AlexWyrmin Posted December 9, 2018 Posted December 9, 2018 33 minutes ago, Buzhidao said: If everything worked fine before and it no longer does, my bet is that something is overwriting your changes/your mod got accidentally disabled/Paradox added a different subjugation cb that looks and works almost exactly like the old one, in which cases you will have to check if your cb appears to be listed twice in the diplomacy menu. I already checked that, the casus belli only appears once. Unless testing if the changes I made worked by having the modified 00_cb_types.txt piggybacked in by a complete mod without conflicting files makes a difference, I don't know where else to look for the problem.  If I keep having bad luck with this, I'm tempted to just have the war's conclusion turn a former target into a rival, impact their fertility negatively and keep dueling them until they croak heirless.
Buzhidao Posted December 9, 2018 Posted December 9, 2018 Okay, an interesting question:Â the new set_gender command allows us to change a character's gender, but is there a good way to change the name for this character to match their gender? Currently I am using the copy_name command, but I want something better. I know about the prompt_name command, but to make it work you have to send the renaming prompt to a real player, which would be really bad if you want to use it on many characters at once.
AlexWyrmin Posted December 9, 2018 Posted December 9, 2018 7 minutes ago, Buzhidao said: Okay, an interesting question: the new set_gender command allows us to change a character's gender, but is there a good way to change the name for this character to match their gender? Currently I am using the copy_name command, but I want something better. I know about the prompt_name command, but to make it work you have to send the renaming prompt to a real player, which would be really bad if you want to use it on many characters at once. Use set_name <name> on each character you want to rename, switching among them using play <character ID>.
Rascalov1337 Posted December 9, 2018 Posted December 9, 2018 24 minutes ago, Buzhidao said: Okay, an interesting question:Â the new set_gender command allows us to change a character's gender, but is there a good way to change the name for this character to match their gender? Currently I am using the copy_name command, but I want something better. I know about the prompt_name command, but to make it work you have to send the renaming prompt to a real player, which would be really bad if you want to use it on many characters at once. prompt_name command? What it does?
Buzhidao Posted December 9, 2018 Posted December 9, 2018 37 minutes ago, AlexWyrmin said: Use set_name <name> on each character you want to rename, switching among them using play <character ID>. That's way worse than copy_name. In set_name, <name> should be a string.
Buzhidao Posted December 9, 2018 Posted December 9, 2018 24 minutes ago, Rascalov1337 said: prompt_name command? What it does? New command https://ck2.paradoxwikis.com/Commands
Rascalov1337 Posted December 9, 2018 Posted December 9, 2018 7 minutes ago, Buzhidao said: New command https://ck2.paradoxwikis.com/Commands So, it gives you same <insert name here> window you get when child is born?
Buzhidao Posted December 9, 2018 Posted December 9, 2018 12 minutes ago, Rascalov1337 said: So, it gives you same <insert name here> window you get when child is born? Not exactly, but basically the same, yeah.
AlexWyrmin Posted December 9, 2018 Posted December 9, 2018 If anyone stumbles across a solution for my "imprison" bug, feel free to share.
AlexWyrmin Posted December 10, 2018 Posted December 10, 2018 Is it possible I'm having a hard time modding a casus belli because I'm altering a direct copy of a file not meant to be changed, 00_cb_types.txt in this case?
lockeslylcrit Posted December 10, 2018 Posted December 10, 2018 22 minutes ago, AlexWyrmin said: Is it possible I'm having a hard time modding a casus belli because I'm altering a direct copy of a file not meant to be changed, 00_cb_types.txt in this case? Possibly. Just rip out your new CB, rename the CB if it isn't unique, and then put it in a new file. Â Modding vanilla files is a big no-no in modding.
AlexWyrmin Posted December 10, 2018 Posted December 10, 2018 8 minutes ago, lockeslylcrit said: Modding vanilla files is a big no-no in modding. I thought this applied only the original files, not to their copies under the same name in different folders, but I guess it shouldn't surprise me that modding what happens before the game starts and doing the same to something you can trigger in-game ends up producing different results.
lockeslylcrit Posted December 10, 2018 Posted December 10, 2018 11 minutes ago, AlexWyrmin said: I thought this applied only the original files, not to their copies under the same name in different folders, but I guess it shouldn't surprise me that modding what happens before the game starts and doing the same to something you can trigger in-game ends up producing different results. Doing that has the exact same function as simply editing the vanilla file. The new file will overwrite the old file. It's also why keeping the file names the same is a big no-no in modding, since it ruins compatibility with other mods that do the same. It's only used as a last resort.
