Dynamic COA submod

Browse, publish and discuss user made sub-mods here

Re: Dynamic COA submod

PostPosted by hero99 » Mon Jan 23, 2017 09:11

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


No, I won't be updating the submod at least untill summer
There is a guide on how to do it yourself posted above, it's not as hard as it seems
If you are going to do it yourself, and run into any problems, yo can ask me here
User avatar
hero99
 
Posts: 85
Joined: Fri Jan 15, 2016 20:50

Re: Dynamic COA submod

PostPosted by Moarice » Wed Jan 25, 2017 01:25

hero99 wrote:
Moarice wrote:Have you planned to include house Webber of Coldmoat? They have a pretty cool CoA and are a canon house.


No, I won't be updating the submod at least untill summer
There is a guide on how to do it yourself posted above, it's not as hard as it seems
If you are going to do it yourself, and run into any problems, yo can ask me here

I didn't notice the guide earlier... somehow.
Anyway, I ran into a problem. I did everything according to the guide, but when I open the game the CoA for the titles I added is the CoA of c_karhold instead of c_coldmoat. I used the right file, so I have no idea what causes this.
Image
Moarice
 
Posts: 7
Joined: Mon Jan 23, 2017 03:40

Re: Dynamic COA submod

PostPosted by hero99 » Wed Jan 25, 2017 08:22

Moarice wrote:
hero99 wrote:
Moarice wrote:Have you planned to include house Webber of Coldmoat? They have a pretty cool CoA and are a canon house.


No, I won't be updating the submod at least untill summer
There is a guide on how to do it yourself posted above, it's not as hard as it seems
If you are going to do it yourself, and run into any problems, yo can ask me here

I didn't notice the guide earlier... somehow.
Anyway, I ran into a problem. I did everything according to the guide, but when I open the game the CoA for the titles I added is the CoA of c_karhold instead of c_coldmoat. I used the right file, so I have no idea what causes this.
Image


Are other COA ok, like COA of the north on Pentos, or COA of Dorn on Westerlands ?
It could be the wrong dynasty number, or you misspelled dynasty name in the event files
Also make sure you added c_coldmoat in common folder (dynamic coa titles)

If this dosn't help post screenshots of all the files you have edited (or just copy and paste them here)
User avatar
hero99
 
Posts: 85
Joined: Fri Jan 15, 2016 20:50

Re: Dynamic COA submod

PostPosted by Moarice » Wed Jan 25, 2017 17:20

hero99 wrote:Are other COA ok, like COA of the north on Pentos, or COA of Dorn on Westerlands ?
It could be the wrong dynasty number, or you misspelled dynasty name in the event files
Also make sure you added c_coldmoat in common folder (dynamic coa titles)

If this dosn't help post screenshots of all the files you have edited (or just copy and paste them here)

All the other CoAs are fine. After I re-edited everything, this time instead of c_karhold's, I got the CoA of d_andalos/k_andalos.
The dynasty number and the spelling are good.
Technically I added c_webber to dynamic coa titles, but it's just a renamed c_coldmoat anyway.

As for the code, here's what I added + the things in its immediate vicinity.:
1. dynamic_coa_titles
Code: Select all
##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_webber = {
color={ 180 180 180 }
color2={ 255 255 255 }

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

allow = {
always = no
        }
}

2. dynamic_coa_events
Code: Select all
namespace = dynamic_coa

#on game load/start, update CoAs
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 = 57 } }
            set_coa = d_daemon_blackfyres_host #Blackfyre
         }
         if = {
            limit = { holder_scope = { dynasty = 238 } }
            set_coa = c_webber #Webber
         }
                        if = {
                               limit = { holder_scope = { dynasty = 45000204 } }
                               set_coa = c_redwyrm #Redwyrm
                        }
Moarice
 
Posts: 7
Joined: Mon Jan 23, 2017 03:40

Re: Dynamic COA submod

PostPosted by hero99 » Wed Jan 25, 2017 17:38

Moarice wrote:
hero99 wrote:Are other COA ok, like COA of the north on Pentos, or COA of Dorn on Westerlands ?
It could be the wrong dynasty number, or you misspelled dynasty name in the event files
Also make sure you added c_coldmoat in common folder (dynamic coa titles)

If this dosn't help post screenshots of all the files you have edited (or just copy and paste them here)

All the other CoAs are fine. After I re-edited everything, this time instead of c_karhold's, I got the CoA of d_andalos/k_andalos.
The dynasty number and the spelling are good.
Technically I added c_webber to dynamic coa titles, but it's just a renamed c_coldmoat anyway.

