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Anton von Waker

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For inheritable immortality, how would you write the immortal age so that it doesn't keep babies looking like babies forever but locks at a predetermined age when they grow up, while also letting people who only just attained immortality keep looking how they looked when they got the trait?

I think it would include something like:
Code:
 if = {

        limit = {

            Character.GetAge < 25

        }

        set_immortal_age = 25

    }

    else = {

        set_immortal_age = Character.GetAge

    }
but the if block needs something more. As it is right now, babies born with the immortality trait would just look 25.

How do you allow them to age naturally until age 25?
 

Anyasia

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Hi,
I need your help again.
He has a trait with no prowess loss from age = yes but he still looses prowess ???
Unfortunately that's beyond my competency. My guess is that the 'no prowess loss from age' modifier might not be coded to work with normal traits (since the only place I know of it existing in-game is with dynasty legacies), but I could very well be wrong.

For inheritable immortality, how would you write the immortal age so that it doesn't keep babies looking like babies forever but locks at a predetermined age when they grow up, while also letting people who only just attained immortality keep looking how they looked when they got the trait?

I think it would include something like:
Code:
 if = {

        limit = {

            Character.GetAge < 25

        }

        set_immortal_age = 25

    }

    else = {

        set_immortal_age = Character.GetAge

    }
but the if block needs something more. As it is right now, babies born with the immortality trait would just look 25.

How do you allow them to age naturally until age 25?
I'm not sure if it's the best way, but one option that comes to mind here is, in place of all this code, simply let the player's immortal age be set to the default (which will be the age when they get the trait). Then you can pair this behavior with a yearly pulse effect that updates the immortality age to the current age every year until 25. Something like this, maybe?

Code:
# common/on_action/immortality_on_actions.txt

immortality_age_update = {
    effect = {
        if = {
            limit = { NOT = { exists = scope:child } }
            save_scope_as = child # Just to make sure the scope is what is expected by on_birth_child
        }
        scope:child = {
            if = {
                limit = {
                    has_trait = immortal
                    age <= 25
                }
                set_immortal_age = age
            }
        }
    }
}

on_birthday = {
    # Using first_valid_on_action simply to avoid overwriting the vanilla on_actions
    first_valid_on_action = { immortality_age_update }
}

on_birth_child = {
    on_actions = { immortality_age_update }
}
 

crowdemon

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How do I apply this to all directly owned provinces, not just capital county?

Code:
option = {
        name = faith_province.1
        trigger = { }
        
        capital_county = {
        set_county_faith = root.faith
        }   
        }
This is what I've got so far, but I couldn't get this to work.

Code:
option = {
        name = faith_province.1
        trigger = { }
        
        every_directly_owned_province = {
        limit = { }
        set_county_faith = root.faith
        }
 

Anyasia

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How do I apply this to all directly owned provinces, not just capital county?

Code:
option = {
        name = faith_province.1
        trigger = { }
       
        capital_county = {
        set_county_faith = root.faith
        }  
        }
This is what I've got so far, but I couldn't get this to work.

Code:
option = {
        name = faith_province.1
        trigger = { }
       
        every_directly_owned_province = {
        limit = { }
        set_county_faith = root.faith
        }
Try this?

Code:
option = {
        name = faith_province.1
        trigger = { }
       
        every_sub_realm_county = {
            limit = { holder = root }
            set_county_faith = root.faith
        }
every_directly_owned_province iterates through provinces, i.e. baronies, rather than counties, so I think this is the way to go about this. The one thing I'm unsure about is whether or not you need to use every_sub_realm_county, as I have, or every_realm_county—I'm honestly confounded by the difference, so I'd try the latter if the former fails you.
 

Yazman

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Unfortunately that's beyond my competency. My guess is that the 'no prowess loss from age' modifier might not be coded to work with normal traits (since the only place I know of it existing in-game is with dynasty legacies), but I could very well be wrong.



I'm not sure if it's the best way, but one option that comes to mind here is, in place of all this code, simply let the player's immortal age be set to the default (which will be the age when they get the trait). Then you can pair this behavior with a yearly pulse effect that updates the immortality age to the current age every year until 25. Something like this, maybe?

