• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Klein001

First Lieutenant
13 Badges
Nov 6, 2008
217
1
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Majesty 2
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
I have one more question regarding the integration of events into the game.
My question has two parts:

first, is it possible to make an event work after you have already made it and placed it into all the correct files? :confused:

This stems from the fact that even though I have successfully made an event, it does not work in any of the games which I have previously saved.:eek:

Second, If it is possible, how can it be done?:confused:
Thankyou in advance for answering!:D
 

Federkiel

General
25 Badges
Mar 9, 2007
2.489
1.090
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: La Resistance
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron Anthology
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • 500k Club
  • Victoria 2
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
If i understand you correctly, my answer is:

You need to put the event in the respective country file in the events folder. Make sure to save the txt, otherwise the game forgets what you entered. If you correctly spelled everything and set a trigger that always is true - the event fires on the moment the game starts (either GC, scenario or savegame).

Be careful to ever touch a savegame unless you are perfectly sure what and how you can change and what effect it would have.

Make sure you gave your custom event an unassigned number in the head, bracket in and out in a consistent manner, remember that '#' lines have no meaning to the game.

Edit your game files only if it's not running. Start game after changes. Doing this during play might result in either not working or an outright crash.


As a workaround for triggers:
Open console (F12 IIRC) and enter 'event #'.
# is the number you assigned to your custom event.
 

unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
The event does not need to be in the same "country.txt" file as the country for which it is supposed to work for.

It can be in any of the "txt" files that are listed as operational for the scenario you are playing. It is probably best if you put it in the file called "HOI2.txt", since this is a generic event file that is assigned to all WWII scenarios, and has various events for many different countries.

If you are using an event ID that has been "slept" in the save game you are using the event will not fire.

The text files are not interactive with the game as it is running. The events are loaded into the game as a script, when you load the scenario. You can write anything you want in the event files while the game is running and it will not do anything at all until it is saved and the game reloaded.

As Federkiel states it is possible to fire an event manually through using the "console command" f12. This brings up an off colour screen in the top left hand corner of your game. You can then type "event"[space] and then the ID tag you have assigned to the event, followed by "enter", and it should fire right away. Once your event has fired, press F12 again to exit the console.

I suggest that you post the event here, so that we can take a better look at it just to make sure you have everything right.
 
Last edited:

Klein001

First Lieutenant
13 Badges
Nov 6, 2008
217
1
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Majesty 2
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
Since my writing that post, I have actually made 6 events. Here they are:
From the my_event.txt file made with the aid of quintelosky's event maker,

#############################################
###### More resources #
#############################################
event = {
id = 6000000
random = yes
trigger = {
NOT = { ai = Yes
}
belligerence = { country = HAI value = 200 }


}

name = "EVT_6000000_NAME"
desc = "EVT_6000000_DESC"
style = 0
persistent = yes
picture = "economic"


action_a = {
name = "ACTIONNAME6000000A"
command = { type = energypool value = 100000 }
command = { type = metalpool value = 100000 }
command = { type = money value = 100000 }
command = { type = oilpool value = 100000 }
command = { type = rarematerialspool value = 100000 }
command = { type = supplies value = 50000 }
}

}
#############################################
###### More Industry #
#############################################
event = {
id = 6000001
random = yes
trigger = {
NOT = {
ai = Yes
}
belligerence = { country = HAI value = 200 }

}

name = "EVT_6000001_NAME"
desc = "EVT_6000001_DESC"
style = 0
picture = "economic"


action_a = {
name = "ACTIONNAME6000001A"
command = { type = building_prod_mod which = ic value = 900.5 }
command = { type = building_prod_mod which = flak value = 900.5 }
command = { type = building_prod_mod which = infrastructure value = 900.5 }
command = { type = building_prod_mod which = air_base value = 900.5 }
command = { type = building_prod_mod which = nuclear_reactor value = 900.5}
command = { type = building_prod_mod which = naval_base value = 900.5 }
command = { type = building_prod_mod which = rocket_test value = 900.5 }
command = { type = building_prod_mod which = coastal_fort value = 900.5 }
command = { type = building_prod_mod which = land_fort value = 900.5 }
command = { type = building_prod_mod which = radar_station value = 900.5 }
}

}
#############################################
###### Your automation was successful #
#############################################
event = {
id = 6000002
random = yes
trigger = {
NOT = {
ai = Yes
}
belligerence = { country = HAI value = 200 }

}

name = "EVT_6000002_NAME"
desc = "EVT_6000002_DESC"
style = 0
persistent = yes
picture = "breakthrough_in_research"


action_a = {
name = "ACTIONNAME6000002A"
command = { type = research_mod value = 500 }
}

}
#############################################
###### Indoctrination #
#############################################
event = {
id = 6000003
random = yes
trigger = {
NOT = {
ai = Yes
}
belligerence = { country = HAI value = 200 }