As for the code, here's what I added + the things in its immediate vicinity.:
1. dynamic_coa_titles
Code: Select all
##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_webber = {
color={ 180 180 180 }
color2={ 255 255 255 }

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

allow = {
always = no
        }
}

2. dynamic_coa_events
Code: Select all
namespace = dynamic_coa

#on game load/start, update CoAs
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 = 57 } }
            set_coa = d_daemon_blackfyres_host #Blackfyre
         }
         if = {
            limit = { holder_scope = { dynasty = 238 } }
            set_coa = c_webber #Webber
         }
                        if = {
                               limit = { holder_scope = { dynasty = 45000204 } }
                               set_coa = c_redwyrm #Redwyrm
                        }


Pretty sure you forgot to edit dynamic_coa.2 in the same file

Code: Select all
#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_stepstones
            title = k_kings_landingTK
                                title = d_crackclaw_point
                                title = d_dragonstone
            title = d_kings_landing
            title = c_kings_landing
         }   
      }
   }
   
   immediate = {
      FROM = {
         if = {
            limit = { holder_scope = { dynasty = 496 } }
            set_coa = d_daemons_host #Targaryen
            break = yes
         }
         if = {
            limit = { holder_scope = { dynasty = 57 } }
            set_coa = d_daemon_blackfyres_host #Blackfyre
            break = yes
         }
                        if = {
                               limit = { holder_scope = { dynasty = 45000204 } }
                               set_coa = c_redwyrm #Redwyrm
                               break = yes
User avatar
hero99
 
Posts: 85
Joined: Fri Jan 15, 2016 20:50

Re: Dynamic COA submod

PostPosted by blackninja9939 » Wed Jan 25, 2017 18:44

As of next version the way dynamic coas are handled has been changed so greatly simplify the system of adding new ones so all you need to do is make the fake title and give it the correct flag and enter one line into a new scripted effect such as this example for House:
Code: Select all
if = {
   limit = { holder_scope = { dynasty = 59 } }
   set_coa = c_stark
}


Due to this the system is now less resource intensive so we have added many of the ones from this mod as the real time consuming bit is the copy and pasting work to make the fake titles. The system also now works for all titles that are the count and above title of your capital. eg: Starks get the king, duke and count tier titles for Winterfell to have their coa as that is their capital but not Moat Calin.

So if you would like to keep making more then just make the fake landed title, give it a flag and make the if entry to be added to the new scripted effect. Any ones you do make we will add straight into the mod!
If a post is edited in this colour then it was done by me for moderation.

My Sub-Mods:
Bloodlines Sub-Mod
More Decisions Sub-Mod
Colonise Valyiria and Challenge to Duel
Duel Recorder
More Bookmarks
User avatar
blackninja9939
Moderator
 
Posts: 5561
Joined: Tue Oct 01, 2013 10:50
Location: England

Re: Dynamic COA submod

PostPosted by Moarice » Wed Jan 25, 2017 21:41

hero99 wrote:Pretty sure you forgot to edit dynamic_coa.2 in the same file

Code: Select all
#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_stepstones
            title = k_kings_landingTK
                                title = d_crackclaw_point
                                title = d_dragonstone
            title = d_kings_landing
            title = c_kings_landing
         }   
      }
   }
   
   immediate = {
      FROM = {
         if = {
            limit = { holder_scope = { dynasty = 496 } }
            set_coa = d_daemons_host #Targaryen
            break = yes
         }
         if = {
            limit = { holder_scope = { dynasty = 57 } }
            set_coa = d_daemon_blackfyres_host #Blackfyre
            break = yes
         }
                        if = {
                               limit = { holder_scope = { dynasty = 45000204 } }
                               set_coa = c_redwyrm #Redwyrm
                               break = yes