Code:
# common/on_action/immortality_on_actions.txt

immortality_age_update = {
    effect = {
        if = {
            limit = { NOT = { exists = scope:child } }
            save_scope_as = child # Just to make sure the scope is what is expected by on_birth_child
        }
        scope:child = {
            if = {
                limit = {
                    has_trait = immortal
                    age <= 25
                }
                set_immortal_age = age
            }
        }
    }
}

on_birthday = {
    # Using first_valid_on_action simply to avoid overwriting the vanilla on_actions
    first_valid_on_action = { immortality_age_update }
}

on_birth_child = {
    on_actions = { immortality_age_update }
}
Couldn't there just be an event that fires for everybody in his dynasty where it gives them the immortality trait once they reach the age of 25 or something?
 
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crowdemon

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Try this?

Code:
option = {
        name = faith_province.1
        trigger = { }
      
        every_sub_realm_county = {
            limit = { holder = root }
            set_county_faith = root.faith
        }
every_directly_owned_province iterates through provinces, i.e. baronies, rather than counties, so I think this is the way to go about this. The one thing I'm unsure about is whether or not you need to use every_sub_realm_county, as I have, or every_realm_county—I'm honestly confounded by the difference, so I'd try the latter if the former fails you.
It works, thanks for the help.
 
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Anyasia

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Couldn't there just be an event that fires for everybody in his dynasty where it gives them the immortality trait once they reach the age of 25 or something?
You could if it has a 100% inheritance rate, but things get trickier otherwise, and at any rate, you'd also have to traverse down the family tree of women whose children are born into other dynasties, which sounds more taxing than my solution, though I grant it may not actually be in practice.
 

swampy111

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Is there a command that lets you temporarily move a character to a certain location? Not just moving them to a pool, but to a specific location. I was thinking along the lines of visits to friends/allies/relatives. And not just for councilors either - diplomats are fun and all, having them present at a certain location would be more immersive that relying on event targets
 
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Anyasia

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Is there a command that lets you temporarily move a character to a certain location? Not just moving them to a pool, but to a specific location. I was thinking along the lines of visits to friends/allies/relatives. And not just for councilors either - diplomats are fun and all, having them present at a certain location would be more immersive that relying on event targets
Have you tried using visit_court_of? It should set him as a guest of the specified character, but should leave his liege relationships in tact. You should then be able to use return_to_court to send him back home when you want to.
 

Thomas_Oak

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Is there a command that lets you temporarily move a character to a certain location? Not just moving them to a pool, but to a specific location. I was thinking along the lines of visits to friends/allies/relatives. And not just for councilors either - diplomats are fun and all, having them present at a certain location would be more immersive that relying on event targets
You might find it useful to look at the Varangian Guard event chain.
 
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esoanem

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Got a couple of things I'm struggling with atm

Errorhoof says "click me to show you them [the errors]" but clicking doesn't seem to do anything. Do I need to set any additional launch options other than the "-debug_mode -develop " options I've already set?

Is there any way to create alliances in the history files so that the game starts with alliances (especially those unrelated to marriage) in place. I've tried using "create_alliance = <target>" in each character's history entry but that didn't do anything. Am I missing something or will I need a day 1 event to set all the alliances?
 

Anyasia

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How can i make,that a character doesnt gets a wife and children till game start ?
If you want to disable family generation globally (or for players), you can do that with the 'Generate Families' rule. Disabling it for a specific character is trickier, but fortunately the existing generation function provides a template for how you can do so, since it already specifically excludes Matilda of Tuscany. So take a look at game_rule.1001 in events/game_rule_events.txt and overwrite it as necessary in your mod. :)

Is there any way to create alliances in the history files so that the game starts with alliances (especially those unrelated to marriage) in place. I've tried using "create_alliance = <target>" in each character's history entry but that didn't do anything. Am I missing something or will I need a day 1 event to set all the alliances?
I presume the latter, though rather than worrying about coding an event, I'd make an on action and call it from on_game_start.

