(similarly the history files have lots of references to tributaries, which also don't exist yet)
That's since they just used CK2's history files.
(similarly the history files have lots of references to tributaries, which also don't exist yet)
Yes just add your own file into common\religion\holy_sites with your five holy sites, add them into the bottom of your faith file and then add the localisation. Done
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.
option = {
name = faith_province.1
trigger = { }
every_sub_realm_county = {
limit = {
holder = root
NOT = { faith = root.faith }
}
set_county_faith = root.faith
}
}
option = {
name = royal_elite_knight.1
trigger = { }
every_knight = {
limit = {
is_knight_of = root
NOT = { has_character_modifier = royal_elite_knight_modifier }
}
add_character_modifier = { modifier = royal_elite_knight_modifier }
}
}
The option shouldn't appear unless a county follows a different faith.
For the second one, the option shouldn't appear unless there's a knight without the character modifier.
trigger = {
any_sub_realm_county = {
holder = root
NOT = { faith = root.faith }
}
}
trigger = {
any_knight = {
is_knight_of = root
NOT = { has_character_modifier = royal_elite_knight_modifier }
}
}
GetPlayer.MakeScope.Var( 'acs_sort_by_assending' ).GetValue.AsBool
GetPlayer.MakeScope.Var( 'acs_sort_by_assending' ).AsBool
GetPlayer.MakeScope.Var( 'acs_sort_by_assending' ).GetValue
(bool)GetPlayer.MakeScope.Var( 'acs_sort_by_assending' ).GetValue.AsBool
(bool)GetPlayer.MakeScope.Var( 'acs_sort_by_assending' ).AsBool
(bool)GetPlayer.MakeScope.Var( 'acs_sort_by_assending' ).GetValue
(bool)GetPlayer.MakeScope.Var( 'acs_sort_by_assending' )
(bool)(GetPlayer.MakeScope.Var( 'acs_sort_by_assending' ).GetValue.AsBool)
(bool)(GetPlayer.MakeScope.Var( 'acs_sort_by_assending' ).AsBool)
(bool)(GetPlayer.MakeScope.Var( 'acs_sort_by_assending' ).GetValue)
(bool)(GetPlayer.MakeScope.Var( 'acs_sort_by_assending' ))
acs_sort_by_assending
is set to yes/no. I am using it in combination with BoolTo1And2
method. When I try BoolTo1And2( '(bool)yes')
or BoolTo1And2( '(bool)no')
it is working as expected.How about you make an event that automatically gives everybody with the original ancestor in their family tree the trait once they reach 25? That should still restrict it to descendants as well.
scripted_effect_name = yes
).apply_generational_trait_bloodline_holy_decision_effect = {
every_child = {
even_if_dead = yes
limit = { faith = root.faith }
trigger_event = major_decisions.0101
every_child = {
even_if_dead = yes
limit = {
OR = {
is_grandchild_of = scope:progenitor_holy_blood
is_great_grandchild_of = scope:progenitor_holy_blood
}
}
trigger_event = major_decisions.0101
every_child = {
even_if_dead = yes
limit = {
OR = {
is_grandchild_of = scope:progenitor_holy_blood
is_great_grandchild_of = scope:progenitor_holy_blood
}
}
trigger_event = major_decisions.0101
}
}
}
}
immortal_descendant.0001
. Now let's also look at the event this triggers for reference as well:major_decisions.0101 = {
type = character_event
hidden = yes
trigger = {
OR = {
AND = {
exists = mother
mother = {
faith = root.faith
OR = {
has_trait = savior
has_trait = paragon
has_trait = divine_blood
has_trait = consecrated_blood
}
}
}
AND = {
exists = father
father = {
faith = root.faith
OR = {
has_trait = savior
has_trait = paragon
has_trait = divine_blood
has_trait = consecrated_blood
}
}
}
AND = {
exists = scope:progenitor_holy_blood
OR = {
is_grandchild_of = scope:progenitor_holy_blood
is_great_grandchild_of = scope:progenitor_holy_blood
}
}
}
NOR = {
has_trait = savior
has_trait = paragon
has_trait = divine_blood
has_trait = consecrated_blood
}
}
immediate = {
if = {
limit = {
OR = {
AND = {
exists = mother
mother = {
faith = root.faith
OR = {
has_trait = savior
has_trait = divine_blood
}
}
}
AND = {
exists = father
father = {
faith = root.faith
OR = {
has_trait = savior