}

name = "EVT_6000003_NAME"
desc = "EVT_6000003_DESC"
style = 0
persistent = yes
picture = "Mobilization"


action_a = {
name = "ACTIONNAME6000003A"
command = { type = ambush value = 100 }
command = { type = assault value = 100 }
command = { type = breakthrough value = 100 }
command = { type = counterattack value = 100 }
command = { type = delay value = 100 }
command = { type = encirclement value = 100 }
command = { type = tactical_withdrawal value = 100 }
}
action_b = {
name = "ACTIONNAME6000003B"
command = { type = build_time which = armor value = -500 }
command = { type = build_time which = bergsjaeger value = -500 }
command = { type = build_time which = cavalry value = -500 }
command = { type = build_time which = garrison value = -500 }
command = { type = build_time which = infantry value = -500 }
command = { type = build_time which = light_armor value = -500 }
command = { type = build_time which = marine value = -500 }
command = { type = build_time which = mechanized value = -500 }
command = { type = build_time which = militia value = -500 }
command = { type = build_time which = motorized value = -500 }
command = { type = build_time which = paratrooper value = -500 }
command = { type = build_time which = cas value = -500 }
command = { type = build_time which = escort value = -500 }
command = { type = build_time which = interceptor value = -500 }
command = { type = build_time which = multi_role value = -500 }
command = { type = build_time which = naval_bomber value = -500 }
command = { type = build_time which = strategic_bomber value = -500 }
command = { type = build_time which = tactical_bomber value = -500 }
command = { type = build_time which = transport_plane value = -500 }
command = { type = build_time which = battlecruiser value = -500 }
command = { type = build_time which = battleship value = -500 }
command = { type = build_time which = carrier value = -500 }
command = { type = build_time which = destroyer value = -500 }
command = { type = build_time which = heavy_cruiser value = -500 }
command = { type = build_time which = light_cruiser value = -500 }
command = { type = build_time which = submarine value = -500 }
command = { type = build_time which = transport value = -500 }
command = { type = build_time which = hq value = -500} }

}
#############################################
###### Rapid mobilization of brigades #
#############################################
event = {
id = 6000004
random = yes
trigger = {
NOT = {
ai = Yes
}
belligerence = { country = HAI value = 200 }

}

name = "EVT_600004_NAME"
desc = "EVT_600004_DESC"
style = 0
persistent = yes


action_a = {
name = "ACTIONNAME600004A"
command = { type = build_time which = anti_air value = -500 }
command = { type = build_time which = anti_tank value = -500 }
command = { type = build_time which = armored_car value = -500 }
command = { type = build_time which = artillery value = -500 }
command = { type = build_time which = cag value = -500 }
command = { type = build_time which = engineer value = -500 }
command = { type = build_time which = heavy_armor value = -500 }
command = { type = build_time which = light_armor_brigade value = -500 }
command = { type = build_time which = police value = -500 }
command = { type = build_time which = rocket_artillery value = -500 }
command = { type = build_time which = sp_artillery value = -500 }
command = { type = build_time which = sp_rct_artillery value = -500 }
command = { type = build_time which = super_heavy_armor value = -500 }
command = { type = build_time which = tank_destroyer value = -500 }
}

}
#############################################
###### Efficiency #
#############################################
event = {
id = 6000005
random = yes
trigger = {
NOT = {
ai = Yes
}
belligerence = { country = HAI value = 200 }

}

name = "EVT_6000005_NAME"
desc = "EVT_6000005_DESC"
style = 0
persistent = yes
picture = "factory"


action_a = {
name = "ACTIONNAME6000005A"
command = { type = industrial_modifier which = total value = 100 }
}
action_b = {
name = "ACTIONNAME6000005B"
command = { type = industrial_modifier which = supplies value = 100 }
}

}

Note: Yes I do know that the triggers are rather hard to set off. My intent was that no ai player could recieve the benefits of these very gamey events.
 

Klein001

First Lieutenant
13 Badges
Nov 6, 2008
217
1
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Majesty 2
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
I just remembered to mention that from my event 6000003 there are a few naval units missing, if anyone could tell me what to type in for the "which =" field I would certainly appreciate it. Thank you!
 

unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
Ok, so these events appear in "my_event.txt" file and they don't work with your saved games right?
 

Klein001

First Lieutenant
13 Badges
Nov 6, 2008
217
1
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Majesty 2
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
exactly, I try to fire them off with a previously saved game, but they don't work.
 

unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
Ok. Then the issue is very simple. The previously saved games are not aware that "myevents.txt" exists. They were set up with a different set of events files for their scenario. Now you could edit those save game files so the recognize your "myevents.txt" file, but that will be a little bit of screwing around with your save.