Code:
# common/on_action/historic_alliances.txt

establish_alliances = {
    # Do stuff
}

on_game_start = {
    on_actions = {
        establish_alliances
    }
}
 
Last edited:

swampy111

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Have you tried using visit_court_of? It should set him as a guest of the specified character, but should leave his liege relationships in tact. You should then be able to use return_to_court to send him back home when you want to.
haven't really tried anything, I'm basically in a planning phase. But hm, I guess it could work, except I don't think it'll work with rulers though :(
 

unmerged(476547)

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Hi everyone! My little mod is nearly ready for its first release (some point next week! Excited!) and in my big long playthrough/playtest I came across something a bit odd.

In the Roman culture in-game, titles are made suitably latin. So Count becomes Comes, Duke becomes Dux, and King becomes Rex. Only the thing about the Romans is they had a serious hangup over the idea of kingship, to the point where Augustus and his successors had to bend over backwards to try and avoid being called 'king' or anything like it.

So I thought I'd head into the localization file and change a few names for the Roman culture. Maybe kings can be governors, or somesuch. When I looked at the culture_titles_l_english,yml I found, to my surprise, that alongside the feudal Roman titles were a second set under the heading #viceroyalty. Here they are for Roman culture:
Code:
# Viceroyalty
baron_viceroyalty_male_roman:0 "Governor"
baron_viceroyalty_female_roman:0 "Governess"
barony_viceroyalty_roman:0 "Province"
count_viceroyalty_male_roman:0 "Governor"
count_viceroyalty_female_roman:0 "Governess"
county_viceroyalty_roman:0 "Province"
duke_viceroyalty_male_roman:0 "Governor"
duke_viceroyalty_female_roman:0 "Governess"
duchy_viceroyalty_roman:0 "Province"
king_viceroyalty_male_roman:1 "Vicar"
king_viceroyalty_female_roman:1 "Vicarissa"
kingdom_viceroyalty_roman:1 "Diocese"
emperor_viceroyalty_male_roman:0 "Princeps"
emperor_viceroyalty_female_roman:1 "Principissa"
empire_viceroyalty_roman:0 "Principate"
...and there's also versions for Greek/Byzantine culture:
Code:
# Viceroyalty
duke_viceroyalty_male_byzantine_group:0 "Strategos"
duke_viceroyalty_female_byzantine_group:0 "Strategitissa"
duchy_viceroyalty_byzantine_group:0 "Theme"
king_viceroyalty_male_byzantine_group:0 "Exarch"
king_viceroyalty_female_byzantine_group:0 "Exarchessa"
king_viceroyalty_byzantine_group:0 "Exarchate"
emperor_viceroyalty_male_byzantine_group:0 "Grand Exarch"
emperor_viceroyalty_female_byzantine_group:0 "Grand Exarchessa"
empire_viceroyalty_byzantine_group:0 "Grand Exarchate"
So what's going on here? I've never seen these used in-game, and presumably they refer to a different government type than Feudal. Is there a secret government type for Roman and Byzantine empires that's so well hidden to be invisible? Or is this a holdover from CK2's Roman expansion from way back and is inactive?

By the name 'viceroyalty' I would assume they're supposed to change depending on being independent or a vassal. So an independent Roman king-tier character would be a Rex, but if they were vassal to the Emperor would become Vicar*.

Can anyone shed any light on this? Is it worth delving further in or should I just start renaming the feudal-government titles?

EDIT: A little further poking around shows that the word 'viceroyalty' only appears outside of localization once, and as a #heading without any actual implementation in that file. So whatever the plan was or is, those titles are currently not in use. I suppose that I could earmark this for v2.0, having titles change depending on whether they're vassals or independent, but for now I think a simple solution of renaming 'Rex' as 'Governor' is a good first step. I also wonder if the inevitable China DLC will bring in a new system of government more suitable for Byzantine and Roman empires as well, and this will all have to change before long. Probably.

*There's further issues created by baron, count and duke-tier titles all coming out as 'governor' but that's by the bye.
 
