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unmerged(476547)

The Artist Formerly Known As Bobsy
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So I made a function to create a character to hang out and look cool in a character event, and it works fine. But this being triggered from a decision on a 3 year cooldown I'd like it to re-use the same character from before, providing they're still alive. Only it's not doing that, and creating a new character each time.

Code:
        if = {
            limit = {
                scope:rbdiviner_type = flag:oracle
                NOT = {
                    is_alive = scope:rboracle_char
                }
            }
            create_character = {
                age = { 25 50 }
                gender_female_chance = 100
                dynasty = none
                trait = education_learning_3
                trait = zealous
                trait = rbancient_oracle_trait
                diplomacy = { 10 14 }
                martial = 5
                stewardship = 6
                intrigue = { 6 8 }
                learning = { 8 10 }
                random_traits_list = {
                    count = 2
                    gregarious = {}
                    deceitful = {}
                    humble = {}
                    arrogant = {}
                    temperate = {}
                    gluttonous = {}
                }
                random_traits = yes
                faith = root.faith
                culture = root.culture
                save_scope_as = rboracle_char
            }
        }

It's probably something pretty simple, but I can't see it at the moment. Why does it keep generating new characters instead of re-using them?
 

Aregodas

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Just a wild guess. Maybe add an invisible flag to the newly created character (your buddy) too and code for the event to search for that particular flag before creating a new character? Perhaps apply the same flag to both your character and your buddy, so that if your character dies the event also resets and it immediately creates a new buddy for your new leader. It might even be useful to add the flag to both characters so that the event begins by searching for the two characters at the same time.
 

Anyasia

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Is there a way to store a character flag or variable after death?

The only way I've found is to set an individual global variable for that character, which is obviously not useful for most purposes. I'm not sure if lists maintain members after death; if they do, you could use a global list likewise, which would be more practicable, but I'm not sure of their behavior, so that's more a suggestion for testing than anything.
 

Azarias59

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The only way I've found is to set an individual global variable for that character, which is obviously not useful for most purposes. I'm not sure if lists maintain members after death; if they do, you could use a global list likewise, which would be more practicable, but I'm not sure of their behavior, so that's more a suggestion for testing than anything.
Any chance you'd be willing to hit me up on discord to discuss this in greater detail? My ID is Five#9838, and I'm also in the CK3 Mod COop Discord.
 

Thomas_Oak

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So I made a function to create a character to hang out and look cool in a character event, and it works fine. But this being triggered from a decision on a 3 year cooldown I'd like it to re-use the same character from before, providing they're still alive. Only it's not doing that, and creating a new character each time.

I know it has nothing to do with your question, but I am curious about this so thought i would ask anyway. I thought when I created a character in an event I had to either include a line specifying the employer or the location to either recruit to court or set as a wanderer. I see you have done neither so am I wrong and I could leave this out?

As another question, I would like to create an event to trigger when the construction of a special building is completed. It is a rather expensive construction in three stages and I would like to make it a bit more special when it is finished. Any ideas?
 
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Anyasia

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Any chance you'd be willing to hit me up on discord to discuss this in greater detail? My ID is Five#9838, and I'm also in the CK3 Mod COop Discord.
Unfortunately I neither have nor use Discord, but I detailed it a bit for my particular use case (of customizing a character's appearance) in this post, which should be able to be easily adapted in terms of setting and checking the global variable. If you've any further questions, you can feel free to send me a message and I'll provide as much detail and assistance as I can in response!
 

Azarias59

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Unfortunately I neither have nor use Discord, but I detailed it a bit for my particular use case (of customizing a character's appearance) in this post, which should be able to be easily adapted in terms of setting and checking the global variable. If you've any further questions, you can feel free to send me a message and I'll provide as much detail and assistance as I can in response!

I actually saw your post a little bit ago. The problem with the solution you presented is that it's very manual. This needs to occur dynamically for a very very large amount of characters in the game. Is there maybe a way that a global variable could be created for the character with their character ID automatically plugged into it? That way it's globally unique. Over the course of the game there will likely be 10s of thousands of characters that will need variables to persist on death. Maybe even more...

I also need to call it in localization somehow (the variable I'm saving is a character-specific scope).
 

Anyasia

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I actually saw your post a little bit ago. The problem with the solution you presented is that it's very manual. This needs to occur dynamically for a very very large amount of characters in the game. Is there maybe a way that a global variable could be created for the character with their character ID automatically plugged into it? That way it's globally unique. Over the course of the game there will likely be 10s of thousands of characters that will need variables to persist on death. Maybe even more...

