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WeeLittleSpoon

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Is there any way to do away with/modify the 3 holy sites in order to reform a pagan faith? I don't see it in the defines file.

Did some searching and it seems like it was in CK2, but isn't in CK3... Why not?

Code:
REFORM_RELIGION_MIN_AUTHORITY = 0.5,                    -- Moral authority required to reform a pagan faith
REFORM_RELIGION_MIN_HOLY_SITES = 3,                             -- Number of holy sites you must control to reform a pagan faith
REFORM_RELIGION_PIETY_COST = 750,                               -- Piety cost of reforming a pagan faith


I can't use the bypass command via console.

Secondary question: How/Why is reforming a faith seemingly the only single thing in the entire game I cant even use console to do (via bypass command)? Its not like I'm in ironman mode. Don't see any reason why it needs to be hardcoded in when you are goofing around with mods anyhow.
I did some sleuthing and I found this under game\common\scripted_rules\00_rules.txt

Code:
faith_creation = {
    trigger_if = {
        limit = {
            highest_held_title_tier = tier_county
            is_independent_ruler = no
        }
        custom_description = {
            text = "faith_creation_duchy_or_higher"
            highest_held_title_tier >= tier_duchy
        }
    }

    is_adult = yes
    is_at_war = no
    custom_description = {
        text = "character_is_not_real_head"
        NOT = { faith.religious_head = root }
    }

    custom_description = {
        text = "character_can_only_create_one_faith"
        NOT = { exists = var:has_created_a_faith }
    }

    trigger_if = {
        limit = {
            faith = { has_doctrine_parameter = unreformed }
        }
        
        NOT = {
            custom_description = {
                text = faith_has_been_reformed
                object = faith
                exists = faith.var:has_been_reformed
            }
        }

        faith = {
            num_realm_holy_sites_faithful_holders = {
                CHARACTER = root
                COUNT = 3
            }
        }
    }
}

Is that last faith = {} bit what you're looking for?
 
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Does anyone know where I can find an up to date modifier list? The wiki is woefully out of date, and I swear there use to be a github list? Or was I imagining things?
 
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So I made a congenital trait, it works but the created trait don't glow like other congenital taits. I think it's my dds file's fault. Can anybody please give me the correct saving format for dds? I'm using Photoshop cc with nvida dds pulgin.
It looks like the glow is an animation and not any part of the .dds file. I don't really have an answer, unfortunately, but my best guess is to make sure your trait has "physical = yes" and/or "genetic = yes" turned on, as only physical and genetic traits seem to get the glow.
 
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So I made a congenital trait, it works but the created trait don't glow like other congenital taits.
my best guess is to make sure your trait has "physical = yes" and/or "genetic = yes" turned on, as only physical and genetic traits seem to get the glow.
Only "genetic = yes" gives the glow. Strong trait is physical but not genetic and doesn't have any glow.

Edit: and "inherit_chance =" see 2-3 posts below.
 
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WeeLittleSpoon

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Only "genetic = yes" gives the glow. Strong trait is physical but not genetic and doesn't have any glow.
Oh weird, I tested it and I thought one of the physical traits glowed without being genetic, but I must have just missed the genetic variable.

EDIT: Yeah, I just double-checked it, Inbred gets the glow and I tihnk it's only a physical trait.

EDIT-EDIT: Weird, but Weak doesn't get it? So I guess it doesn't have to have the genetic = yes, it just has to be inheritable at all?

2022-06-20 09-33-15 - .png


Code:
inbred = {
    physical = yes
    diplomacy = -5
    martial = -5
    stewardship = -5
    intrigue = -5
    learning = -5
    prowess = -2
    fertility = -0.5
    health = -1.5
   
    inherit_chance = 15
   
    attraction_opinion = -30
    vassal_opinion = -10
   
    ruler_designer_cost = -30
   
    desc = {
        first_valid = {
            triggered_desc = {
                trigger = {
                    NOT = { exists = this }
                }
                desc = trait_inbred_desc
            }
            desc = trait_inbred_character_desc
        }
    }

    ai_rationality = -50
    ai_energy = -75
}
 
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EDIT: Yeah, I just double-checked it, Inbred gets the glow and I tihnk it's only a physical trait.