Last edited:

Anyasia

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Hi everyone! My little mod is nearly ready for its first release (some point next week! Excited!) and in my big long playthrough/playtest I came across something a bit odd.

In the Roman culture in-game, titles are made suitably latin. So Count becomes Comes, Duke becomes Dux, and King becomes Rex. Only the thing about the Romans is they had a serious hangup over the idea of kingship, to the point where Augustus and his successors had to bend over backwards to try and avoid being called 'king' or anything like it.

So I thought I'd head into the localization file and change a few names for the Roman culture. Maybe kings can be governors, or somesuch. When I looked at the culture_titles_l_english,yml I found, to my surprise, that alongside the feudal Roman titles were a second set under the heading #viceroyalty. Here they are for Roman culture:
Code:
# Viceroyalty
baron_viceroyalty_male_roman:0 "Governor"
baron_viceroyalty_female_roman:0 "Governess"
barony_viceroyalty_roman:0 "Province"
count_viceroyalty_male_roman:0 "Governor"
count_viceroyalty_female_roman:0 "Governess"
county_viceroyalty_roman:0 "Province"
duke_viceroyalty_male_roman:0 "Governor"
duke_viceroyalty_female_roman:0 "Governess"
duchy_viceroyalty_roman:0 "Province"
king_viceroyalty_male_roman:1 "Vicar"
king_viceroyalty_female_roman:1 "Vicarissa"
kingdom_viceroyalty_roman:1 "Diocese"
emperor_viceroyalty_male_roman:0 "Princeps"
emperor_viceroyalty_female_roman:1 "Principissa"
empire_viceroyalty_roman:0 "Principate"
...and there's also versions for Greek/Byzantine culture:
Code:
# Viceroyalty
duke_viceroyalty_male_byzantine_group:0 "Strategos"
duke_viceroyalty_female_byzantine_group:0 "Strategitissa"
duchy_viceroyalty_byzantine_group:0 "Theme"
king_viceroyalty_male_byzantine_group:0 "Exarch"
king_viceroyalty_female_byzantine_group:0 "Exarchessa"
king_viceroyalty_byzantine_group:0 "Exarchate"
emperor_viceroyalty_male_byzantine_group:0 "Grand Exarch"
emperor_viceroyalty_female_byzantine_group:0 "Grand Exarchessa"
empire_viceroyalty_byzantine_group:0 "Grand Exarchate"
So what's going on here? I've never seen these used in-game, and presumably they refer to a different government type than Feudal. Is there a secret government type for Roman and Byzantine empires that's so well hidden to be invisible? Or is this a holdover from CK2's Roman expansion from way back and is inactive?

By the name 'viceroyalty' I would assume they're supposed to change depending on being independent or a vassal. So an independent Roman king-tier character would be a Rex, but if they were vassal to the Emperor would become Vicar*.

Can anyone shed any light on this? Is it worth delving further in or should I just start renaming the feudal-government titles?

EDIT: A little further poking around shows that the word 'viceroyalty' only appears outside of localization once, and as a #heading without any actual implementation in that file. So whatever the plan was or is, those titles are currently not in use. I suppose that I could earmark this for v2.0, having titles change depending on whether they're vassals or independent, but for now I think a simple solution of renaming 'Rex' as 'Governor' is a good first step. I also wonder if the inevitable China DLC will bring in a new system of government more suitable for Byzantine and Roman empires as well, and this will all have to change before long. Probably.

*There's further issues created by baron, count and duke-tier titles all coming out as 'governor' but that's by the bye.
I don't really have anything to add about how they're used (or not used), but there're also several functions and events relating to Byzantine elective government, which don't seem to actually be implemented, but which use the CK3 script format rather than the CK2 format, so even if it is a holdover from CK2, it was obviously adapted with CK3 in mind. My guess is that much like we had in CK2, there's probably going to be a Byzantine-focused expansion later down the line (fingers crossed, anyway, I do love my Roman boys!), and these localizations and functions are just being unused for the time being.
 
