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SaphireSeas

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I think it is possible. You'd have to check the culture of the province, and I think there is a way of doing that. But this may cause Robert "The Norman" of England so.....
I hope there's someone out there with a better idea then me.

Unless you checked the entire realm for not having said culture...
 

richvh

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My suggestion:
Code:
allow = {
   culture = hungarian
   liege = {
      NOT = {
         culture = hungarian
      }
   }
}
 

The Green One

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So I made a set of quests for my upcoming mod.. for some reason.. event ids: "smithquest.2", "smithquest.4", "smithquest.6"... keep firing as if they have no ID in game. They are exact copies with a few minor changes from "smithquest.0", which works fine. All of the rest are fine.

Here is the whole set of events, I would appreciate it. Ive even tried completely changing the IDs and everything.. but it still fails on those 3 events.
Code:
namespace = smithquest
########################
# Smith Quest
########################
narrative_event = {
    id = "smithquest.0"
    title = "EVTNAMEsmithquest.0"
    desc = "EVTDESCsmithquest.0"
    picture = GFX_evt_smithquest
    border = GFX_event_narrative_frame_religion
    is_triggered_only = yes
        option = {
        name = EVTOPTAsmithquest.0A
        trigger = {
            NOT = { 
                trait = Smith_2
                trait = Smith_3
                trait = Smith_4
                trait = Smith_5
            }
            trait = Smith_1
        }
        if = {
            limit = {
                NOT = { 
                trait = Smith_2
                trait = Smith_3
                trait = Smith_4
                trait = Smith_5
            }
            trait = Smith_1
            }
        }
        set_character_flag = on_quest
        set_character_flag = smith_q1_1
   
    }
        option = {
        name = EVTOPTDsmithquest.0       
    }
}
narrative_event = {
    id = "smithquest.1"
    title = "EVTNAMEsmithquest.1"
    desc = "EVTDESCsmithquest.1"
    picture = GFX_evt_smithquest
    border = GFX_event_narrative_frame_religion
    trigger = {
        has_character_flag = on_quest
        has_character_flag = smith_q1_1
        trait = Iron_Sword
    }
        option = {
        name = EVTOPTAsmithquest.1A
        trigger = {
            NOT = { 
                trait = Smith_2
                trait = Smith_3
                trait = Smith_4
                trait = Smith_5
            }
            trait = Smith_1
        }
        if = {
            limit = {
                NOT = { 
                trait = Smith_2
                trait = Smith_3
                trait = Smith_4
                trait = Smith_5
            }
            trait = Smith_1
            }
        }
        clr_character_flag = on_quest
        clr_character_flag = smith_q1_1
        hidden_tool = {
            remove_trait = Iron_Sword
            add_trait = No_Sword
            remove_trait = Smith_1
            wealth = 100
            piety = 100
            add_trait = Smith_2
        }

    }
}
narrative_event = {
    id = "smithquest.2"
    title = "EVTNAMEsmithquest.2"
    desc = "EVTDESCsmithquest.2"
    picture = GFX_evt_smithquest
    border = GFX_event_narrative_frame_religion
    is_triggered_only = yes
        option = {
        name = EVTOPTAsmithquest.2A
        trigger = {
            NOT = { 
                trait = Smith_1
                trait = Smith_3
                trait = Smith_4
                trait = Smith_5
            }
            trait = Smith_2
        }
        if = {
            limit = {
                NOT = { 
                trait = Smith_1
                trait = Smith_3
                trait = Smith_4
                trait = Smith_5
            }
            trait = Smith_2
            }
        }
        set_character_flag = on_quest
        set_character_flag = smith_q2_1
   
    }
        option = {
        name = EVTOPTDsmithquest.0       
    }
}
narrative_event = {
    id = "smithquest.3"
    title = "EVTNAMEsmithquest.3"
    desc = "EVTDESCsmithquest.3"
    picture = GFX_evt_smithquest
    border = GFX_event_narrative_frame_religion
    trigger = {
        has_character_flag = on_quest
        has_character_flag = smith_q2_1
        trait = Steel_Set
    }
        option = {
        name = EVTOPTAsmithquest.3A
        trigger = {
            NOT = { 
                trait = Smith_1
                trait = Smith_3
                trait = Smith_4
                trait = Smith_5
            }
            trait = Smith_2
        }
        if = {
            limit = {
                NOT = { 
                trait = Smith_1
                trait = Smith_3
                trait = Smith_4
                trait = Smith_5
            }
            trait = Smith_2
            }
        }
        clr_character_flag = on_quest
        clr_character_flag = smith_q2_1
        hidden_tool = {
            remove_trait = Steel_Set
            add_trait = No_Set
            remove_trait = Smith_2
            wealth = 300
            piety = 100
            add_trait = Smith_3
        }

