Dynamic COA submod

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Re: Dynamic COA submod

PostPosted by FStyler » Sun Nov 13, 2016 18:00

Any idea when the new version is going to be up? I hadn't even noticed that it's been almost a month since the last update. Your mod makes the game much more immersive imo.
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Re: Dynamic COA submod

PostPosted by TheAveon12 » Thu Nov 17, 2016 14:28

Great work with this mod, however the Estermonts don't like this mod if they become LP or lords of Storm's End
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Re: Dynamic COA submod

PostPosted by Opunium » Thu Nov 17, 2016 20:10

Does it work with 2.6.2?
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Re: Dynamic COA submod

PostPosted by hero99 » Thu Nov 17, 2016 22:06

Opunium wrote:Does it work with 2.6.2?

Yes
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Re: Dynamic COA submod

PostPosted by kris-kros » Sun Nov 20, 2016 15:42

please your can add your fantastic mod to another file hosting, I dont know why but i cannot download it
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Re: Dynamic COA submod

PostPosted by commiemism » Sun Nov 20, 2016 17:17

Shit nevermind. I need to learn to read comments.
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Re: Dynamic COA submod

PostPosted by hero99 » Wed Nov 30, 2016 09:17

It seems that my procrastination will soon be over, since 75 new cadet houses will be added to the mod
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Re: Dynamic COA submod

PostPosted by Splat_Tim » Wed Nov 30, 2016 19:15

hero99 wrote:It seems that my procrastination will soon be over, since 75 new cadet houses will be added to the mod


Pats you on the back
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Re: Dynamic COA submod

PostPosted by tonso » Tue Dec 06, 2016 19:48

I cant find the correct archive to merge this mod with CO.

Any help?
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Re: Dynamic COA submod

PostPosted by hero99 » Wed Dec 07, 2016 09:15

tonso wrote:I cant find the correct archive to merge this mod with CO.

Any help?


Can you explain ?

Do you mean compatibility issue ?
Go to Documents/paradox interactive/Crusader kings II/mod/Congenital Overhaul/events/
Delete Dynamic_COA_events file
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Re: Dynamic COA submod

PostPosted by hero99 » Fri Dec 16, 2016 17:00

I really don't have motivation to update the mod with new cadet houses.

If anybody wants to update it they have my permission

If you want to update it but don't know how :

Crannogman wrote:1. a) First I create sigil, in this case the sigil called c_lothston, and add it to the folder gfx\flags.

1. b) You could use an existing flag of course, like when I made the dynamic COA for house Clegane by just using the flag of c_fang_tower which was already in the folder.

2. a) If you are using a custom made flag, or a flag made from a COA, add the newly made title in the file dynamic_coa_titles which is located in the folder common\landed_titles like this:
Spoiler: show
##dummy titles to allow the changing of other title's coats of arms dynamically


# c_targaryen = { d_daemons_host

# c_blackfyre = { d_daemon_blackfyres_host

c_stark = {
color={ 180 180 180 }
color2={ 255 255 255 }

allow = {
always = no
}
}
c_lothston = {
color={ 180 180 180 }
color2={ 255 255 255 }

allow = {
always = no
}
}

c_tully = {
color={ 180 180 180 }
color2={ 255 255 255 }

allow = {
always = no
}

As you can see color and color2 are all identical, so no need to change anything.

3. Then you go into the file named dynamic_coa_events, which is in the folder events. To add a new dynamic coa here you have to know the number assigned to your dynasty. These are all listed in the folder common\dynasties in the file corresponding to the area of the world they are from. I found house Lothston in the file marked "Riverlander".
Im going to add the dynasty and coa to all the places in the file dynamic_coa_events which it was applicable. I wanted the opportunity to one day rule the Iron Throne, as well as the Riverlands, the high lordship of Harrenhal and the lordship of Harrenhal.

3.1. First I added the dynasty and custom coa to the e_iron_throne part of the file called cynamic_coa.1, which naturally governs the Iron Throne:
Spoiler: show
character_event = {
id = dynamic_coa.1

is_triggered_only = yes
only_rulers = yes
hide_window = yes

trigger = { has_landed_title = c_the_citadel }

immediate = {
e_iron_throne = {
if = {
limit = { holder_scope = { dynasty = 496 } }
set_coa = d_daemons_host #Targaryen
}
if = {
limit = { holder_scope = { dynasty = 230 } }
set_coa = c_fang_tower #Clegane
}
if = {
limit = { holder_scope = { dynasty = 355 } }
set_coa = c_lothston #Lothston
}