Nope. I added it to dynamic_coa.2. Dynamic_coa.8 as well.
Moarice
 
Posts: 7
Joined: Mon Jan 23, 2017 03:40

Re: Dynamic COA submod

PostPosted by hero99 » Wed Jan 25, 2017 22:47

Moarice wrote:
hero99 wrote:Pretty sure you forgot to edit dynamic_coa.2 in the same file

Code: Select all
#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_stepstones
            title = k_kings_landingTK
                                title = d_crackclaw_point
                                title = d_dragonstone
            title = d_kings_landing
            title = c_kings_landing
         }   
      }
   }
   
   immediate = {
      FROM = {
         if = {
            limit = { holder_scope = { dynasty = 496 } }
            set_coa = d_daemons_host #Targaryen
            break = yes
         }
         if = {
            limit = { holder_scope = { dynasty = 57 } }
            set_coa = d_daemon_blackfyres_host #Blackfyre
            break = yes
         }
                        if = {
                               limit = { holder_scope = { dynasty = 45000204 } }
                               set_coa = c_redwyrm #Redwyrm
                               break = yes

Nope. I added it to dynamic_coa.2. Dynamic_coa.8 as well.


I would advise you to delete everything and try again, but first try deleating just c_webber in gfx folder and instead of that use c_coldmoat
After that just rename c_webber to c_coldmoat in common and event folders
User avatar
hero99
 
Posts: 85
Joined: Fri Jan 15, 2016 20:50

Re: Dynamic COA submod

PostPosted by Moarice » Sun Jan 29, 2017 23:57

hero99 wrote:I would advise you to delete everything and try again, but first try deleating just c_webber in gfx folder and instead of that use c_coldmoat
After that just rename c_webber to c_coldmoat in common and event folders

Well, it no longer displays weird CoAs... but instead it just shows the default, generic ones.
Moarice
 
Posts: 7
Joined: Mon Jan 23, 2017 03:40

Re: Dynamic COA submod

PostPosted by hero99 » Mon Jan 30, 2017 08:59

Moarice wrote:
hero99 wrote:I would advise you to delete everything and try again, but first try deleating just c_webber in gfx folder and instead of that use c_coldmoat
After that just rename c_webber to c_coldmoat in common and event folders

Well, it no longer displays weird CoAs... but instead, it just shows the default, generic ones.


Are you using Congenital Overhaul, or any other mod that alters dynamic_coa_events text file ?
User avatar
hero99
 
Posts: 85
Joined: Fri Jan 15, 2016 20:50

Re: Dynamic COA submod

PostPosted by Moarice » Mon Jan 30, 2017 16:51

hero99 wrote:Are you using Congenital Overhaul, or any other mod that alters dynamic_coa_events text file ?

Nope. For testing this I just use the base AGOT mod + my version of this mod.
Moarice
 
Posts: 7
Joined: Mon Jan 23, 2017 03:40

Re: Dynamic COA submod

PostPosted by hero99 » Mon Jan 30, 2017 23:08

Moarice wrote:
hero99 wrote:Are you using Congenital Overhaul, or any other mod that alters dynamic_coa_events text file ?

Nope. For testing this I just use the base AGOT mod + my version of this mod.


Then I have no idea
User avatar
hero99
 
Posts: 85
Joined: Fri Jan 15, 2016 20:50

Re: Dynamic COA submod

PostPosted by vinco26 » Wed Mar 01, 2017 19:55

You should add all houses that owned Harrenhall. Though I see you're are only missing house Harroway and Towers
vinco26
 
Posts: 5
Joined: Sat Oct 17, 2015 00:29

Re: Dynamic COA submod

PostPosted by TheGreatStag » Mon Mar 13, 2017 05:29

Is this sub mod compatible with v2.6.3 of CK2?
TheGreatStag
 
Posts: 2
Joined: Sat Nov 12, 2016 16:25

Re: Dynamic COA submod

PostPosted by hero99 » Mon Mar 13, 2017 06:40

TheGreatStag wrote:Is this sub mod compatible with v2.6.3 of CK2?