I also need to call it in localization somehow (the variable I'm saving is a character-specific scope).

Yeah, and I mean, that's what I was worried about in my assessment, in both that post and my initial reply to you, that it's not particularly scalable. Even if you could automatically differentiate them, to track individual flags on that many characters seems like it would be a performance nightmare. Presumably, cutting down on that sort of computational overhead is why character flags are cleared on death in the first place; the Wiki is quick to discourage making dead characters unprunable for that reason, and in my tests, I wasn't even able to use that to preserve character flags. As such, I'm unfortunately not really sure there's a universal solution that would work for large numbers of characters that wouldn't be both unwieldy to implement and cause performance concerns. It's a long shot, but perhaps with greater context as to what you're trying to achieve, we might be able to work out an alternative solution?
 

Gurkhal

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I am bit curious aboud modding in CK3. But I have to ask if its best to start with CK3 right away or earn my spurs, so to say, with modding in perhaps the more stabile (as in no ongoing patching and stuff) CK2?
 

Anyasia

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I am bit curious aboud modding in CK3. But I have to ask if its best to start with CK3 right away or earn my spurs, so to say, with modding in perhaps the more stabile (as in no ongoing patching and stuff) CK2?

While I did do some modding in CK2, and I'm sure it did give me some baseline of knowledge which carried over, the format and syntax of modding in CK3 is so greatly improved that, in my opinion, it's better just to start with CK3. There are a lot of changes between the two games' script formats, and I feel especially if you intended to start from scratch now, you'd be at risk of picking up habits that wouldn't transfer over to the new title. Plus—and this is obviously subjective—I feel like for the most part CK3's modding is vastly easier to pick up than CK2's was. So while you should of course wait for others' input, in my own opinion, jumping headfirst into CK3 is probably the way to go.
 
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unmerged(476547)

The Artist Formerly Known As Bobsy
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I know it has nothing to do with your question, but I am curious about this so thought i would ask anyway. I thought when I created a character in an event I had to either include a line specifying the employer or the location to either recruit to court or set as a wanderer. I see you have done neither so am I wrong and I could leave this out?
Actually the thing about location and employer gave me a good idea, and @Aregodas gave a couple of other clues that led me to a solution (though I'm greedy and now want to complicate matters further). Thanks both!

(incidentally @Thomas_Oak if you don't specify a location or an employer they exist in limbo, similar to the Orthodox Patriarch, but will wander their way into whatever court they please as a guest after a short while)

Code:
        if = {
            limit = {
                any_courtier_or_guest = {
                    has_trait = rbancient_oracle_trait
                }
            }
            random_courtier_or_guest = {
                limit = {
                    has_trait = rbancient_oracle_trait
                }
                save_scope_as = rboracle_char
            }
        }
        else = {
            create_character = {
                age = { 25 50 }
                gender_female_chance = 100
                dynasty = none
                trait = education_learning_3
                trait = zealous
                trait = rbancient_oracle_trait
                trait = devoted
                diplomacy = { 10 14 }
                martial = 5
                stewardship = 6
                intrigue = { 6 8 }
                learning = { 8 10 }
                random_traits_list = {
                    count = 2
                    gregarious = {}
                    deceitful = {}
                    humble = {}
                    arrogant = {}
                    temperate = {}
                    gluttonous = {}
                }
                random_traits = yes
                location = root.capital_province
                employer = root
                faith = root.faith
                culture = root.culture
                save_scope_as = rboracle_char
            }
        }

Because I'd already created a trait to give to these characters (so they can wear a spoooooky mask) that made it easier to track them down a second time (I think the problem as that the scope wasn't carrying over between iterations of the event chain). So now if there's a character in the court who has the all-important oracle trait then they'll be used, but if there isn't, it creates a new one.

Now, this works, but leads to two further issues. First - being unimportant courtiers with - as far as the game is concerned - nothing to do, they have a habit of wandering off and joining other courts. I'd rather not, so is there anything I can do to make sure they stay put until they die?

Second, and potentially more importantly, as soon as I let the AI get its claws on the script, there will be a lot of new characters being generated. So is there a way to change the script above so that, rather than needing to be in the root character's own court, it will check for and scope courtiers with the trait in the liege's court, and their liege's court, and so on?

Essentially:
  • Emperor - has oracle character already
  • King - No oracle character
  • Duke - No oracle character
  • Count - No oracle character - uses the one in the emperor's court.
 
