kings II - Mod General
Quote:
Originally Posted by
Commander19
Hey I really want to learn how to Mod CK2. Could someone please teache me how to do it step by step??
Depends on what part of CKII you want to mod. I started with events and later moved on to mapping. I now know how to mod most of CKII.
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Re: Crusader Kings II - Mod General
Quote:
Originally Posted by
rickinator9
Depends on what part of CKII you want to mod. I started with events and later moved on to mapping. I now know how to mod most of CKII.
That's pretty much how I did it, minus the mapping. Started with events, moved to history files, landed titles and so on. There's tons of information on the CK2 mod forums, but mostly I've found modding ability comes by necessity. You want to do x, so you learn how to implement it. I wanted to make some event chains so I learned how to code events. I wanted to balance Iberia so I messed with history, tech levels in defines.lua, and buildings. I wanted to force armor on characters in command.. ect. ect.
So yeah, what would you like to mod? :yes:
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Re: Crusader Kings II - Mod General
I had an idea for the ERE that once I create the Roman Empire then the Emperor will be able to recruit old legion style armies (some 4-5 mercs units that are only available to the Roman Emperor just like the Varangian Guards) and vassals will get a small recruitment/levy penalty. But is it possible to do this?
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Re: Crusader Kings II - Mod General
Hello to everybody from a new member,
I'm using the mod CK2+ when playing Crusader Kings 2. In this mod you can employ a Marshal, a Chancellor, a Priest and a Steward. A priest costs 10 piety and all other cost 20 gold. The bad thing is that their skill is random. So when I pay 20 gold for a Chancellor I maybe get one with the skill of 2 in diplomacy. Paying 20 gold for such a lousy Chancellor is way too expensive.
I have now been thinking about changing the cost of employment to 10 gold but also make the characters I employ better at their work. The random skill in diplomacy, of for example the Chancellor, would be from 10 to the max skill (which is what 20?).
The example from the specialist_decisions.txt from the CK2+ mod has the lua script "random_traits = yes". I guess this part is what I have to edit to give the chancellor a random skill of 10 to the max skill (20?). I probably have to make it "random_traits = no" and even add what trait the new chancellor should have or keep "random_traits = yes" and add something to make it a random between 10 to max (20?). But how do I give the Chancellor a random skill between 10 to the max skill (20?)?
Maybe anyone of you experienced CK2 modders could give me some help with this and tell me what editing there is to be done to make the change I'd like to have?
A small part of the specialist_decisions.txt is in the spoiler.
I also have a question when it comes to the Tyrant trait and the heir inheriting that trait when the Ruler dies.
I had earlier an issue when my Ruler became a tyrant, caused by banishing two or three Dukes (and relatives) who constantly caused problems. When I hovered over the tyrant symbol it gave the info that tyranny goes away at the rate 5 points every 5 years (1 point every year) and my Ruler had 70 points of tyranny.
The tyrant Ruler (Ruler [T] as in tyrant) was later on removed by other vassals in a revolt where they forced him to abdicate and put his son (Ruler [H] as in heir) on the throne. Ruler [H] inherited the tyrant trait along with all the titles and holdings from Ruler [T]. That meant that Ruler [H] was viewed as a tyrant for 70 years (if he would live that long) for something his dad did. The vassals of Ruler [H] had an opinion of him by -100 percent, caused by his dad being a tyrant and him inheriting that trait, and their opinion of the new Ruler didn't change in the positive way although he didn't rule in a bad way.
If Ruler [T] is a tyrant and gather a stack of tyrant modifier opinions I don't think it's a good solution to let Ruler [H] suffer from that too much. A better solution could be to let the vassals be suspicious to Ruler [H] in the beginning of his rulership (They might kind of think "What if he's just the same as his father?") and during the first years of his rulership he could get different events where the desicions made deside if Ruler [H] is going to stay as a tyrant or lose that trait within maybe three or five years. The timespan three to five years could be the time required for the vassals to understand, caused by the desicions made to the events presented to the player, that ruler [H] isn't like his dad.
Some more of this in the spoiler:
I've been thinking a bit about the homosexual trait. We have in Sweden had two kings who were homosexual, maybe one of them was bisexual but prefered men. Both of them had to marry and produce an heir for the sake of the dynasty and the Kingdom. Sometimes I see male and female characters in CK2 who could have become good spouses to my ruler's children and sometimes my ruler gets a child who is homosexual, maybe even the heir. I have also noticed that a character who is homosexual, and doesn't want to get married, sometimes, but seldom, produces children anyway.
It is of course good that a homosexual character sometimes can produce children. But it would be interesting if there was a possibility for the Ruler, through the diplomacy option, to tell a homosexual character that he expects of him/her to produce children for the dynasty. The effect to this could be that the homosexual character should loose trait_homosexual and instead get trait_chaiste and maybe even trait_depressed or maybe trait_stressed or something else to picture the reaction of that character when being forced to live with the ruler's expectation as a Democle's sword over his/her head.
Every event has a picture with a text under it and sometimes different choises for the player. Where do I find these pictures to chose which picture is best to what event?
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Re: Crusader Kings II - Mod General
So I woke up this morning with a vague idea of adding kidnapping to CK2. I'm not sure yet whether it would be more fun as a plot or as an action you can take from the diplomacy screen (or both, ala assassinations). It would sort of be like the imprison mechanic but it would be based on intrigue and you could (theoretically) target people outside your court and vassals.
My questions are - is something like that possible, and would the AI know how to do it?
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Re: Crusader Kings II - Mod General
Quote:
Originally Posted by
Alexander the Pretty Good
So I work up this morning with a vague idea of adding kidnapping to CK2... is something like that possible, and would the AI know how to do it?
I'm pretty sure you have that option in the mod CK2+ or maybe it's in the AGoT mod. Download and check them out.
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Re: Crusader Kings II - Mod General
hi i'm new to this whole thing. I'm trying to create an event similar to the one posted above where my direct children are the ONLY children to inherit my trait called "Legendary" This i what i got thanks in advance.
character_event = {
id = 4
desc = "The ghost of an ancient soldier bestows his gift upon you."
picture = "GFX_evt_knight_kneeling"
border = GFX_event_normal_frame_religion
max_age = 1
trigger = {
AND = {
is_child_of = ROOT
father_even_if_dead = { trait = Legendary }
}
NOT = { trait = Legendary }
}
mean_time_to_happen = { days = 1 }
option = {
name = "The spirit fuses with your own."
add_trait = Legendary
give_nickname = nick_the_magnificent
}
}
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Re: Crusader Kings II - Mod General
Looks good. Just a little comment on trigger. It's an AND in itself, so the AND you use is unnecessary.
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Re: Crusader Kings II - Mod General
Is it possible to change triggers or conditions to the "Offer to Join War" diplomatic option so that I could join wars of my vassal kings? In my Byzantine Empire game I have Georgia as my vassal but their ruler just attacks enemies they can't win! For once I would like to see him succeed.