if = {
limit = { holder_scope = { dynasty = 57 } }
set_coa = d_daemon_blackfyres_host #Blackfyre
}
if = {
limit = { holder_scope = { dynasty = 59 } }
set_coa = c_stark
}
if = {
limit = { holder_scope = { dynasty = 159 } }
set_coa = c_tully
}
if = {
limit = { holder_scope = { dynasty = 178 } }
set_coa = c_the_eyrie #Arryn
}
if = {
limit = { holder_scope = { dynasty = 190 } }
if = {
limit = { holder_scope = { has_dynasty_flag = lannister_baratheon } }
set_coa = c_lannister_baratheon
}
if = {
limit = { holder_scope = { NOT = { has_dynasty_flag = lannister_baratheon } } }
set_coa = c_lannister
}
}
if = {
limit = { holder_scope = { dynasty = 253 } }
set_coa = c_tyrell
}
if = {
limit = { holder_scope = { dynasty = 1254 } }
set_coa = c_gardener
}
if = {
limit = { holder_scope = { dynasty = 317 } }
if = {
limit = { holder_scope = { religion = rhllor } }
set_coa = c_baratheon_rhllor
}
if = {
limit = { holder_scope = { NOT = { religion = rhllor } } }
set_coa = c_baratheon
}
}
if = {
limit = { holder_scope = { dynasty = 1544 } }
set_coa = c_baratheon #Durrandon
}
if = {
limit = { holder_scope = { dynasty = 1 } }
set_coa = c_martell
}
if = {
limit = { holder_scope = { dynasty = 107 } }
set_coa = c_greyjoy
}
if = {
limit = { holder_scope = { dynasty = 66 } }
set_coa = c_hoare
}
}

As you can see the dynasty and coa is added for both Lothston and Clegane, which shows the other way of making a lorship flag being a custom coa.

3.2. The I did the same for the titles of the Kingdom of the Riverlands and the Lord Paramouncy of the Riverlands
Spoiler: show
e_riverlands = {
if = {
limit = { holder_scope = { dynasty = 159 } }
set_coa = c_tully
}
if = {
limit = { holder_scope = { dynasty = 355 } }
set_coa = c_lothston #Lothston
}

}
k_riverlands = {
if = {
limit = { holder_scope = { dynasty = 159 } }
set_coa = c_tully
}
if = {
limit = { holder_scope = { dynasty = 355 } }
set_coa = c_lothston #Lothston
}

}


3.3. Since it didnt already exist in the file I both the high lordship and lordship of Harrenhal, so my custom coa would work in those as well (they were after all the most important ones)
Spoiler: show
d_harrenhal = {
if = {
limit = { holder_scope = { dynasty = 355 } }
set_coa = c_lothston #Lothston
}
}
c_harrenhal = {
if = {
limit = { holder_scope = { dynasty = 355 } }
set_coa = c_lothston #Lothston
}
}

You can add any title to this list as long as you change the corresponding parts in the next segment:

3.4. When you have added the dynasties and the coas to the parts in dynamic_coa.1, its time to move on to dynamic_coa.2 - 11, still in the same file. You have to find the event that includes the titles you have added the coas to, in my case its dynamic_coa.2 (which is the Iron Throne, Crownlands and Kings landing) and dynamic_coa.5 (which is the riverlands and provinces within).

Added in dynamic_coa.2
Spoiler: show
#Check CoAs on new holder
character_event = {
id = dynamic_coa.2

is_triggered_only = yes
hide_window = yes

trigger = {
FROM = {
NOT = { tier = BARON }
OR = {
title = e_iron_throne
title = k_crownlands
title = k_kings_landingTK
title = d_kings_landing
title = c_kings_landing
}
}
}

immediate = {
FROM = {
if = {
limit = { holder_scope = { dynasty = 496 } }
set_coa = c_daemons_host #Targaryen
break = yes
}
if = {
limit = { holder_scope = { dynasty = 230 } }
set_coa = d_fang_tower #Clegane
break = yes
}
if = {
limit = { holder_scope = { dynasty = 355 } }
set_coa = c_lothston #Lothston
break = yes
}

if = {
limit = { holder_scope = { dynasty = 57 } }
set_coa = d_daemon_blackfyres_host #Blackfyre
break = yes
}
if = {
limit = { holder_scope = { dynasty = 59 } }
set_coa = c_stark
break = yes
}
if = {
limit = { holder_scope = { dynasty = 159 } }
set_coa = c_tully
break = yes
}
if = {
limit = { holder_scope = { dynasty = 178 } }
set_coa = c_the_eyrie #Arryn
break = yes
}
if = {
limit = { holder_scope = { dynasty = 190 } }
if = {
limit = { holder_scope = { has_dynasty_flag = lannister_baratheon } }
set_coa = c_lannister_baratheon
break = yes
}
if = {
limit = { holder_scope = { NOT = { has_dynasty_flag = lannister_baratheon } } }
set_coa = c_lannister
break = yes
}
}
if = {
limit = { holder_scope = { dynasty = 253 } }
set_coa = c_tyrell
break = yes
}
if = {
limit = { holder_scope = { dynasty = 1254 } }
set_coa = c_gardener
break = yes
}
if = {
limit = { holder_scope = { dynasty = 317 } }
if = {
limit = { holder_scope = { religion = rhllor } }
set_coa = c_baratheon_rhllor
break = yes
}
if = {
limit = { holder_scope = { NOT = { religion = rhllor } } }
set_coa = c_baratheon
break = yes
}
}
if = {
limit = { holder_scope = { dynasty = 1544 } }
set_coa = c_baratheon #Durrandon
break = yes
}
if = {
limit = { holder_scope = { dynasty = 1 } }
set_coa = c_martell
break = yes
}
if = {
limit = { holder_scope = { dynasty = 107 } }
set_coa = c_greyjoy
break = yes
}
if = {
limit = { holder_scope = { dynasty = 66 } }
set_coa = c_hoare
break = yes
}
reset_coa = THIS
}
}