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Pied-Noir

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I'm reading the triggers wiki and trying to work out what this particular trigger allows: is "any_county_in_region = custom_west_slavia" (for example) permitted as a trigger? Meaning, a decision will appear for any ruler who owns a county in the West Slavia geographical region.
 

Anyasia

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I'm reading the triggers wiki and trying to work out what this particular trigger allows: is "any_county_in_region = custom_west_slavia" (for example) permitted as a trigger? Meaning, a decision will appear for any ruler who owns a county in the West Slavia geographical region.
While you could certainly use it for that purpose (though your syntax is incorrect; the region must be specified as the region parameter inside the any_county_in_region block), that particular trigger is more useful to, say, ensure that one or more counties in a region meet some other trigger, like having a specific culture or religion. To simply match everyone who owns at least one county in West Slavia, I'd use this instead:

Code:
any_sub_realm_county = {
    title_province = { geographical_region = custom_west_slavia }
}

This is probably redundant information for you, but since you used the language of 'triggers,' it's worth noting for anyone else who stumbles across this that no matter which way you code this, if you're using this in the event's trigger block, it won't cause the event to trigger for anyone—it only prevents it from triggering for those who don't meet the trigger criteria once it's already called. That could be useful if you're calling it from yearly_playable_pulse or something, but if you're firing the event from your own on action or event script, you'll probably want to use that in a limit block instead, something like…

Code:
every_ruler = {
    limit = {
        any_sub_realm_county = {
            title_province = { geographical_region = custom_west_slavia }
        }
    }
    trigger_event = custom_event.0001
}
 
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Aregodas

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Hi guys. See if you can help me with this small issue. I'm trying to include to one event option that my own Steward loses 10 opinion of me. I've tried several ways but something scapes me. I'm certain it has to do with scopes or the like but I don't know how to make use of them yet.
Code:
    option = { #sweet money2
        name = tyrannical_greed.0001.b
        tyrannical_greed_decision_effects2 = yes
        add_opinion = {
            modifier = extorted_vassals_modifier
            years = 5
            target = {
                is_councillor_of = root
                has_council_position = councillor_steward
            }
        }
    }
This just disables the option entirely.
Code:
option = { #sweet money2
        name = tyrannical_greed.0001.b
        tyrannical_greed_decision_effects2 = yes
        add_opinion = {
            modifier = extorted_vassals_modifier
            years = 5
            target = cp:councillor_steward
        }
    }
And this one makes my character gain 0 opinion of my Steward instead. Any idea how should I go on about this?
 

Anyasia

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Hi guys. See if you can help me with this small issue. I'm trying to include to one event option that my own Steward loses 10 opinion of me. I've tried several ways but something scapes me. I'm certain it has to do with scopes or the like but I don't know how to make use of them yet.
Code:
    option = { #sweet money2
        name = tyrannical_greed.0001.b
        tyrannical_greed_decision_effects2 = yes
        add_opinion = {
            modifier = extorted_vassals_modifier
            years = 5
            target = {
                is_councillor_of = root
                has_council_position = councillor_steward
            }
        }
    }
This just disables the option entirely.
Code:
option = { #sweet money2
        name = tyrannical_greed.0001.b
        tyrannical_greed_decision_effects2 = yes
        add_opinion = {
            modifier = extorted_vassals_modifier
            years = 5
            target = cp:councillor_steward
        }
    }
And this one makes my character gain 0 opinion of my Steward instead. Any idea how should I go on about this?

extorted_vassals_modifier is a character modifier, not an opinion modifier. You could define your own opinion modifier and then apply it with reverse_add_opinion, to reverse the direction.

Code:
# common/opinion_modifiers/custom_opinions.txt
extorted_vassals_opinion = {
    opinion = -10
    decaying = yes # or no, whatever you want
    years = 5
}

# localization/english/opinions/custom_opinions_l_english.yml
# I just copied the name of the extorted vassals modifier
# You could probably use this same format with other languages to avoid having to do your own translations
l_english:
 extorted_me_opinion:0 "$extorted_vassals_modifier$"

# your event option
    option = { #sweet money2
        name = tyrannical_greed.0001.b
        tyrannical_greed_decision_effects2 = yes
        reverse_add_opinion = {
            modifier = extorted_vassals_opinion
            target = cp:councillor_steward
        }
    }
 
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Aregodas

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Omg. Like a charm. Thank you once again Anyasia !
Didn't have to create a new opinion modifier, instead used an exisist one that applies perfectly to the situation: ignored_concerns. That "reverse" makes things quite easy in truth. Can it be used with different codes as well?
In any case, thank you so much.