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jpoyser

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In my most recent game I have noticed that characters have started to not get their full education once they are old enough, it stays as the childhood trait (curious/rowdy/pensive etc). forever. These characters can still do adult things, and the randomly generated characters for events still have the proper education, which makes me think that the problem may be with the 'event' which transitions them into the full education.

I think that it is almost certainly one of my mods which caused this to happen but I have no idea where to look for this 'event'. Does anyone know where this is found in the files, or any other potential explanation?
 

Beyond Disbelief

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In my most recent game I have noticed that characters have started to not get their full education once they are old enough, it stays as the childhood trait (curious/rowdy/pensive etc). forever. These characters can still do adult things, and the randomly generated characters for events still have the proper education, which makes me think that the problem may be with the 'event' which transitions them into the full education.

I think that it is almost certainly one of my mods which caused this to happen but I have no idea where to look for this 'event'. Does anyone know where this is found in the files, or any other potential explanation?
Are you asking as a modder or as a user of a mod?

If you're a user just disable all mods and enable them one at a time to find the culprit and unsubscribe the bad mod. If they can't test something as important as this they have no business publishing it and you're better off without that mod lest they effed up elsewhere.

If you're modding then almost certainly its one of your on_action on_birthday on_specific_birthday events accidentally overwriting the vanilla education. If you need help with on_actions you should post your code/setup.

If it's not that, then you must've directly tried to mod education events then you should know what you did wrong without asking.
 

jpoyser

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Are you asking as a modder or as a user of a mod?

If you're a user just disable all mods and enable them one at a time to find the culprit and unsubscribe the bad mod. If they can't test something as important as this they have no business publishing it and you're better off without that mod lest they effed up elsewhere.

If you're modding then almost certainly its one of your on_action on_birthday on_specific_birthday events accidentally overwriting the vanilla education. If you need help with on_actions you should post your code/setup.

If it's not that, then you must've directly tried to mod education events then you should know what you did wrong without asking.
I was asking as a user of mods, none of my personal mods change that type of thing.

Thank you for the advice. One of the mods I was subscibed to had messed up the 'on_16th_birthday' trigger. Changing the trigger back seemed to fix it.
 

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Does anyone know how to make it so every character in a specific culture has a particular trait? For example if I wanted to make every character of Cisalpine culture the Giant trait, how would I do this? Do I create a hidden event for this running in the background at all times, or what? Please help.
 

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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.

View attachment 746258

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.

For anyone who has this question in the future I figured it out, The issue was that the regions of the world in my mod described in the regions.txt or something were non-existent so, whenever the game would generate a guest from a far away land it would take from a culture in let's say "world_europe_iberia" or something. But there was no Iberia in my mod, so the people generated from Iberia or anywhere far away would have no culture.
 

yesnid

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Hello All,

I am working on a mod that will let you go on a quest for a religious relic, so far I was localizing with the description "relic" but I would like to be able to have a specific relic for various religious. E.g. A grail for christian faiths, Thor's hammer for Norse ones, etc. etc.

How can I pass the value of a variable to my localization text?
So that I could set it when I set up the activity and then use the relic's name whenever I wanted to in the text?

Thank you!
 

Chatoustikmou

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Does anyone know how to make it so every character in a specific culture has a particular trait? For example if I wanted to make every character of Cisalpine culture the Giant trait, how would I do this? Do I create a hidden event for this running in the background at all times, or what? Please help.

You can use on_birth_child to give the trait to every child of a given culture when they're born. But they'll keep that trait when they change culture (which makes sense for physical traits). So the effect wouldn't be running at all times, but once for every legible character.
 
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Beyond Disbelief

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You can use on_birth_child to give the trait to every child of a given culture when they're born. But they'll keep that trait when they change culture (which makes sense for physical traits). So the effect wouldn't be running at all times, but once for every legible character.
I'd like to add that sharpini would probably want to mod this based on ethnicity rather than culture if you believe its genetics. Culture only makes sense if you think its the cultural foods they eat that led to them growing into giants.

That said, I'm not sure there are any trigger supports for tracking ethnicities in CK3 (i think it was there in CK2).
 
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sharpini

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I'd like to add that sharpini would probably want to mod this based on ethnicity rather than culture if you believe its genetics. Culture only makes sense if you think its the cultural foods they eat that led to them growing into giants.

