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TheDungen

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couple 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.
Oh don't worry about it I have been 'ruded upon' by the best of them ;)
 

richvh

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Or link the exact video and timestamp so we can look at the program image without watching hours of video.
 

locustgate

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Not entirely a modding question but is there any websites that has a picture of all the unit graphics and what they are for.

i.e.
----------- light infantry heavy infantry
Culture picture -----------picture


That why I don't have to boot up CK2 every time I'm trying to decide on a unit graphics for a culture.

The various on_actions for dying characters fire just before they die. Unfortunately, there is no scripting option to stop that death.

What if you remove the execution button and put an execution event string or put an event that prevents them from dying? Similar to GoT's "do you want to feed them to your dragon" that fires when you have a dragon?
 

ThePlayX3

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Hello, so after several tries, I can't figure out what is wrong with my decision, I thought about asking for some help here :

Code:
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
        }
    }
}
 

richvh

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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?
 

ThePlayX3

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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?

Yes, both elements you mentioned are done.

Edit : by the way before the update I removed the lines about governments and it still wasn't working.
 

richvh

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Does the decision show up? Is it lit up so you can choose it? How is it not working?
 

richvh

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Then move your potential into your allow, and see why it isn't showing up.

If it still isn't showing up with no potential, then it's a problem further up the file.

Oh, and you can use higher_tier_than = count rather than check tier three times in an OR.
 

ThePlayX3

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Here is the fixed decision file :

Code:
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
        }
    }
}

And despite these fixes the decision won't show up.
 

richvh

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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?
 

ThePlayX3

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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?
The event is here for the description, but when I try to fire it, it just displays a letter with "A" written.
 

richvh

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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.
 

ThePlayX3

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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.

I 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} 
    }
}
 

blackninja9939

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I 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
 

ThePlayX3

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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

As I said i'm pretty new to this, but let me check if it works without MTTH

EDIT : Still "A" letter.
 

richvh

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But that isn't the namespace you used in the decision. At least, not the version of the decision you posted. You have to use the same namespace in the decision as you defined in the event.

Also, never use days/months/years = 0 in a mean_time_to_happen event. days = 1 is the minimum you should use, and you don't use mean_time_to_happen at all in an is_triggered_only = yes event. (You can use weight_multiplier, if the event is triggered from on_actions in a random_events section, but weight_multiplier = {months = 0} would disable the event in that case.)
 

richvh

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As I said i'm pretty new to this, but let me check if it works without MTTH

EDIT : Still "A" letter.
Are you calling event ooo.1, or DIVBL.1, from the console?