has_trait = divine_blood
}
}
}
}
}
add_trait = divine_blood
}
else = {
add_trait = consecrated_blood
}
every_child = {
trigger_event = major_decisions.0101
}
}
}
limit
of the if
function should have an age >= 25
as well. That way, descendants of the original immortal character that are at least 25 years old at the time when that happens will also become immortal. Since you want the other descendants to become immortal eventually as well, for the else
part of the function you should set a character flag for them.add_character_flag = {
flag = immortal_descendant
}
immortal_descendant.0001
event to on_birth_child
on action in common\on_action\child_birth_on_actions.txt
so that any further descendants that are born after the initial event/decision gave the trait to the founder will get the event as well. Since they're obviously not 25 when they are born, they will get the character flag instead.on_25th_birthday
on action with the following code:on_25th_birthday = {
trigger = {
AND = {
age = 25
has_character_flag = immortal_descendant
}
}
events = {
immortal_descendant.0002
}
}
immortal_descendant.0002
event should simply give the immortal trait to the character this triggers for. Alternatively, if you have some other events planned for 25 year old characters, just use the age trigger for the on action itself and put the flag trigger to the immortal_descendant.0002
event.on_specific_birthday
on action in common\on_action\birthday.txt
so it should like this:on_specific_birthday = {
first_valid_on_action = {
on_3rd_birthday
on_6th_birthday
on_10th_birthday
on_15th_birthday
on_16th_birthday
on_25th_birthday
}
}
00_knight_culture.txt
and the accompanying localization file, and the game does recognise my new cultural name for knights correctly, but it doesn't show up everywhere it should. Individual characters are properly listed as 'eques'/'equites' but the word is missing from the tooltip on the knights button on the military pane, and on the raised army pane.Code:trigger = { any_sub_realm_county = { holder = root NOT = { faith = root.faith } } }
Code:trigger = { any_knight = { is_knight_of = root NOT = { has_character_modifier = royal_elite_knight_modifier } } }
Unless the event trigger itself is dependent upon either of these options being available, be sure to code another option that either always appears or appears when neither of these are valid—if the event doesn't have any valid options, it can't fire!
You should take a look at Minor title modIs it possible to add another tab into the decision UI? Basically another tab below decisions where all decisions of my mod would go so the decisions tab doesn't get cluttered..
There is no trait scope as much I have saw, so probably you cannot save it. What you can do is make delayed event for every trait you want to add.Ayo. Is it possible to set a variable to reference a trait that can then be added to a character later?
if = {
limit = { var:myflag = 1}
add_trait = trait_1
}
if = {
limit = { var:myflag = 2}
add_trait = trait_2
}
if = {
limit = { var:myflag = 3}
add_trait = trait_3
}
if = {
limit = { var:myflag = 4}
add_trait = trait_4
}
if = {
limit = { var:myflag =5}
add_trait = trait_5
}
if = {
limit = { var:myflag = 6}
add_trait = trait_6
}
if = {
limit = { var:myflag = 7}
add_trait = trait_7
}
if = {
limit = { var:myflag = 8}
add_trait = trait_8
}
if = {
limit = { var:myflag = 9}
add_trait = trait_9
}
If anybody is interested here is a git patch with all the changes between 1.1.3 and 1.2 versions. You can find all changed files here, so you can check if you need to update your modes. Maybe we can make new sticky topic where we can track all CK3 changes.
If anybody is interested here is a git patch with all the changes between 1.1.3 and 1.2 versions. You can find all changed files here, so you can check if you need to update your modes. Maybe we can make new sticky topic where we can track all CK3 changes.