io use Notepad ++ and I do copy of vanilla file and after I delete all and write
Most events are now in CK3 fired from set on_actions at \\common\on_action\ and it's possible to add your own categories, too.Hello,
I'm completely new to ck3 modding, but I do have some experience modding other games, and especially EUIV, so I have some idea on how stuff works.
What I don't get is how events are actually fired/triggered. Like, I started by trying to understand the events happening around the Viking bookmark. Now, both Aelle's execution and the death of Aethelred seem to be programmed in the same way - there is a set of conditions, and then something happens. But while Aelle's event happens immediately when the conditions are met, Aethelred's death seems to happen randomly, and I can't understand where that difference is programmed.
Maybe someone could explain or nudge me into the direction of some place where I can read up on this?
Thank you!
The event is under events/bookmark-events.txt ... So yes, it is scripted.Æthelred is highly stressed (shy) and impotent and is supposed to die to make way for his brother, but he is also an excellent difficult starting character to play. So although he often dies, I don't think it is pre-scripted.
Most events are now in CK3 fired from set on_actions at \\common\on_action\ and it's possible to add your own categories, too.
Events there can be always fired or randomly, usually from inside random_events = { } blocks under an on_action.
Traits and modifiers are similar in that they are basically just a bunch of effects that can be given to a character.Is like create a trait create a modifiers?
...
your_modifier_name = {
icon = icon_name # like intrigue_positive, martial_negative, hunt_positive, prestige_negative
# references to generic icon names are easy to find by just searching thru the files at \\common\modifiers\
# Effects, such as
scheme_power = 10
scheme_success_chance = 5
# stacking = yes # if you want your modifier to stack, leave the line out if not
}
add_character_modifier = {
modifier = your_modifier_name
years = 5
}
your_trait_name = {
index = 123 # no trait can have the same index as another trait, not sure if it can be higher than 999 however
# some sort of effect like
fertility = 10
# is it shown in the ruler designer? leave the line out if yes
# but add a cost, ruler_designer_cost = 80
shown_in_ruler_designer = no
desc = trait_your_trait_name_desc
}
add_trait = your_trait_name
I checked the MIDC mod on the Steam Workshop and I think the only reason might be that your localization files need to end with _l_english.ymlHonestly I have not idea what's the problem, I tried to make as suggested, but I read in the game the recall, and not the text that should be recalled
Ah yes I see it is so. But only for the ai, so explains my misunderstanding.The event is under events/bookmark-events.txt ... So yes, it is scripted.
Non riesco a far funzionare l'evento, non succede nulla né dopo il primo anno né dopo il 5:
Pay_the_merchant_ID.1 = {
type = character_event
nascosto = sì
trigger = {
has_character_flag = signatory_promissory_note
}
immediato = {
trigger_event = {
id = Pay_the_merchant_ID.1 # ora attiva l'evento effettivo che ricorda al giocatore
}
}
opzione = {
nome = "opzione"
trigger_event = {
id = custom_checker_event_ID.1
giorni = 365
}
}
}
effetto = {
add_gold = 300
add_character_modifier = {
modifier = signatory_promissory_note
anni = 5
}
trigger_event = {
id = custom_checker_event_ID.1
giorni = 365
}
}
Documents/Paradox Interactive/Crusader Kings III/logs/error.log
. Credo che i blocchi di codice e i comandi debbano essere etichettati in inglese; per esempio, «hidden» per «nascosto», «immediate» per «immediato», «days» per «giorni», eccetera. Inoltre, non è possibile utilizzare un'opzione in un evento nascosto; dovresti attivare l'evento custom_checker_event_ID.1
nel blocco immediato.Pay_the_merchant_ID.1
in modo ricorsivo? Ma dove si è originariamente attivato? Linguaggio a parte, potrebbe non attivarsi mai in primo luogo se non viene attivato da un altro evento o «on action».Documents/Paradox Interactive/Crusader Kings III/logs/error.log
. I believe that code blocks and commands must be labelled in English; for example, 'hidden' for 'nascosto,' 'immediate' for 'immediato,' 'days for 'giorno,' &c. Furthermore, it's not possible to use an option in a hidden event; you should trigger the custom_checker_event_ID.1
event in the immediate block.Pay_the_merchant_ID.1
event recursively? But where is it originally triggered? Language aside, the event may never activate in the first place unless triggered from another event or on action.[21:06:22][pdx_data_factory.cpp:843]: Failed to find type 'CharacterRef' in 'CharacterRef.Get'
[21:06:22][pdx_data_factory.cpp:850]: Could not find promote for 'CharacterRef' in 'CharacterRef.Get'
[21:06:22][pdx_data_factory.cpp:697]: Failed converting statement for 'CharacterRef.Get'
BOOKMARK_CHARACTER_TITLE:0 "[BookmarkCharacter.GetTitleTierName] of [BookmarkCharacter.GetTitleName] [BookmarkCharacter.Custom('HU_A_E')]"
HU_A_E = {
type = character
text = {
localization_key = CustomLoc_HU_A
trigger = { is_female = no }
}
text = {
localization_key = CustomLoc_HU_E
trigger = { is_female = yes }
}
}