Instead, copy your new events, and stick them at the end of the events in "HOI2.txt" folder, this should then allow them to fire in all of your saved games, since they doubtless recognize to load from the "HOI2.txt" folder.
 

Klein001

First Lieutenant
13 Badges
Nov 6, 2008
217
1
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Majesty 2
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
Thank you very much. :D
I know it works, even though I got a runtime error message.
I know because the message said the dummy event I made to test this was referenced in both files, and the program, not the save game, but the program asked me if I wanted to continue. I know if it recognizes it like that, it works!
 

Klein001

First Lieutenant
13 Badges
Nov 6, 2008
217
1
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Majesty 2
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
Great. Now my program is complaining about a missing reference to 'my_event.txt' how might I remove any references to the file?
 

unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
Did you delete "myevents.txt"? If so, don't. Just leave it there, but don't put anything in it.

Mind you I know nothing about "quintelosky's event maker". Is it like JSGME?
 

Klein001

First Lieutenant
13 Badges
Nov 6, 2008
217
1
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Majesty 2
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
it won't run. the error message says that there is a database mismatch, adding that the dummy is already used.
tips, anyone?
 

Klein001

First Lieutenant
13 Badges
Nov 6, 2008
217
1
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Majesty 2
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
g2g, family is having thanksgiving at a relative's.
 

unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
You are getting a data base mismatch because two events have the same ID, your dummy and the other one. This will happen if you try and start a new game with the events both in "my_events.txt" and in the "HOI2.txt" file. Presumably Quintelosky's system set up a reference to "my_events.txt" in the scenario file. so the scenario is loading the same events from two files. Hence the database mismatch.

So, you will absolutely will get a conflict in any new game started with it set up like that. If you are starting a new game, just remove your events from the HOI2.text file.

However, if you just want to load a previously saved game it should not be looking for the "my_events.txt" and only the "HOI2.txt" file, and you should not get a conflict.
 

Klein001

First Lieutenant
13 Badges
Nov 6, 2008
217
1
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Majesty 2
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
I'm not really sure how to explain what his system is, but I can give you my previous thread in which he was kind enough to give me a link to download it.
Here:
http://forum.paradoxplaza.com/forum/showthread.php?t=445678

Edit: I am trying to load a previously saved game, and assuming what you told me plays out exactly as you said, even if I try a new game, it might not accept it.
I will look for this 'JSGME' and see how it works.

Edit 2: I have just googled this 'JonesSoftGenericModEnabler' and from a description of it given on a different forum, it is nothing like quintelosky's system, if you want it, either download it from the link in the thread, or download mod34, as it is supposedly included.
 
Last edited:

Klein001

First Lieutenant
13 Badges
Nov 6, 2008
217
1
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Majesty 2
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
When I think about it, perhaps what is happening is that my saves do recognize the my_event.txt file, however, for some reason, they do not wish to fire them off when I do them manually. If I were to copy them into a game folder, then the game treats it like a second reference in addition to the reference in my_event.txt. This is only pure conjecture, but might there be an alternate solution based on the problem being that?
 

unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
Yeah I DL'd Quintolsky's thing. It's nothing like JSGME. In any case it is easy enough to see if your saves are referencing "my_events.txt" simply by opening up the save and searching for "my_events.txt". If you find an reference that is something like 'event = db/events/"my_events.txt". in the save, that means that it is operative in the save.

If you have that, then delete the second reference to the event.

Looking at these events it seems they are only designed to be fired manually since they have not dates and no "offset". Like this for example:


Code:
	date = { day = 0 month = january year = 1936 }
        offset = 1
	deathdate = { day = 29 month = december year = 1963 }

This is needed if you want the events to fire automatically. Usually it goes above the first "action_a =" . That said, these events are also "persistent", which means that if you did have them fire automatically, they would fire over and over again (with offset = 1 they would fire every day.)

If you want them to fire manually, open the console by using the F12 key, then enter the "event [IDTAG]" and the even you want to fire should fire. For example F12, then "event = 6000000" should fire your first event. F12 again closes the console.
 
Last edited:

Klein001

First Lieutenant
13 Badges
Nov 6, 2008
217
1
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Majesty 2
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
2 things, no.1, my intent was for these events to fire randomly, otherwise I would have made their trigger conditions much easier to achieve. This is so that no AI player could reap the benefits of my prescence in controlling their country once I left.

'event = db/events/"my_events.txt"

((edit 2)no.2,) that is almost the exact reference in my events.txt file, in fact, it says this:

event = "db\my_event.txt"

edit:what is nzqs, btw?
 
Last edited:

Klein001

First Lieutenant
13 Badges
Nov 6, 2008
217
1
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Majesty 2
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
To be specific, what seems to happen in my saved games is that they accept my events as valid commands and do nothing. for instance, I type in 'event 6000001' and press enter, and the game simply accepts it as a valid command without putting up my event.