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Sute]{h

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I've tried adding a few traits to my mod, but for some reason no character seems to be generated with any of my new traits. Can anyone see what I've done wrong?

Code:
mortal = {
    birth = 10000

    diplomacy = -1
    intrigue = -1
    stewardship = -1
    martial = -1
    learning = -1
    monthly_character_prestige = -0.5

    opposites =  {
        air_aspected
        earth_aspected
        fire_aspected
        water_aspected
        wood_aspected
    }   
   
    opposite_opinion = -5
   
    ai_ambition = -10
}

air_aspected = {
    opposites =  {
        mortal
        earth_aspected
        fire_aspected
        water_aspected
        wood_aspected
    }
    potential = {
        age = 7
        NOT = {
            trait = infirm
            trait = incapable
            trait = imbecile
            trait = inbred
            trait = content
        }   
    }
   
    immortal = yes
    diplomacy = 1
    intrigue = 2
    stewardship = 1
    martial = 2
    learning = 4

    sex_appeal_opinion = 10
    dynasty_opinion = 5
       
    ai_rationality = 10
    ai_greed = -10
}

earth_aspected = {
    opposites =  {
        mortal
        air_aspected
        fire_aspected
        water_aspected
        wood_aspected
    }
    potential = {
        age = 7
        NOT = {
            trait = infirm
            trait = incapable
            trait = imbecile
            trait = inbred
            trait = content
        }   
    }
   
    immortal = yes
    diplomacy = 2
    intrigue = 1
    stewardship = 1
    martial = 5
    learning = 1

    sex_appeal_opinion = 10
    dynasty_opinion = 5

    ai_zeal = 10
    ai_honor = 10
}

fire_aspected = {
    opposites =  {
        mortal
        air_aspected
        earth_aspected
        water_aspected
        wood_aspected
    }
    potential = {
        age = 7
        NOT = {
            trait = infirm
            trait = incapable
            trait = imbecile
            trait = inbred
            trait = content
        }   
    }
   
    immortal = yes
    diplomacy = 4
    intrigue = 1
    stewardship = 1
    martial = 3
    learning = 1

    sex_appeal_opinion = 10
    dynasty_opinion = 5

    ai_rationality = -10
    ai_honor = 10
}

water_aspected = {
    opposites =  {
        mortal
        air_aspected
        earth_aspected
        fire_aspected
        wood_aspected
    }
    potential = {
        age = 7
        NOT = {
            trait = infirm
            trait = incapable
            trait = imbecile
            trait = inbred
            trait = content
        }   
    }
       
    immortal = yes
    diplomacy = 1
    intrigue = 3
    stewardship = 3
    martial = 2
    learning = 1

    sex_appeal_opinion = 10
    dynasty_opinion = 5
   
    ai_honor = -10
}

wood_aspected = {
    opposites =  {
        mortal
        air_aspected
        earth_aspected
        fire_aspected
        water_aspected
    }
    potential = {
        age = 7
        NOT = {
            trait = infirm
            trait = incapable
            trait = imbecile
            trait = inbred
            trait = content
        }   
    }
   
    immortal = yes
    diplomacy = 2
    intrigue = 2
    stewardship = 2
    martial = 2
    learning = 2

    sex_appeal_opinion = 10
    dynasty_opinion = 5

    ai_greed = 10
}
 

Romulien

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I've tried adding a few traits to my mod, but for some reason no character seems to be generated with any of my new traits. Can anyone see what I've done wrong?

