Hi not sure if other people have noticed the issue with murder plots not firing after having one succeed, but I am pretty sure I know the reason.
Before the murder attempt is set in motion (eg the poisoned wine one) it checks if any of the backers have the char flag murder_in_motion, and if so the event never fires.
ie for the two Poisoned wine events:-
Code:
# The plotter sees an opportunity - Poisoned Wine
character_event = {
id = 8150
desc = "EVTDESC8150"
picture = GFX_evt_whispers
border = GFX_event_normal_frame_intrigue
capable_only = yes
prisoner = no
trigger = {
has_objective = plot_kill_character
plot_target_char = {
age = 16
prisoner = no
at_location = ROOT # The Plot Head needs to be at the target's location to get a chance
NOT = { trait = incapable }
}
[COLOR="#FF0000"] NOT = { has_character_flag = murder_in_motion }[/COLOR]
plot_power_contribution =
{
plotter = ROOT
power = 0.025
}
}
Code:
# A plot backer sees an opportunity - Poisoned Wine
character_event = {
id = 8151
desc = "EVTDESC8151"
picture = GFX_evt_whispers
border = GFX_event_normal_frame_intrigue
capable_only = yes
prisoner = no
trigger = {
any_backed_character = {
has_objective = plot_kill_character
plot_power = 0.5
plot_target_char = {
age = 16
prisoner = no
NOT = { trait = incapable }
}
[COLOR="#FF0000"] NOT = { has_character_flag = murder_in_motion }[/COLOR]
ROOT = {
plot_power_contribution =
{
plotter = PREV
power = 0.025
}
}
}
}
If no chars have that, then the event fires and can set the murder_in_motion flag on deciding to go ahead with the attempt. eg for the plotter attempt
Code:
option = {
name = "EVTOPTA8150" # The conspirators provide the poison
trigger = {
plot_power = 1.0
}
hidden_tooltip = {
any_plot_backer = {
character_event = { id = 8162 days = 1 }
}
}
[COLOR="#FF0000"] set_character_flag = murder_in_motion[/COLOR]
plot_target_char = { character_event = { id = 8155 days = 30 tooltip = "EVTTOOLTIP8155" } }
}
option = {
name = "EVTOPTB8150" # Buy the poison
trigger = {
NOT = { plot_power = 0.5 }
NOT = { learning = 10 }
}
scaled_wealth = -1.0
hidden_tooltip = {
any_plot_backer = {
character_event = { id = 8162 days = 1 }
}
}
[COLOR="#FF0000"] set_character_flag = murder_in_motion[/COLOR]
plot_target_char = { character_event = { id = 8155 days = 30 tooltip = "EVTTOOLTIP8155" } }
}
option = {
name = "EVTOPTB8150" # Buy the poison
trigger = {
plot_power = 0.5
NOT = { plot_power = 1.0 }
NOT = { learning = 10 }
}
scaled_wealth = -0.5
hidden_tooltip = {
any_plot_backer = {
character_event = { id = 8162 days = 1 }
}
}
[COLOR="#FF0000"] set_character_flag = murder_in_motion[/COLOR]
plot_target_char = { character_event = { id = 8155 days = 30 tooltip = "EVTTOOLTIP8155" } }
}
option = {
name = "EVTOPTC8150" # Hemlock goes well with the Red...
tooltip_info = learning
trigger = {
plot_power = 0.5
learning = 10
}
hidden_tooltip = {
any_plot_backer = {
character_event = { id = 8162 days = 1 }
}
}
[COLOR="#FF0000"] set_character_flag = murder_in_motion[/COLOR]
plot_target_char = { character_event = { id = 8155 days = 30 tooltip = "EVTTOOLTIP8155" } }
}
option = {
name = "EVTOPTD8150" # I cannot afford this
trigger = {
ai = no
NOT = { learning = 10 }
NOT = { plot_power = 1.0 }
}
}
or it happens when the backer informs the primary plotter of the plan
Code:
# Poisoned Wine - Backer informs Plotter of plan
character_event = {
id = 8160
desc = "EVTDESC8160"
picture = GFX_evt_whispers
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
option = {
name = "EVTOPTA8160"
[COLOR="#FF0000"] set_character_flag = murder_in_motion[/COLOR]
FROM = { character_event = { id = 8161 tooltip = "EVTTOOLTIP8161" } }
hidden_tooltip = {
any_plot_backer = {
limit = {
NOT = { character = FROM }
}
character_event = { id = 8162 days = 1 }
}
}
}
}
The problem is that the murder_in_motion flag is only cleared on failed murder attempts, and not on ones that succeed, so if you succeed on one murder, you will never have another murder event fire for that character, as the first check will always fail.
The two successes, no clearing of murder_in_motion flag
Code:
# Poisoned Wine - Notification: Success, but discovered
character_event = {
.
.
.
option = {
name = "EVTOPTA8163"
tooltip = { add_trait = dishonorable1 }
if = {
limit = {
trait = honest
}
remove_trait = honest
}
if = {
limit = {
trait = kind
}
remove_trait = kind
}
}
}
# Poisoned Wine - Notification: Success, and NOT discovered
character_event = {
id = 8164
desc = "EVTDESC8164"
picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
trigger = {
OR = {
NOT = { has_character_flag = murder_victim }
had_character_flag = {
flag = murder_victim
days = 30
}
}
}
option = {
name = "EVTOPTA8164"
if = {
limit = {
trait = honest
}
remove_trait = honest
}
if = {
limit = {
trait = kind
}
remove_trait = kind
}
}
}
The two failures, both which clear the flag
Code:
# Poisoned Wine - Notification: Failure, and discovered
character_event = {
id = 8165
.
.
.
option = {
name = "EVTOPTA8165"
if = {
limit = {
plot_target_char = {
character = FROM
}
has_objective = plot_kill_character
}
[COLOR="#FF0000"] clr_character_flag = murder_in_motion[/COLOR]
tooltip = { reveal_plot = yes }
}
}
}
# Poisoned Wine - Notification: Failure, but NOT discovered
character_event = {
id = 8166
desc = "EVTDESC8166"
picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
trigger = {
OR = {
NOT = { has_character_flag = murder_victim }
had_character_flag = {
flag = murder_victim
days = 30
}
}
}
option = {
name = "EVTOPTA8166"
if = {
limit = {
plot_target_char = {
character = FROM
}
has_objective = plot_kill_character
}
[COLOR="#FF0000"] clr_character_flag = murder_in_motion[/COLOR]
}
}
}
I am assuming that is not working as intended? It is the same for all 13 different murder events and only the failures clear the flag.
Note this can easily be fixed temporarily if you have this in a save game by loading the save game up in an editor, finding your character, and deleting the murder_in_motion flag under character flags, which lets you try and murder someone else.