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grommile

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Is it possible to lock a faith so that you can't adopt it normally until at least one character has been given it by event, without completely locking down the ability to adopt a dead faith?

(e.g. if there is a faith Z, I don't want you to be able to resurrect Z-ism just by taking a learning build and dumping a buttload of piety.)
 
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esoanem

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Hi everyone! My little mod is nearly ready for its first release (some point next week! Excited!) and in my big long playthrough/playtest I came across something a bit odd.

In the Roman culture in-game, titles are made suitably latin. So Count becomes Comes, Duke becomes Dux, and King becomes Rex. Only the thing about the Romans is they had a serious hangup over the idea of kingship, to the point where Augustus and his successors had to bend over backwards to try and avoid being called 'king' or anything like it.

So I thought I'd head into the localization file and change a few names for the Roman culture. Maybe kings can be governors, or somesuch. When I looked at the culture_titles_l_english,yml I found, to my surprise, that alongside the feudal Roman titles were a second set under the heading #viceroyalty. Here they are for Roman culture:
Code:
# Viceroyalty
baron_viceroyalty_male_roman:0 "Governor"
baron_viceroyalty_female_roman:0 "Governess"
barony_viceroyalty_roman:0 "Province"
count_viceroyalty_male_roman:0 "Governor"
count_viceroyalty_female_roman:0 "Governess"
county_viceroyalty_roman:0 "Province"
duke_viceroyalty_male_roman:0 "Governor"
duke_viceroyalty_female_roman:0 "Governess"
duchy_viceroyalty_roman:0 "Province"
king_viceroyalty_male_roman:1 "Vicar"
king_viceroyalty_female_roman:1 "Vicarissa"
kingdom_viceroyalty_roman:1 "Diocese"
emperor_viceroyalty_male_roman:0 "Princeps"
emperor_viceroyalty_female_roman:1 "Principissa"
empire_viceroyalty_roman:0 "Principate"
...and there's also versions for Greek/Byzantine culture:
Code:
# Viceroyalty
duke_viceroyalty_male_byzantine_group:0 "Strategos"
duke_viceroyalty_female_byzantine_group:0 "Strategitissa"
duchy_viceroyalty_byzantine_group:0 "Theme"
king_viceroyalty_male_byzantine_group:0 "Exarch"
king_viceroyalty_female_byzantine_group:0 "Exarchessa"
king_viceroyalty_byzantine_group:0 "Exarchate"
emperor_viceroyalty_male_byzantine_group:0 "Grand Exarch"
emperor_viceroyalty_female_byzantine_group:0 "Grand Exarchessa"
empire_viceroyalty_byzantine_group:0 "Grand Exarchate"
So what's going on here? I've never seen these used in-game, and presumably they refer to a different government type than Feudal. Is there a secret government type for Roman and Byzantine empires that's so well hidden to be invisible? Or is this a holdover from CK2's Roman expansion from way back and is inactive?

By the name 'viceroyalty' I would assume they're supposed to change depending on being independent or a vassal. So an independent Roman king-tier character would be a Rex, but if they were vassal to the Emperor would become Vicar*.

Can anyone shed any light on this? Is it worth delving further in or should I just start renaming the feudal-government titles?

EDIT: A little further poking around shows that the word 'viceroyalty' only appears outside of localization once, and as a #heading without any actual implementation in that file. So whatever the plan was or is, those titles are currently not in use. I suppose that I could earmark this for v2.0, having titles change depending on whether they're vassals or independent, but for now I think a simple solution of renaming 'Rex' as 'Governor' is a good first step. I also wonder if the inevitable China DLC will bring in a new system of government more suitable for Byzantine and Roman empires as well, and this will all have to change before long. Probably.

*There's further issues created by baron, count and duke-tier titles all coming out as 'governor' but that's by the bye.
As you worked out, these keys aren't actually in use. This sort of thing is controlled in common/flavorization/00_title_holders.txt though

I suspect it's just a holdover from ck2 with a mechanic that hasn't yet been implemented (similarly the history files have lots of references to tributaries, which also don't exist yet)
 
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