Code:
mortal = {
    birth = 10000

    diplomacy = -1
    intrigue = -1
    stewardship = -1
    martial = -1
    learning = -1
    monthly_character_prestige = -0.5

    opposites =  {
        air_aspected
        earth_aspected
        fire_aspected
        water_aspected
        wood_aspected
    }  
  
    opposite_opinion = -5
  
    ai_ambition = -10
}

air_aspected = {
    opposites =  {
        mortal
        earth_aspected
        fire_aspected
        water_aspected
        wood_aspected
    }
    potential = {
        age = 7
        NOT = {
            trait = infirm
            trait = incapable
            trait = imbecile
            trait = inbred
            trait = content
        }  
    }
  
    immortal = yes
    diplomacy = 1
    intrigue = 2
    stewardship = 1
    martial = 2
    learning = 4

    sex_appeal_opinion = 10
    dynasty_opinion = 5
      
    ai_rationality = 10
    ai_greed = -10
}

earth_aspected = {
    opposites =  {
        mortal
        air_aspected
        fire_aspected
        water_aspected
        wood_aspected
    }
    potential = {
        age = 7
        NOT = {
            trait = infirm
            trait = incapable
            trait = imbecile
            trait = inbred
            trait = content
        }  
    }
  
    immortal = yes
    diplomacy = 2
    intrigue = 1
    stewardship = 1
    martial = 5
    learning = 1

    sex_appeal_opinion = 10
    dynasty_opinion = 5

    ai_zeal = 10
    ai_honor = 10
}

fire_aspected = {
    opposites =  {
        mortal
        air_aspected
        earth_aspected
        water_aspected
        wood_aspected
    }
    potential = {
        age = 7
        NOT = {
            trait = infirm
            trait = incapable
            trait = imbecile
            trait = inbred
            trait = content
        }  
    }
  
    immortal = yes
    diplomacy = 4
    intrigue = 1
    stewardship = 1
    martial = 3
    learning = 1

    sex_appeal_opinion = 10
    dynasty_opinion = 5

    ai_rationality = -10
    ai_honor = 10
}

water_aspected = {
    opposites =  {
        mortal
        air_aspected
        earth_aspected
        fire_aspected
        wood_aspected
    }
    potential = {
        age = 7
        NOT = {
            trait = infirm
            trait = incapable
            trait = imbecile
            trait = inbred
            trait = content
        }  
    }
      
    immortal = yes
    diplomacy = 1
    intrigue = 3
    stewardship = 3
    martial = 2
    learning = 1

    sex_appeal_opinion = 10
    dynasty_opinion = 5
  
    ai_honor = -10
}

wood_aspected = {
    opposites =  {
        mortal
        air_aspected
        earth_aspected
        fire_aspected
        water_aspected
    }
    potential = {
        age = 7
        NOT = {
            trait = infirm
            trait = incapable
            trait = imbecile
            trait = inbred
            trait = content
        }  
    }
  
    immortal = yes
    diplomacy = 2
    intrigue = 2
    stewardship = 2
    martial = 2
    learning = 2

    sex_appeal_opinion = 10
    dynasty_opinion = 5

    ai_greed = 10
}

Looks good, are these definitions inside a .txt file within /common/traits folder ?
 

Sute]{h

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I've successfully tested assigning my new traits to a char in the history file. So it seems the traits are simply ignored when randomly generating traits for random chars.
 

Dhekelian

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Validation Error Log
----------------------------------------------------------

Duplicate ID: 670
[1]: <mod>\events\Anglo_Saxon_events.txt (2, 2)
[2]: events\on_action_events.txt (3845, 2)

At <appdir>\..\Extension\Data\Ck2\Localization.pdox [Validator\ValidBracketCommands\GetHighGodName] (Line 51, column 27):
Duplicate command in ValidBracketCommands: GetHighGodName

At <mod>\common\religions\00_religions.txt [pagan_group\aztec_reformed\secondary_event_pictures] (Line 1206, column 3):
"aztec_pagan" is not a valid Religion.

At <mod>\common\religions\00_religions.txt [pagan_group\anglo_saxon] (Line 718, column 2):
The string anglo_saxon_DESC was not found in localization.

At <mod>\common\religions\00_religions.txt [pagan_group\anglo_saxon\high_god_name] (Line 726, column 3):
"GOD_WOÐAN" is not a valid LocalizationKey.

