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Beyond Disbelief

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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?
 

wathan

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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.
You may have to create script values in common/script_values/ to add conditions to the cost.
You can find information about those files in .info files inside the folders.
 
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wathan

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Is 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.
You may look at various triggers in common/scripted_triggers/00_romance_and_seduction_triggers.txt
 

demondragon24

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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.
 

yesnid

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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!
 

Beyond Disbelief

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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!
While 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.

The closest you've got is on_pregnancy_mother and on_pregnancy_father.

If you specifically want something to happen on copulating, you'll likely have to dig through every single event and find ways to create such a trigger yoruself.
 

Beyond Disbelief

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If i created a "catch all" event option with AI factor = 0 and none of the other options triggered, would the AI automatically select the 0 weight option or would the game hang?
 

Myrkull

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Is it possible to set primary title, when character has got two or more titles of the same tier? For example Adalbert in 1066 start has county of Stade as his primary title, but I want to mod this, so he will be Prince-Bishop of Bremen, as it was in real time.
Or in 867 start, set Mstiwoj as chief of Obotritia as his primary title, not Lubeck.
 

Beyond Disbelief

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if I want to award the character some prestige specifically upon executing or scheme murdering their rival (or even battle slain but I dont think the game tracks killers for death_battle), is there some kind of trigger I can use?
 

Beyond Disbelief

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Currently, I am able to have an event track down killer of parents or grand parents by specifically scoping to them then set the killer (if alive) as rival with a set_relation_rival = scope:murdered_relative.killer.

However, I find this limiting and have no luck with using any/random house member. Any advice on how I can improve this code? The goal is to make this character avenge the relative's death.

Code:
        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
                    }
                }
            }
        }
 

sharpini

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Does anyone know how to fix this? Whenever I make a new culture and add the culture to a province there's a chance a character with no culture, and thus no ethnicity resulting into a default looking character, spawning inside the court of the county.

forum.png


It only seems to happen to generated characters that are either court physicians, or visiting impressive guests. The characters generated from the province's culture are always normal looking. But when they are generated elsewhere there's a chance they won't have a culture. This happens no matter how many cultures are in the game. Knowing the game, I know that Jewish characters can spawn in people's courts, but even if i dont remove the jewish cultures they still sometimes come without a culture. And if I click the spot where it usually says their culture I get a CTD. Plz Help.
 

Elaugaufein

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I'm occasionally having issues where I'm trying to override a specific ingame event (and only that event) in a mod being overridden by the event in the base game files. There doesn't seem to be any rhyme nor reason to this (I have other events overriden using files with the same naming convention, same date/time stamps,etc that work fine). Is there a known way to work around this ?

(I'm sure I saw this issue mentioned in discussions earlier but I can't remember the keywords to get it to pop up again)
 

Xenrek

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where is the file that defines who can raid? I remember finding it a long time ago when i was making the requirements a little looser, but new pc means no mod file, and i cant remember which filepath its under in the game's directory
 

Beyond Disbelief

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Is martial_diff / prowess_diff / learning_diff etc. not working?

It seems to disregard the target completely and only checks if the executing character's skill against the value.

I also copied the code structure for game\events\single_combat_events.txt completely and it still doesn't work.
 

Beyond Disbelief

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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.$TRAIT$
 

Chatoustikmou

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Is it possible to create a custom scripted_effect that returns a string value?

A scripted_effect does not return a value, it executes an effect.

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.$TRAIT$

You're using malformed script to explain what your intent is, but since the script is malformed, it's complicated to understand that intent.
Neither 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.

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.
 

Chatoustikmou

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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's impossible to help you if we don't see at least the is_shown block of the decision.
 

Sufferjets

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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.
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.
 
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