EDIT-EDIT: Weird, but Weak doesn't get it? So I guess it doesn't have to have the genetic = yes, it just has to be inheritable at all?
Oh right, I completely forgot about that.
So yeah, it needs to be inheritable, through either "genetic = yes" or "inherit_chance ="
 
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Guys, I ran into some problems with the clothes. so how do I make this work?
Code:
on_character_faith_change = {
effect = {
 if = {
            limit = {
            faith = { has_doctrine = tenet_natural_primitivism }
            has_trait = edu
            }
          remove_trait = edu
          add_trait = edu2
     }
  }
}
WARNING 16+ Content
1655769320133.png
 
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Guys, I ran into some problems with the clothes. so how do I make this work?
Code:
on_character_faith_change = {
effect = {
 if = {
            limit = {
            faith = { has_doctrine = tenet_natural_primitivism }
            has_trait = edu
            }
          remove_trait = edu
          add_trait = edu2
     }
  }
}
Wait, what isn't working exactly? Is it just the new trait not being added, or nothing at all works? And what does the error log say?

Edit: Actually, I think you're just missing root:
Code:
# Code on-action: character changes faith. Not called when a character gets a faith on birth, creation, and similar
# Root is the character
# scope:old_faith is the faith they used to have
 
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there are no errors in the log, but the trait doesn't change
I think you're just missing root:
I've only been doing all these script things for a couple of days and I don't quite understand you. I want this trait to change when I switch to a new religion. What exactly should I write here, in your view?
 
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there are no errors in the log, but the trait doesn't change

I've only been doing all these script things for a couple of days and I don't quite understand you. I want this trait to change when I switch to a new religion. What exactly should I write here, in your view?
Sorry, I meant try something like this:
Code:
on_character_faith_change = {
    effect = {
        if = {
            limit = {
                root = {
                    faith = { has_doctrine = tenet_natural_primitivism }
                    has_trait = edu
                }
            }
            root = {
                remove_trait = edu
                add_trait = edu2
            }
        }
    }
}

Edit: Nevermind, root isn't needed here.
 
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thanks, sure, but it’s still not what it takes. still without errors and without result(
Hmm... I just tried something similar and it worked, but it only happened on the next day.
And root wasn't necessary at all actually.
 
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It's weird, I've tried everything and it doesn't want to work in any way. Didn 't you also write this outside of religion_on_action ?
What I did specifically was:

Create a new file in "a_custom_fixes\common\on_action" ("a_custom_fixes" is the name of my main mod) that I named "zz_test_religion_on_actions.txt"
That file has exactly this:
Code:
on_character_faith_change = {
    effect = {
        if = {
            limit = {
                faith = { has_doctrine = tenet_carnal_exaltation }
                has_trait = chaste
            }
            remove_trait = chaste
            add_trait = lustful
        }
    }
}

Then I loaded my most recent save where I made a custom faith with Carnal Exaltation, and where I had a chaste guest of a different faith.
Finally, I just converted the guest in question to my faith by using 2 methods:
Once by recruiting her as a courtier and using the standard convert interaction, and another time by using a mod I have that can force conversion instantly. Worked both times, but with a delay sometimes.
 
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lol:D, it worked after I renamed the file to your name, I had "edu_on_action" and "edu_religion_on_action". I'm a beginner so how does it work?I mean the naming rules in "on_action".
Files are loaded in alphabetical order, and definitions loaded later replace definitions loaded earlier. So your "edu" came before '"religion", while Mcgan's "zz" came after.

For on_action, the load order usually doesn't matter because the sections are added together. If vanilla ck3 has on_actions = { action.001 } and you have on_actions = { my_action } then they're both run.

The big exception to the above is the effect = clause. Only one of those is run, and it's the last loaded one. So for compatibility it's best to do something like this

Code:
on_character_faith_change = {
    on_actions = {
        edu_faith_change
    }
}

edu_faith_change = {
    effect = {
      ... your stuff ...
    }
}

That way, you don't override the normal effect.
 
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When overriding an on_action, which parts need to be kept in order to keep vanilla functionality? I know for instance that adding a new 'events' block will actually use the new events provided in addition to any others that have been defined in another file. Is this the same for 'effect'?
 
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