AlexWyrmin Posted December 12, 2018 Posted December 12, 2018 Is it possible to have de jure duchies or kingdoms split between highier tier de jure titles on startup?
whateverdontcare Posted December 12, 2018 Posted December 12, 2018 5 hours ago, AlexWyrmin said: Is it possible to have de jure duchies or kingdoms split between highier tier de jure titles on startup? You mean like the southern half of Jutland being de jure Denmark and HRE, but the rest of it stay de jure Denmark and Scandinavia?  Fairly sure that's no.
AlexWyrmin Posted December 21, 2018 Posted December 21, 2018 old_saxon -> saxon saxon -> anglo-saxon old_frankish -> frankish frankish -> french  What file is responsible for these name changes?
lockeslylcrit Posted December 22, 2018 Posted December 22, 2018 4 hours ago, AlexWyrmin said: old_saxon -> saxon saxon -> anglo-saxon old_frankish -> frankish frankish -> french  What file is responsible for these name changes? /common/cultures/00_cultures.txt
whateverdontcare Posted December 22, 2018 Posted December 22, 2018 5 hours ago, AlexWyrmin said: old_saxon -> saxon saxon -> anglo-saxon old_frankish -> frankish frankish -> french  What file is responsible for these name changes? It's actually the localization files that determines the names of things as they show up in game. So those ones specifically can be found in the file text1.csv and v2_20.csv in the localization folder. saxon, old_frankish, and frankish are in text1, saxon is just in v2_20
AlexWyrmin Posted December 22, 2018 Posted December 22, 2018 5 hours ago, whateverdontcare said: It's actually the localization files that determines the names of things as they show up in game. So those ones specifically can be found in the file text1.csv and v2_20.csv in the localization folder. saxon, old_frankish, and frankish are in text1, saxon is just in v2_20 Thank you.
AlexWyrmin Posted December 22, 2018 Posted December 22, 2018 north_germanic = { graphical_cultures = { westerngfx } alternate_start = { NOT = { has_alternate_start_parameter = { key = special_culture value = animal_world } } } anglian = { graphical_cultures = { norsegfx englishgfx } alternate_start = { OR = { year < 1000 has_alternate_start_parameter = { key = culture value = full_random } } } color = { 0.6 0.75 1.0 } male_names = { Arncytel Balthere Beorhtfrith Beorhthelm Beorhtmär Beorhtnoth Beorhtric Beorhtsige Beorhtwine_Beorhtwine Beorn_Beorn Beornräd Beornwulf Burgheard_Bouchard Byrhtnoth Cearl_Charles Cenfus Cenräd_Konrad Cenwulf Ceolwulf Cerdic_Caradog Copsige Cuthberht_Cuthbert Cuthräd Cynehelm Cynewulf Cytelbearn Eadberht Eadfrith Eadgar_Edgar Eadmund_Edmund Eadmär Eadric Eadräd Eadsige Eadulf_Adolf Eadweald Eadweard Eadwig Eadwine_Edwin Eadwulf_Adolf Ealdhun Ealdmund Ealdräd Ealdwine_Alwin Ealdwulf Eanberht Eanfrith Eanhere Eardwulf Eastmund Ecgberht Ecgfrith Gamall Godwine Gospatric Guthfrith_Godfrey Guthmund_Gudmund Gyrth Hacon_Hakon Harold_Harold Heahberht Hereberht_Herbert Hereweald_Hereweald Hereweard Hlothere_Lothair Hrodberht_Robert Inwär_Ingvar Leofheah Leofhelm Leofric Leofweald Leofwine Maccus_Maccus Morcar_Marcus Märleswegn Offa_Uffe Onlaf_Olaf Ordgar Oscytel Oshere Osmund Osric Osräd Osulf_Osulf Osweald Oswine Oswulf_Osulf Petre_Peter Rädwulf_Ralph Rägenweald_Reinhold Scule_Skule Sigeberht Sigehelm Sigeric Sigeräd Sighere Siweard_Sigurd Stigand Swegn_Sven Swithelm Swithräd Swäfräd Säbert Sälräd Säweald Säxbald Säxräd Thoräd Thurcytel_Torkel Thurfrith Tostig_Toste Uhträd_Uhtred Ulf_Ulf Ulfcytel Waltheof_Waltheof Werestan_Werestan Wiglaf Wihträd_Withred Wistan Wulf_Ulf Wulfgar Wulfgeat Wulfhelm Wulfhere Wulfmär Wulfnoth Wulfstan Älfgar Älfmär Älfnoth Älfric Älfräd_Alfred Älfsige Älfstan_Alstan Älfwald Älfweard Älfwig Älfwine_Alwin Älle_Alwin Äthelbald Äthelberht_Albert Äthelfrith_Ethelfrith Äthelhere Äthelmär_Adémar Äthelric Äthelräd_Ailred Äthelsige Äthelstan_Alstan Äthelweald_Äthelwold Äthelweard Äthelwine_Alwin Äthelwold_Äthelwold Äthelwulf_Adolf Eormenred Eorcenberht Eormenric Eadbald Rädwald } female_names = { Agatha_Agatha Balthild Beorhtfläd Beorhtgifu Beorhtgyth