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fredrikslicer

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I have been trying to design an event that would switch a norse pagan into my custom made germano-semitic if the character is or becomes part of the arabic culture group.

#namespace = mymod
character_event = {
id = PRR=PRR001


religion = norse_pagan
}
trigger = {
culture_group = arabic

}

mean_time_to_happen = {
months = 1
}

Thus far the event triggers on all norse_pagans within 1 month so that is something I need some help with solving

Also if I understand options they are supposed to contain the actual effect so question is how do I formulate it?
Because the point is that they should switch to Germano-semitic with this event.
 

TwixtWays

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It looks like you're closing off the event before you actually get to the trigger section with that curly bracket right after " religion = norse_pagan ".

Try something like:
Code:
character_event = {
# put your id, desc, and picture here

religion = norse_pagan
trigger = {
culture_group = arabic
NOT = { culture = germano_semitic }
}

mean_time_to_happen = {
# how long you want the event to take to fire
}

option = {
name = # Your localisation for the option's text
culture = germano_semitic # My understanding is that you're going for a culture conversion event; please correct me if I'm wrong. This line changes the character's culture to Germano-Semitic. 
}
}

Also, the namespace for the event file needs to be uncommented; and when using namespaces, the format is %namespace%.%number% -- in this case, possibly something like (going from your example event) "PRR.1". So in this case, you would put "namespace = PRR" at the top of the file and enter the event id as "PRR.1".
 

fredrikslicer

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Actually germano_semitic_pagan is a religion sorry for not making that clear

#namespace = PRR.1
character_event = {
id = PRR.1
title = PPRtitle.1.title
desc = "PPREVTDESC.1"
picture = "GFX_evt_stone_church"
border = "GFX_event_normal_frame_religion"

religion = norse_pagan
culture_group = arabic
}
trigger = {
culture_group = arabic
NOT = culture_group = { north_germanic }
}

mean_time_to_happen = {
months = 1
}

option = {
name = PPREVTOPTA.1
religion = germano_semitic_pagan

}
}

Now most of it works with the exeption of the option which still dosen´t show up
 

Auirus

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You're missing the " marks for the option name.

option = {
name = PPREVTOPTA.1
religion = germano_semitic_pagan

should be

option = {
name = "PPREVTOPTA.1"
religion = germano_semitic_pagan

Also remove the } above the trigger, its closing off the event
 
Last edited:

Maal

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You're missing the " marks for the option name.

That's not actually needed. It work fine without ".

But do remove the } above the trigger like Aurius said.

NOT = culture_group = { north_germanic }
should be
NOT = { culture_group = { north_germanic } }
Edit: Silly me
NOT = { culture_group = north_germanic }

Mmh, the whole trigger seem pointless now that I think about it, the pre-trigger already look for an arabic cultured character, to ask for one again then to ask for it to not be another culture (which he obviously isn't since he passed the arabic culture pre-trigger)

Side note about optimization.
About Mean Time To happen, it is usually heavier for the game than on_action for triggering events. Assuming your MTTH of 1 month, every 1 month or so on average the game will check every norse characters to see if they have the arabic culture groups. It's a lot of calculations for something that will happen very rarely.

On_action can be much easier on the game, they trigger events automatically when X happen, and only then. There is one called "on_character_convert_culture". So whenever someone convert, they will try to fire the event, instead of all the time every single month for everybody. But that won't work for characters that are born with the right culture combination, as they won't be converted to trigger the event!

If that doesn't bother you, just add this in a new txt file inside the common/on_actions folder and delete the mean_time_to_happen from your event:
Code:
on_character_convert_culture = {
    events = {
        PRR.1
    }
}

You could also try on_yearly_pulse, it trigger the event once a year only.
Code:
on_yearly_pulse = {
    events = {
        PRR.1
    }
}

Anyways, it's just a tip about optimization, not an actual do or die rule. I prefer to think about it earlier than when the mod is too big that fixing it would be a chore.
 
Last edited:

fredrikslicer

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That's not actually needed. It work fine without ".

But do remove the } above the trigger like Aurius said.

NOT = culture_group = { north_germanic }
should be
NOT = { culture_group = { north_germanic } }

Mmh, the whole trigger seem pointless now that I think about it, the pre-trigger already look for an arabic cultured character, to ask for one again then to ask for it to not be another culture (which he obviously isn't since he passed the arabic culture pre-trigger)

Side note about optimization.
About Mean Time To happen, it is usually heavier for the game than on_action for triggering events. Assuming your MTTH of 1 month, every 1 month or so on average the game will check every norse characters to see if they have the arabic culture groups. It's a lot of calculations for something that will happen very rarely.

On_action can be much easier on the game, they trigger events automatically when X happen, and only then. There is one called "on_character_convert_culture". So whenever someone convert, they will try to fire the event, instead of all the time every single month for everybody. But that won't work for characters that are born with the right culture combination, as they won't be converted to trigger the event!

If that doesn't bother you, just add this in a new txt file inside the common/on_actions folder and delete the mean_time_to_happen from your event:
Code:
on_character_convert_culture = {
    events = {
        PRR.1
    }
}

You could also try on_yearly_pulse, it trigger the event once a year only.
Code:
on_yearly_pulse = {
    events = {
        PRR.1
    }
}

Anyways, it's just a tip about optimization, not an actual do or die rule. I prefer to think about it earlier than when the mod is too big that fixing it would be a chore.

Thanks for the advice the event still turns out like this still unfortunatley:
example%20of%20error.png

a>
 

Maal

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Blerg, I just noticed that I've failed at correcting your line by making the same mistake.

NOT = culture_group = { north_germanic }
shouldn't be
NOT = { culture_group = { north_germanic } }
but should be
NOT = { culture_group = north_germanic }

Try this, it doesn't even have that line:
Code:
character_event = {
    id = PRR.1
    title = PPRtitle.1.title
    desc = PPREVTDESC.1
    picture = GFX_evt_stone_churc
    border = GFX_event_normal_frame_religion
  
    religion = norse_pagan
    culture_group = arabic
  
    mean_time_to_happen = {
        months = 1
    }
  
    option = {
        name = PPREVTOPTA.1
        religion = germano_semitic_pagan
    }
}
 
Last edited:

fredrikslicer

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Blerg, I just noticed that I've failed at correcting your line by making the same mistake.

NOT = culture_group = { north_germanic }
shouldn't be
NOT = { culture_group = { north_germanic } }
but should be
NOT = { culture_group = north_germanic }

Try this, it doesn't even have that line:
Code:
character_event = {
    id = PRR.1
    title = PPRtitle.1.title
    desc = PPREVTDESC.1
    picture = GFX_evt_stone_churc
    border = GFX_event_normal_frame_religion
 
    religion = norse_pagan
    culture_group = arabic
 
    mean_time_to_happen = {
        months = 1
    }
 
    option = {
        name = PPREVTOPTA.1
        religion = germano_semitic_pagan
    }
}

Thanks it worked like a charm and thanks to everyone who chimed in