option = {
name = OK
}
}


and in dynamic_coa.5, notice that I also have to add the extra titles of Harrenhal, in addition the things I added in the last part
Spoiler: show
character_event = {
id = dynamic_coa.5

is_triggered_only = yes
hide_window = yes

trigger = {
FROM = {
NOT = { tier = BARON }
OR = {
title = e_riverlands
title = k_riverlands
title = k_riverrunTK
title = d_riverrun
title = c_riverrun
title = d_harrenhal
title = c_harrenhal

}
}
}

immediate = {
FROM = {
if = {
limit = { holder_scope = { dynasty = 159 } }
set_coa = c_tully
break = yes
}
if = {
limit = { holder_scope = { dynasty = 355 } }
set_coa = c_lothston #Lothston
break = yes
}

reset_coa = THIS
}
}

option = {
name = OK
}
}


Its pretty easy when you know how to do it, I also added in another game that if a Skagosi became Lord Paramount or King of the North, they would use the flag of the High Lordship of Skagos as the flag of the North. In that case I made the culture (or religion, cant really remember) of the holder the primary factor instead of the dynasty of the holder.

I think thats everything, but Im sure the guys that made the amazing event can correct any mistakes :D


If you have any questions feel free to ask
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Re: Dynamic COA submod

PostPosted by morale officer » Mon Dec 19, 2016 00:09

Is there a way for the ducal titles to be dynamic as well? ie: Manderly and Umber don't show their house banner, just the default ducal flag.
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Re: Dynamic COA submod

PostPosted by hero99 » Mon Dec 19, 2016 10:01

morale officer wrote:Is there a way for the ducal titles to be dynamic as well? ie: Manderly and Umber don't show their house banner, just the default ducal flag.


Yes there is, you can follow the guide I posted, its not as hard as it looks, and you dont need to create banners since I already added them ( b_manderly and b_umber)
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Re: Dynamic COA submod

PostPosted by Gbar22 » Sat Dec 31, 2016 04:56

I have never been able to get this mod to work which is so uber depressing because whenever you play a house outside of the big ones like estermont I so desperately want to see their coat of arms and instead I get the blue and red lines with the crowned skull with this mod. I'm probably not installing it properly since I suck with computers.
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Re: Dynamic COA submod

PostPosted by AdamUpBxtch » Sun Jan 01, 2017 18:25

Is House Baelish already added to the Vale? In the Winds of Winter Submod Petyr gets full control of the Vale and becomes LP. Also kind of makes sense that his Banner should go with the Vale as well seeing as that is where his House is actually located.
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Re: Dynamic COA submod

PostPosted by hero99 » Sun Jan 01, 2017 19:33

Gbar22 wrote:I have never been able to get this mod to work which is so uber depressing because whenever you play a house outside of the big ones like estermont I so desperately want to see their coat of arms and instead I get the blue and red lines with the crowned skull with this mod. I'm probably not installing it properly since I suck with computers.


Download the mod
Extract what is in the rar file to documents/paradox interactive/crusader kings II/mod
Open launcher
Check the mod
Play
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Re: Dynamic COA submod

PostPosted by hero99 » Sun Jan 01, 2017 19:35

AdamUpBxtch wrote:Is House Baelish already added to the Vale? In the Winds of Winter Submod Petyr gets full control of the Vale and becomes LP. Also kind of makes sense that his Banner should go with the Vale as well seeing as that is where his House is actually located.


No
You can try to add it in yourself, you just need to copy and paste a couple of lines in the mods events file
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Re: Dynamic COA submod

PostPosted by Criptiic » Mon Jan 02, 2017 09:59

so this does not work for custom houses right? for example, if i take the north as a wildling king will it show as my custom coa?
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Re: Dynamic COA submod

PostPosted by hero99 » Mon Jan 02, 2017 13:10

Criptiic wrote:so this does not work for custom houses right? for example, if i take the north as a wildling king will it show as my custom coa?


Nope, only for canon houses
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Re: Dynamic COA submod

PostPosted by Moarice » Mon Jan 23, 2017 03:41

Have you planned to include house Webber of Coldmoat? They have a pretty cool CoA and are a canon house.
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