Wrong place to put requests for new modding features. Those belong here.It would be nice if there was a way to hide a custom-made minor title from the honorary titles view. Also, it would be neat if these titles didn't have to be given grant limits. As of right now, it really bloats up my mod.
I put this here because it's a borderline bug. We didn't have to worry about this prior to 2.4Wrong place to put requests for new modding features. Those belong here.
No no, you see, I want the minor title to be handed out via an event, so every realm needs to be allowed to grant it.You put appropriate restrictions in the allowed_to_grant section to do that.
No no, you see, I want the minor title to be handed out via an event, so every realm needs to be allowed to grant it.
We do that in CK2Plus. Just put "always = no" in the allowed_to_grant -- that keeps it from showing up in the list, and the ruler can't grant it to anyone. Still can be handed out by event.
One thing about scripted_effects -- any chance the triggers can be displayed?
The commands used therein do take effect, but if a scripted_trigger is used in an event or decision none of the tooltips are actually displayed for the player to see.
Rylock is asking if it's possible for a scripted_trigger's elements to be visible, like, if you have this trigger:Not sure I get what you mean here. As I said in the first post please include scripted examples with your error report.
is_slavic = {
OR = {
culture_group = east_slavic
culture_group = west_slavic
AND = {
culture_group = south_slavic
NOT = {
culture = romanian
}
}
religion = slavic_pagan
religion = slavic_pagan_reformed
}
}
change_religion_effect = {
religion = bogomilist
prestige = 10
}
character_event = {
id = 730
text = OK
picture = GFX_evt_council
trigger = {
ai = no
}
mean_time_to_happen = {
days = 1
}
option = {
name = OK
change_religion_effect = yes
}
}
No, that's not what I mean.
Let's say I make a scripted trigger like so:
Code:change_religion_effect = { religion = bogomilist prestige = 10 }
And then use it an in an event like so:
Code:character_event = { id = 730 text = OK picture = GFX_evt_council trigger = { ai = no } mean_time_to_happen = { days = 1 } option = { name = OK change_religion_effect = yes } }
The scrripted_effect works insomuch that it changes the religion correctly and grants the prestige...but the event option shows no tooltips, it's blank. Nothing you put inside a scripted_effect will actually display -- unlike scripted_trigggers, which display the tooltips for everything inside them.
Now I understand. The problem in your last post (as well as in this one) is that you sometimes write scripted_trigger when you mean scripted_effect.