I thought I heard you can commit suicide if you are depressed. My ruler became depressed, but I didn't see any option to commit suicide. Has there been a change?
Darn i was hoping to use that on my Scottish rulers who keep living too long i guess they changed itIt's a random event.![]()
YAY! so i can still kill my rulers at my will!It isn't random event, it's in decisions menu, at the bottom.
It isn't random event, it's in decisions menu, at the bottom.
That must be a mod. In the vanilla game there never, ever have been such an option.
Nope, the 1.08 patch added the option to commit suicide if the pc has the depressed trait.
Can somebody screenshot where the button to suicide is?
Regarding the depressed trait, it seems there is no way to get rid of it, right ?
Looking into the event files i haven't found any, besides the ones where a requirement seems to be "muslim" only. Why so ?
Am i wrong or is it maybe a feature missing ? Seems to be the same for "paranoid" and some other traits.
I have never lost Depressed or Stressed in a vanilla game (CK2+ has a "Pet the Kitty" event that gets rid of these), but I have lost paranoid by random event.
Good to see some have the same experience as well. Makes no sense not to loose stressed or depressed.
Maybe i did once or twice but can't recall. The CK2+ event is nice. Should be a dog though.
A random event to fire for paranoid/Posessed ? Really interesting, any idea in which file it is located ? I scanned most event files, but seem to have missed this one.
#Remove Depressed
character_event = {
id = 6051
desc = "EVTDESC6051"
picture = "GFX_evt_recovery"
min_age = 10
trigger = {
trait = depressed
}
mean_time_to_happen = {
months = 1200
modifier = {
factor = 0.1
trait = content
}
modifier = {
factor = 0.1
trait = zealous
}
modifier = {
factor = 0.5
trait = diligent
}
modifier = {
factor = 2.0
trait = cynical
}
modifier = {
factor = 2.0
trait = stressed
}
modifier = {
factor = 2.0
trait = ill
}
modifier = {
factor = 1.5
trait = slothful
}
modifier = {
factor = 1.5
trait = ugly
}
modifier = {
factor = 1.3
trait = ambitious
}
modifier = {
factor = 1.3
in_command = yes
}
}
option = {
name = "EVTOPTA6051"
remove_trait = depressed
}
}
\events\personality_traits_events.txt, line 3121 - it is one of those one-or-the-other events for paranoid/trusting.
Taking a peek, there are events to lose depressed and stressed, but I have never seen them fire:
(code)
From health_events.txt - there is another nearly identical event for stressed, event 6041.
# Remove Paranoid
character_event = {
id = 1057
desc = "EVTDESC1057"
picture = "GFX_evt_lunatic"
min_age = 16
is_triggered_only = yes
trigger = {
personality_traits = 6
trait = paranoid
}
mean_time_to_happen = {
days = 1
modifier = {
factor = 2
personality_traits = 6
}
}
option = {
name = "EVTOPTA1057"
remove_trait = paranoid
}
}
#Paranoid/Trusting
character_event = {
id = 1016
desc = "EVTDESC1016"
picture = "GFX_evt_lunatic"
min_age = 16
is_triggered_only = yes
trigger = {
NOT = {
personality_traits = 5
}
NOT = {
trait = paranoid
}
NOT = {
trait = trusting
}
}
mean_time_to_happen = {
days = 1
modifier = {
factor = 1.7
trait = ambitious
}
modifier = {
factor = 1.7
trait = envious
}
modifier = {
factor = 1.5
trait = content
}
modifier = {
factor = 0.5
trait = kind
}
}
option = {
name = "EVTOPTA1016"
if = {
limit = {
trait = cynical
NOT = {
trait = charitable
}
}
random = {
chance = 70
add_trait = paranoid
hidden_tooltip = {
character_event = {
id = 38275 #Notify Paranoid
}
}
}
}
if = {
limit = {
trait = charitable
NOT = {
trait = cynical
}
}
random = {
chance = 20
add_trait = paranoid
hidden_tooltip = {
character_event = {
id = 38275 #Notify Paranoid
}
}
}
}
if = {
limit = {
NOT = {
trait = cynical
}
NOT = {
trait = charitable
}
}
random = {
chance = 45
add_trait = paranoid
hidden_tooltip = {
character_event = {
id = 38275 #Notify Paranoid
}
}
}
}
if = {
limit = {
trait = cynical
trait = charitable
}
random = {
chance = 45
add_trait = paranoid
hidden_tooltip = {
character_event = {
id = 38275 #Notify Paranoid
}
}
}
}
}
option = {
name = "EVTOPTB1016"
if = {
limit = {
trait = gregarious
NOT = {
trait = deceitful
}
}
random = {
chance = 70
add_trait = trusting
hidden_tooltip = {
character_event = {
id = 38250 #Notify Trusting
}
}
}
}
if = {
limit = {
trait = deceitful
NOT = {
trait = gregarious
}
}
random = {
chance = 20
add_trait = trusting
hidden_tooltip = {
character_event = {
id = 38250 #Notify Trusting
}
}
}
}
if = {
limit = {
NOT = {
trait = gregarious
}
NOT = {
trait = deceitful
}
}
random = {
chance = 45
add_trait = trusting
hidden_tooltip = {
character_event = {
id = 38250 #Notify Trusting
}
}
}
}
if = {
limit = {
trait = gregarious
trait = deceitful
}
random = {
chance = 45
add_trait = trusting
hidden_tooltip = {
character_event = {
id = 38250 #Notify Trusting
}
}
}
}
}
}
Found the remove event for paranoid, but how does it work ?
Code:# Remove Paranoid character_event = { id = 1057 desc = "EVTDESC1057" picture = "GFX_evt_lunatic" min_age = 16 is_triggered_only = yes trigger = { personality_traits = 6 trait = paranoid } mean_time_to_happen = { days = 1 modifier = { factor = 2 personality_traits = 6 } } option = { name = "EVTOPTA1057" remove_trait = paranoid } }
You seems to need 6 personality traits and obviously be 16, but else ?
This way it should kinda always fire, which it does not.
What is factor 2 ?
I'm pretty sure that the Is_triggered_only line means that the event can only be triggered by another event, not randomly occur. If you search on the event ID you'll probably find it.