At <mod>\common\religions\00_religions.txt [pagan_group\anglo_saxon\god_names\GOD_ÞUNOR] (Line 729, column 14):
"GOD_ÞUNOR" is not a valid LocalizationKey.

At <mod>\common\religions\00_religions.txt [pagan_group\anglo_saxon\god_names\GOD_WOÐAN] (Line 729, column 4):
"GOD_WOÐAN" is not a valid LocalizationKey.

At <mod>\common\religions\00_religions.txt [pagan_group\anglo_saxon\evil_god_names\AELFAS] (Line 732, column 4):
"AELFAS" is not a valid LocalizationKey.

At <mod>\common\religions\00_religions.txt [pagan_group\anglo_saxon_reformed] (Line 666, column 2):
The string anglo_saxon_reformed was not found in localization.

At <mod>\common\religions\00_religions.txt [pagan_group\anglo_saxon_reformed] (Line 666, column 2):
The string anglo_saxon_reformed_DESC was not found in localization.

At <mod>\common\religions\00_religions.txt [pagan_group\anglo_saxon_reformed\high_god_name] (Line 677, column 3):
"GOD_WOÐAN" is not a valid LocalizationKey.

At <mod>\common\religions\00_religions.txt [pagan_group\anglo_saxon_reformed\god_names\GOD_ÞUNOR] (Line 680, column 14):
"GOD_ÞUNOR" is not a valid LocalizationKey.

At <mod>\common\religions\00_religions.txt [pagan_group\anglo_saxon_reformed\god_names\GOD_WOÐAN] (Line 680, column 4):
"GOD_WOÐAN" is not a valid LocalizationKey.

At <mod>\common\religions\00_religions.txt [pagan_group\anglo_saxon_reformed\evil_god_names\AELFAS] (Line 683, column 4):
"AELFAS" is not a valid LocalizationKey.

At <mod>\common\religions\00_religions.txt [pagan_group\anglo_saxon_reformed] (Line 666, column 2):
The string anglo_saxon_reformed was not found in localization.

At <mod>\common\religions\00_religions.txt [christian\male_names] (Line 12, column 2):
There may be no duplicate items in this list.
There were 2 duplicates.
[I729|L15|C103]: Joseph
[I537|L14|C39]: Joseph

Duplicate ID: b_canterbury
[1]: <mod>\common\landed_titles\AS_holy_sites.txt (1, 5)
[2]: common\landed_titles\landed_titles.txt (28046, 5)

Duplicate ID: b_st_peters
[1]: <mod>\common\landed_titles\AS_holy_sites.txt (13, 5)
[2]: common\landed_titles\landed_titles.txt (27665, 5)

Duplicate ID: b_lindisfarne
[1]: <mod>\common\landed_titles\AS_holy_sites.txt (10, 5)
[2]: common\landed_titles\landed_titles.txt (27463, 5)

Duplicate ID: b_paderborn
[1]: <mod>\common\landed_titles\AS_holy_sites.txt (7, 5)
[2]: common\landed_titles\landed_titles.txt (4161, 5)

Duplicate ID: b_tholen
[1]: <mod>\common\landed_titles\AS_holy_sites.txt (4, 5)
[2]: common\landed_titles\landed_titles.txt (3072, 5)

----------------------------------------------------------
End of Validation Error Log

Stuck on these errors, I wonder if anyone knows where I'm going wrong?
 

Justified

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I've tried adding a few traits to my mod, but for some reason no character seems to be generated with any of my new traits. Can anyone see what I've done wrong?

A trait needs to have a birth chance for new characters, even adult ones, to be randomly generated with it. (You might need an inherit chance specified as well). For what it looks like you want to do, you can try setting birth = 10000 and inherit = 100 for mortal, then make event(s) which randomly grant the other ones.
 
