You could try asking him here or on YouTube.Oh in arumba's latest live stream he used some kind of program to compare to text files, would anyone know what that was?
You could try asking him here or on YouTube.Oh in arumba's latest live stream he used some kind of program to compare to text files, would anyone know what that was?
Oh don't worry about it I have been 'ruded upon' by the best of themcouple of pages back. I thank you for it, mind you! I hope i didn't came up as rude or something. It that's the case, I apologise, wan't my intention.
The various on_actions for dying characters fire just before they die. Unfortunately, there is no scripting option to stop that death.What I want to do is that when a character is going to be executed, an event prevents him from dying. In that case, is is_dying useful?
The various on_actions for dying characters fire just before they die. Unfortunately, there is no scripting option to stop that death.
decisions = {
adopt_ooo_feudal = {
potential = {
independent = yes
demesne_size = 1
OR = {
tier = duke
tier = king
tier = emperor
}
}
allow = {
government = feudal_government
prestige = 300
piety = 300
war = no
prisoner = no
age = 16
}
effect = {
government = feudal_ooo_government
prestige = -300
piety = -300
hidden_tooltip = {
character_event = {id = ooo.001}
}
}
ai_will_do ={
factor = 0
}
}
}
1) Have you already updated to 2.4.1, so that government types are recognized?
2) Have you defined feudal_ooo_government within feudal_governments in common/governments?
It's not showing up, at all.Does the decision show up? Is it lit up so you can choose it? How is it not working?
decisions = {
adopt_ooo_feudal = {
allow = {
government = feudal_government
prestige = 300
piety = 300
war = no
prisoner = no
age = 16
independent = yes
demesne_size = 1
higher_tier_than = duke
}
effect = {
government = feudal_ooo_government
prestige = -300
piety = -300
hidden_tooltip = {
character_event = {id = ooo.001}
}
}
ai_will_do ={
factor = 0
}
}
}
The event is here for the description, but when I try to fire it, it just displays a letter with "A" written.Is it in your mod's decisions/ folder? Does the event work, if fired from the console? Can you change government to feudal_ooo_goverment through an event fired from the console?
Then you haven't declared the ooo namespace in the event file, before the first event that uses it, and are actually firing vanilla event 1, which is a dummy event with text filled in by diplo_responses and possibly other system events.
namespace = DIVBL
character_event = {
id = DIVBL.001
desc = DIVBL001
picture = GFX_evt_family_scene
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
mean_time_to_happen = {
months = 0
}
option = {
name = DIVBL001A
custom_tooltip = {text = DIVBL001AT}
}
}
Don't think you can have a meant time to happen of zero, besides if it is triggered only from the decision you do not need a MTTHI did declare the namespace :
Code:namespace = DIVBL character_event = { id = DIVBL.001 desc = DIVBL001 picture = GFX_evt_family_scene border = GFX_event_normal_frame_intrigue is_triggered_only = yes mean_time_to_happen = { months = 0 } option = { name = DIVBL001A custom_tooltip = {text = DIVBL001AT} } }
Don't think you can have a meant time to happen of zero, besides if it is triggered only from the decision you do not need a MTTH
Are you calling event ooo.1, or DIVBL.1, from the console?As I said i'm pretty new to this, but let me check if it works without MTTH
EDIT : Still "A" letter.