Beorhtwaru Beorhtwynn Beornfläd Beorngyth Bläja Burgfläd Ceolfläd Cristina_Christina Cuthburg Cwenburg Cyneburg Cynegyth Cynehild Cyneswith Cynethryth Eadburg Eadfläd Eadgifu Eadgyth_Edith Eadhburh Eadhild Ealdgyth_Edith Ealhfläd Ealhswith Eanswith Ecgfrida Ecgwyn Godgifu Gunhilda_Gunhild Gytha_Gyda Helga_Helga Heregyth Hereswith Hextilda Hungifu Judith_Judith Leoffläd Leofgifu Leofrun Leofwaru Leofwynn Margaret_Margaret Maud_Matilda Mildrith Octreda Siffläd Sigrid_Sigrid Säthryth Wulffläd Wulfgifu Wulfgyth Wulfhild Wulfrun Wulfthryth Wulfwaru Wulfwynn Wynnfläd Wärburg Äbba Älffläd_Älfläda Älfgifu Älfgyth Älfläda_Älfläda Älfrida Älfswith Älfthryth Älfwynn Äthelburg Äthelfläd Äthelgifu Äthelhild Äthelräda_Äthelreda Äthelswith Äthelthryth_Äthelreda Äthelburh Seaxburh Wihtburh } parent = norse dukes_called_kings = yes from_dynasty_prefix = "of " male_patronym = "sson" female_patronym = "sdohtir" prefix = no # The patronym is added as a suffix # Chance of male children being named after their paternal or maternal grandfather, or their father. Sum must not exceed 100. pat_grf_name_chance = 40 mat_grf_name_chance = 5 father_name_chance = 3 # Chance of female children being named after their paternal or maternal grandmother, or their mother. Sum must not exceed 100. pat_grm_name_chance = 15 mat_grm_name_chance = 45 mother_name_chance = 3 modifier = default_culture_modifier allow_looting = yes seafarer = yes } This is pretty much why I asked my previous question. Given the places of origin of Angles and Saxons, the term "Anglo-Saxon" already denotes a mix of West and North Germanic, meaning there's no real need to come up with a name for a Norse/Anglo-Saxon melting pot. Shifting Anglo-Saxon culture into the North Germanic group is enough.
figandsalt Posted December 29, 2018 Posted December 29, 2018 I learned somthing with the mod codding thanks to the ll forum, but still I don't know anything about numeral design.  So I have to inquire experienced modders a question: what if I utterly remove the inbred trait from the game? And what if I change it, make it a bonus trait instead of a negative one instead? Will any of the two changes ruin the gameplay?  I know that anyone in this website hate that trait as I do, but after so much time still no one post any mod to remove it, so I wonder if there is a important reason for that.
lockeslylcrit Posted December 29, 2018 Posted December 29, 2018 6 hours ago, figandsalt said: I learned somthing with the mod codding thanks to the ll forum, but still I don't know anything about numeral design.  So I have to inquire experienced modders a question: what if I utterly remove the inbred trait from the game? And what if I change it, make it a bonus trait instead of a negative one instead? Will any of the two changes ruin the gameplay?  I know that anyone in this website hate that trait as I do, but after so much time still no one post any mod to remove it, so I wonder if there is a important reason for that. 1. Probably not. 2. Probably not.  You could just remove the inbred = yes from the trait itself to stop it from spawning in close kin relationships
AlexWyrmin Posted December 30, 2018 Posted December 30, 2018 If you want to switch a culture out of a group and into another, do you need to deactivate it in its former position or does its new placement override the old one on its own?
lockeslylcrit Posted December 30, 2018 Posted December 30, 2018 1 hour ago, AlexWyrmin said: If you want to switch a culture out of a group and into another, do you need to deactivate it in its former position or does its new placement override the old one on its own? Having two copies of the same culture in different culture groups will lead to bad things happening. Deactivate the original.
AlexWyrmin Posted December 30, 2018 Posted December 30, 2018 1 hour ago, lockeslylcrit said: Having two copies of the same culture in different culture groups will lead to bad things happening. Deactivate the original. Glad I asked before actually doing any of that.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now