Yes
User avatar
hero99
 
Posts: 85
Joined: Fri Jan 15, 2016 20:50

Re: Dynamic COA submod

PostPosted by Calvee » Fri Mar 24, 2017 14:45

I'm fairly new to this submodding thing, but how come your Ironborn have such a cool 'badge' with the hydras or whatever they are, while mine just look like the normal ones. Also i often see Stannis has the star-shaped 'badge', but for me it's just a regular shield.
Calvee
 
Posts: 2
Joined: Fri Mar 24, 2017 13:59

Re: Dynamic COA submod

PostPosted by hero99 » Sat Mar 25, 2017 08:13

Calvee wrote:I'm fairly new to this submodding thing, but how come your Ironborn have such a cool 'badge' with the hydras or whatever they are, while mine just look like the normal ones. Also i often see Stannis has the star-shaped 'badge', but for me it's just a regular shield.


Its a vanilla religion thing

Rholl uses Muslim COA system so its star

Ironborn uses Norse COA system so irs hydra

I dont know why its not working for you
User avatar
hero99
 
Posts: 85
Joined: Fri Jan 15, 2016 20:50

Re: Dynamic COA submod

PostPosted by Calvee » Sat Mar 25, 2017 13:09

hero99 wrote:Its a vanilla religion thing

Rholl uses Muslim COA system so its star

Ironborn uses Norse COA system so irs hydra

I dont know why its not working for you


I managed to fix it by going into the 00_religions file, and changing the 'ironborngfx' to 'norsegfx'.
For Stannis i changed it to 'muslimgfx'.
Thanks for the help tho !
Calvee
 
Posts: 2
Joined: Fri Mar 24, 2017 13:59

Re: Dynamic COA submod

PostPosted by Hadhod » Mon Apr 03, 2017 09:43

With the addition of this submod to the main game is the guide you posted on this thread still valid? I can't seem to find any dynamic_coa.4 or dynamic_coa.5 files neither are any ducal or lord paramountcy titles found in the dynamic_coa_events.txt file.
Hadhod
 
Posts: 81
Joined: Thu Aug 22, 2013 17:36

Re: Dynamic COA submod

PostPosted by blackninja9939 » Mon Apr 03, 2017 11:13

Hadhod wrote:With the addition of this submod to the main game is the guide you posted on this thread still valid? I can't seem to find any dynamic_coa.4 or dynamic_coa.5 files neither are any ducal or lord paramountcy titles found in the dynamic_coa_events.txt file.

It is not, instead use the guide I posted above which I will copy here as well.

blackninja9939 wrote:As of next version the way dynamic coas are handled has been changed so greatly simplify the system of adding new ones so all you need to do is make the fake title and give it the correct flag and enter one line into a new scripted effect such as this example for House:
Code: Select all
if = {
   limit = { holder_scope = { dynasty = 59 } }
   set_coa = c_stark
}


Due to this the system is now less resource intensive so we have added many of the ones from this mod as the real time consuming bit is the copy and pasting work to make the fake titles. The system also now works for all titles that are the count and above title of your capital. eg: Starks get the king, duke and count tier titles for Winterfell to have their coa as that is their capital but not Moat Calin.

So if you would like to keep making more then just make the fake landed title, give it a flag and make the if entry to be added to the new scripted effect. Any ones you do make we will add straight into the mod!
If a post is edited in this colour then it was done by me for moderation.

My Sub-Mods:
Bloodlines Sub-Mod
More Decisions Sub-Mod
Colonise Valyiria and Challenge to Duel
Duel Recorder
More Bookmarks
User avatar
blackninja9939
Moderator
 
Posts: 5561
Joined: Tue Oct 01, 2013 10:50
Location: England

PreviousNext

Return to Sub-Mods

Who is online

Users browsing this forum: No registered users and 0 guests