That said, I'm not sure there are any trigger supports for tracking ethnicities in CK3 (i think it was there in CK2).
I realized this already, it'll be a bit weird but that's the best thing I can do to make groups of people have particular traits. All I can do is make specific ethnicities as well and tie them exclusively to a culture with a particular trait.
 

sharpini

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You can use on_birth_child to give the trait to every child of a given culture when they're born. But they'll keep that trait when they change culture (which makes sense for physical traits). So the effect wouldn't be running at all times, but once for every legible character.
Thanks that worked just fine, I've already figured out how to give the trait to every randomly generated character of a culture and this was the final thing I needed thx.
 

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is there any way to tie the ability to hold cities/temples as a feudal to a dynasty trait? or is religious tenets the only way to circumvent government holding restrictions?

it seems like there should be, since you can give an exception for raiding to a dynasty trait. But, so far, i keep trying different combinations of checks on the government and holding files, aswell as various checks/flags on event/dynasty modifiers, and so far, ive been unable to build something that works. and id like to avoid having to make a check to religious files because it keeps messing up pagan faiths that the AI reforms (though i suppose there might be a way to add a modifier-check to a religious doctrine check?)
 

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is there any way to tie the ability to hold cities/temples as a feudal to a dynasty trait? or is religious tenets the only way to circumvent government holding restrictions?

it seems like there should be, since you can give an exception for raiding to a dynasty trait. But, so far, i keep trying different combinations of checks on the government and holding files, aswell as various checks/flags on event/dynasty modifiers, and so far, ive been unable to build something that works. and id like to avoid having to make a check to religious files because it keeps messing up pagan faiths that the AI reforms (though i suppose there might be a way to add a modifier-check to a religious doctrine check?)
Not sure if this would work and it'd be a bit awkward even if it does but you could try it: add temple / city as valid feudal holdings and then use the on_title action to revoke the title of a feudal who holds a temple / city but shouldn't (so lacks trait and the faith doesn't have lay clergy for temple holdings))
 

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Is there an action check that always fires when a character comes into the world to ensure that they have a variable exsiting and set ? For most characters between on Game Start and On Birth you're good but is there any pulse that's guaranteed to fire immediately after a characters creation is complete (so that event characters can be checked too) ?
 

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Not sure if this would work and it'd be a bit awkward even if it does but you could try it: add temple / city as valid feudal holdings and then use the on_title action to revoke the title of a feudal who holds a temple / city but shouldn't (so lacks trait and the faith doesn't have lay clergy for temple holdings))
Will give it a try; though hopefully the check doesn't cause too much interference on characters since itll he scoping every character/barony
 

Elaugaufein

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Will give it a try; though hopefully the check doesn't cause too much interference on characters since itll he scoping every character/barony
on_title_gain is called from code not from script, and already passes along scope:title and has the character as root , so the overhead should be pretty minimal.

ETA - And since you're only worried about direct holdings here you can immediately peace out if the title tier is above 1 .
 

Parsidius

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What is the correct way to give the disputed heritage secret to someone in the history\character files so that it can be discovered or otherwise normally function in gameplay?
Right now I can set up a child to have real_father but it isn't a secret that can be discovered.
I've figured out how to set real_father, like so:
800.01.01 = { effect = { set_real_father = character:12345 } }
But I'm not sure what is the correct way to add the disputed heritage secret.
I am guessing that the correct way to do it is that the secret needs to be added to the mother and actual father (not to the child in question), like so:
800.01.01 = { effect = { add_secret = { type = secret_disputed_heritage } } }
How do I then make it point to the child (if this is possible)?
 

Lord Asgar

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With landed offspring, there's a little box you can tick to let them arrange marriages for themselves. If I wanted to enable this feature for all my offspring, which file would I have to edit?
 

yesnid

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Hey Guys.

Still looking for an answer on this one if anyone can help thank you!

Hello All,

I am working on a mod that will let you go on a quest for a religious relic, so far I was localizing with the description "relic" but I would like to be able to have a specific relic for various religious. E.g. A grail for christian faiths, Thor's hammer for Norse ones, etc. etc.

How can I pass the value of a variable to my localization text?
So that I could set it when I set up the activity and then use the relic's name whenever I wanted to in the text?

Thank you!
 

yesnid

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Hello All,

I want to add a map mode that colors regions based on their raid loot value. That way I don't have to just mouseover each one to determine that.

Anyone know of a good tutorial on map mode editing? Or have some insight on this it would be appreciated/

Thank you