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Sute]{h

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A trait needs to have a birth chance for new characters, even adult ones, to be randomly generated with it. (You might need an inherit chance specified as well). For what it looks like you want to do, you can try setting birth = 10000 and inherit = 100 for mortal, then make event(s) which randomly grant the other ones.
Success. Mortal already had birth = 10000, but it seems it needed inherit_chance to actually appear on random chars.
 

Lyrecryer

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silly question but how do I make a title name different for other cultures? is it just TITLENAME_CULTURENAME or is it something else?
 

GurenGaaze

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Quick Question, Is it possible to make nicknames version and have only one culture get it?
Example: Nickname "The Good" and have it in Norse version which will say (Hinn Godi)
And by this I don't by any means mean to create an entirely new nickname, but more of a change name happends if a Norse character get that nickname.
Thanks :)
 

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silly question but how do I make a title name different for other cultures? is it just TITLENAME_CULTURENAME or is it something else?
Just go into that title in the "landed_titles" folder, add the code "swedish = TITLE" as simple as that really, where Swedish is the culture. there are several other titles like k_sweden to look at for an example.
 
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Dewion86

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Hi there.

Is it possible to create an event that fires after war and make loosing ruler lose title tier? eg. emperor lose a war and all kingdoms become independent.
Or an event that losing rulers title will change?
 

Lyrecryer

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Just go into that title in the "landed_titles" folder, add the code "swedish = TITLE" as simple as that really, where Swedish is the culture. there are several other titles like k_sweden to look at for an example.
Ah thanks! It been a while since I modded ck2.
 

mudcrabmerchant

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How can I remove the modifier "would prefer a matrilineal marriage"? I've checked defines.lua, but I can't find anything unambiguously related to matrilineal marriage.
 

blackninja9939

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How can I remove the modifier "would prefer a matrilineal marriage"? I've checked defines.lua, but I can't find anything unambiguously related to matrilineal marriage.

In the definition for your title in landed_titles you add in [culture] = [name]

Eg:
Code:
    k_norway = {
        color={ 170 170 210 }
        color2={ 220 220 220 }
      
        culture = norwegian
      
        capital = 274 # Bergenshus
      
        catholic = 100 # Crusade target weight
        finnish_pagan_reformed = 50
      
        norse = Noregr
        danish = Norge
        swedish = Norge
        norwegian = Norge
For norse the title is called Noregr for Danish it is called Norge, if not of a specified culture it will be called as defined in the localisaiton. You could then add in say english = Norwaythingplacestuff to have it called Norwaythingplacestuff if held by someone with the english culture
 

Rylock

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How can I remove the modifier "would prefer a matrilineal marriage"? I've checked defines.lua, but I can't find anything unambiguously related to matrilineal marriage.

You can't. The only thing you can do is disallow all matrilineal marriages in the religion definitions. We cannot mod the conditions of marriage acceptance whatsoever.
 

MathewPerth

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rsc1j0E.jpg


For some reason when I delete everything after ## INDIA ## in the landed_titles file, only landed people are able to plot? The other potential plotters just have their reasoning like above. Id like to know why this is and if I am able to fix it for my mod.
 

Rylock

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For some reason when I delete everything after ## INDIA ## in the landed_titles file, only landed people are able to plot? The other potential plotters just have their reasoning like above. Id like to know why this is and if I am able to fix it for my mod.

If I were to guess, I'd say that removing those titles is what caused your plot issue. You're likely to have the same problem should you try to invite people to court. CK2Plus had this issue earlier when we removed the k_mauretania title from the file...clearly something in the game's interaction logic expects certain (or all) vanilla de jure titles to be present somewhere (even if they are no longer de jure) or it breaks.
 

MathewPerth

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If I were to guess, I'd say that removing those titles is what caused your plot issue. You're likely to have the same problem should you try to invite people to court. CK2Plus had this issue earlier when we removed the k_mauretania title from the file...clearly something in the game's interaction logic expects certain (or all) vanilla de jure titles to be present somewhere (even if they are no longer de jure) or it breaks.
So, there is nothing I can do? I really don't want Indian titles to be in my game.