a. Getting your blacksmiths working (aka armor for combat situations)
Do a control+F and search for 'Martial' until you find this entry:
# Martial
10 = {
factor = 100
modifier = {
factor = 0
NOT = { has_job_title = job_marshal }
NOT = { martial = 12 }
NOT = {
primary_title = {
OR = {
title = d_knights_hospitaler
title = d_knights_templar
title = d_teutonic_order
}
}
}
}
modifier = {
factor = 0
OR = {
is_female = yes
tier = king
tier = emperor
AND = {
tier = duke
any_demesne_title = {
tier = baron
}
NOT = {
primary_title = {
OR = {
title = d_knights_hospitaler
title = d_knights_templar
title = d_teutonic_order
}
}
}
}
AND = {
religion_group = christian
OR = {
AND = {
is_ruler = yes
is_theocracy = yes
}
has_job_title = job_spiritual
}
}
}
}
}
A big reason why I explained OR and AND tags before was so this would make a little bit more sense. In this file, we're also seeing the modifier = { tag for the first time. What is that you ask? Well, the modifier is a random chance (from 0 to 100) that a variable will be applied. In this case the variable is armor, identified by the tag "10" and explained by the comment line "# Martial." Using the modifier = { tag you can define custom chances for how often you'd like someone to wear certain clothing. Usually it's done just to add a bit of random styles to the game so that count A isn't wearing the same shirt as count B, but it doesnt always work that way.
Here is what the Martial entry looks like for my mod:
10 = {
factor = 100
modifier = {
factor = 0
NOT = { in_command = yes }
NOT = { has_job_title = job_marshal }
NOT = { martial = 20 }
NOT = {
primary_title = {
OR = {
title = d_knights_hospitaler
title = d_knights_templar
title = d_teutonic_order
}
}
}
}
modifier = {
factor = 0
OR = {
AND = {
is_female = yes
religion_group = muslim
}
AND = {
demesne_size = 1
in_command = no
NOT = {
has_job_title = job_marshal
}
}
AND = {
spouse = {
demense_size = 1
}
in_command = no
NOT = {
has_job_title = job_marshal
}
}
is_theocracy = yes
has_job_title = job_spiritual
has_landed_title = k_papal_state
}
}
}
If you want armor rules that are identical to my mod's, just do the same thing you did before, copy my stuff and paste over the mod in question/vanilla. You might have to go to my mod file and copy + paste from there, as sometimes this site can mess with coding.
There were two main changes I made. Everyone is forced against a NOT check the moment they get the in_command tag, which happens as soon as you raise an army. If they are in_command, they will never not wear armor. Yeah it's a double negative

I don't know why paradox coded it that way, but I followed the trend when I edited this file. I also made sure that Muslim women will never wear armor by doing AND scopes. As explained before, Muslim women commanding armies make the decadence mechanic pointless. It felt silly to then let them wear armor no matter how capable if they couldnt use it.
b. Denying women helmets
In the same file, control + F for 'martial headgear' which will take you to the standard helmets for the various cultures of the game. Mainly it's the same as above with a few exceptions. Here's a look at my version of this.
10 = {
factor = 100
modifier = {
factor = 0
NOT = { in_command = yes }
NOT = { has_job_title = job_marshal }
NOT = { martial = 20 }
NOT = {
primary_title = {
OR = {
mercenary = yes
title = d_knights_hospitaler
title = d_knights_templar
title = d_teutonic_order
}
}
}
}
modifier = {
factor = 0
OR = {
is_female = yes
tier = king
tier = emperor
is_female = yes
is_theocracy = yes
has_job_title = job_spiritual
has_landed_title = k_papal_state
}
}
}
The first modifier is pretty much the same but the second is where most of the changes went. Factor = 0 means that under no circumstance will, if ANY of these variables are true, the character in question will not wear a helmet. Add in is_female = yes, and if you want your kings and emperors to wear their crowns into combat, then include tier = king and tier = emperor. The latter will give you the, in my opinion, really neat ability to have kings/emperors wear crowns with their armor automatically. The portraits are surprisingly flexible and combine the two seamlessly.
The last is one that should hopefully be preventing women from wearing hoods with their armor, which while it didn't look bad per say, it annoyed me.
c. No hoods allowed in war.
In the same file, do a control + F for "Blank." There are a few blanks in here, I believe one controls the bald hairstyle, so make sure you are at..
#Blank
11= {
Paste this into the file over what is there:
11 = {
factor = 3
modifier = {
factor = 0
OR = {
tier = emperor
tier = king
tier = duke
has_minor_title = title_prince
spouse = { tier = emperor }
spouse = { tier = king }
spouse = { tier = duke }
}
}
modifier = {
factor = 100
OR = {
AND = {
is_female = yes
in_command = yes
}
AND = {
is_female = yes
martial = 20
}
AND = {
is_female = yes
has_job_title = job_marshal
}
}
}
}
This bit of code tells the game engine to actively prevent kings, emperors and dukes from using no headgear. Those tiers should always have some kind of crown to use, but at the same time take a look at the second modifier tag. If ANY of those AND tags find a match with the character in question, they will take off their headgear when they go into battle.... UNLESS they are at the Emperor, King or Duke tier.
That's all there is to it. Enjoy having commanders who look the part as well as act the part.
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