Is there a way I can set a childhood education focus without locking it, or release the lock so that a player can still override it after my decision/event switched it once?
Which files do I need to manipulate if I want to change how much buildings cost?
My vision is to create a mod that introduces a more dynamic pricing system to certain building upgrades- primarily castles. For example, I would like the cost for a ruler to construct a level 2 stone keep to drop dramatically once a certain technology or date milestone is reached to encourage more castle development to be better in line with history.
common/buildings/*.txt for buildings cost.common/script_values/ to add conditions to the cost..info files inside the folders.You may look at various triggers inIs there a general trigger for whether a lover relationship is considered acceptable, i.e. not incestuous, characters are married or adultery is accepted in faith, opposite gender or homosexuality is accepted, etc.? One that gives the same result whether or not the relationship is currently a secret.
common/scripted_triggers/00_romance_and_seduction_triggers.txtWhile CK3 wiki's modding pages are woefully incomplete, I severely doubt "on_copulation" is a thing, I don't believe it was ever an on_action trigger in CK2.Hello All,
I want to mod some actions on whenever two characters sleep together, I know that this happens randomly/periodically with spouses/lovers etc, what I want to know is, is there a single point that all paths for characters sleeping with each other go through that I can mod to insert some behavior? I have been trying to track that down but haven't had any luck so far. Thank you!
if = {
limit = { father = { is_alive = no } }
father = {
if = {
limit = { killer = { is_alive = yes } }
save_scope_as = murdered_relative
}
}
}
else_if = {
limit = { mother = { is_alive = no } }
mother = {
if = {
limit = { killer = { is_alive = yes } }
save_scope_as = murdered_relative
}
}
}
else_if = {
limit = { father = { father = { is_alive = no } } }
father = {
father = {
if = {
limit = { killer = { is_alive = yes } }
save_scope_as = murdered_relative
}
}
}
}
else_if = {
limit = { father = { mother = { is_alive = no } } }
father = {
mother = {
if = {
limit = { killer = { is_alive = yes } }
save_scope_as = murdered_relative
}
}
}
}
else_if = {
limit = { mother = { father = { is_alive = no } } }
mother = {
father = {
if = {
limit = { killer = { is_alive = yes } }
save_scope_as = murdered_relative
}
}
}
}
else_if = {
limit = { mother = { mother = { is_alive = no } } }
mother = {
mother = {
if = {
limit = { killer = { is_alive = yes } }
save_scope_as = murdered_relative
}
}
}
}
Have you tried limit = { NOT = {this = root} } ?How do I exclude ROOT from any_house_member or random_house_member ?
Is it possible to create a custom scripted_effect that returns a string value?
My goal is to create a custom script that gives me the opposite trait.
For example, I want to be able to type:
remove_trait = opposite_trait.brave
Which would allow me to meta script it in a larger script with remove_trait = opposite_trait.$TRAIT$
opposite_trait.brave doesn't make any sense, because as far as I can tell, opposite_trait isn't a thing. Well it's a define, but that does nothing in this context.Got a problem with a decision, it is present when I start a new game but disappears after letting time pass. The decision is one of 3 in a mod and the show code is the exact same for all 3 decisions. The other 2 do not disappear. The mod has not been changed and the mod worked perfectly the last time played.
It seems like normal English to me. They want to pass a trait (brave, in their example) to a scripted_effect (opposite_trait) and have that scripted_effect return the opposite trait's name as a string (which would be "craven"). They want to do this so that they can do things like "remove the opposite trait of $TRAIT$" in their script. As you've pointed out, scripted_effects don't quite work that way, among other issues.It might be simpler if you explain what you're trying to do in normal english, and then we can help you translate that in script with the proper syntax.