    }
}
narrative_event = {
    id = "smithquest.4"
    title = "EVTNAMEsmithquest.4"
    desc = "EVTDESCsmithquest.4"
    picture = GFX_evt_smithquest
    border = GFX_event_narrative_frame_religion
    is_triggered_only = yes
        option = {
        name = EVTOPTAsmithquest.4A
        trigger = {
            NOT = { 
                trait = Smith_2
                trait = Smith_1
                trait = Smith_4
                trait = Smith_5
            }
            trait = Smith_3
        }
        if = {
            limit = {
                NOT = { 
                trait = Smith_2
                trait = Smith_1
                trait = Smith_4
                trait = Smith_5
            }
            trait = Smith_3
            }
        }
        set_character_flag = on_quest
        set_character_flag = smith_q3_1
   
    }
        option = {
        name = EVTOPTDsmithquest.0       
    }
}
narrative_event = {
    id = "smithquest.5"
    title = "EVTNAMEsmithquest.5"
    desc = "EVTDESCsmithquest.5"
    picture = GFX_evt_smithquest
    border = GFX_event_narrative_frame_religion
    trigger = {
        has_character_flag = on_quest
        has_character_flag = smith_q3_1
        trait = Gold_Sword
    }
        option = {
        name = EVTOPTAsmithquest.5A
        trigger = {
            NOT = { 
                trait = Smith_1
                trait = Smith_2
                trait = Smith_4
                trait = Smith_5
            }
            trait = Smith_3
        }
        if = {
            limit = {
                NOT = { 
                trait = Smith_1
                trait = Smith_2
                trait = Smith_4
                trait = Smith_5
            }
            trait = Smith_3
            }
        }
        clr_character_flag = on_quest
        clr_character_flag = smith_q3_1
        hidden_tool = {
            remove_trait = Gold_Sword
            add_trait = No_Sword
            remove_trait = Smith_3
            wealth = 500
            piety = 100
            add_trait = Smith_4
        }
    }
}
narrative_event = {
    id = "smithquest.6"
    title = "EVTNAMEsmithquest.6"
    desc = "EVTDESCsmithquest.6"
    picture = GFX_evt_smithquest
    border = GFX_event_narrative_frame_religion
    is_triggered_only = yes
        option = {
        name = EVTOPTAsmithquest.6A
        trigger = {
            NOT = { 
                trait = Smith_2
                trait = Smith_3
                trait = Smith_1
                trait = Smith_5
            }
            trait = Smith_4
        }
        if = {
            limit = {
                NOT = { 
                trait = Smith_2
                trait = Smith_3
                trait = Smith_1
                trait = Smith_5
            }
            trait = Smith_4
            }
        }
        set_character_flag = on_quest
        set_character_flag = smith_q4_1
   
    }
        option = {
        name = EVTOPTDsmithquest.0       
    }
}
narrative_event = {
    id = "smithquest.7"
    title = "EVTNAMEsmithquest.7"
    desc = "EVTDESCsmithquest.7"
    picture = GFX_evt_smithquest
    border = GFX_event_narrative_frame_religion
    trigger = {
        has_character_flag = on_quest
        has_character_flag = smith_q4_1
        trait = Mithril_Sword
        trait = Mithril_Set
    }
        option = {
        name = EVTOPTAsmithquest.7A
        trigger = {
            NOT = { 
                trait = Smith_1
                trait = Smith_2
                trait = Smith_3
                trait = Smith_5
            }
            trait = Smith_4
        }
        if = {
            limit = {
                NOT = { 
                trait = Smith_1
                trait = Smith_2
                trait = Smith_3
                trait = Smith_5
            }
            trait = Smith_4
            }
        }
        clr_character_flag = on_quest
        clr_character_flag = smith_q4_1
        hidden_tool = {
            remove_trait = Mithril_Sword
            remove_trait = Mithril_Set
            add_trait = No_Sword
            add_trait = No_Set
            remove_trait = Smith_4
            wealth = 2500
            piety = 100
            add_trait = Smith_5
        }

    }
}
 

richvh

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I see a few things.
1) You should use NOR (or NAND where appropriate, which it isn't here) when negating multiple operands, not NOT. (NOT will still work as a NOR, but is denigrated.)
2) You're not doing anything inside the if after the limit, making the if statement useless. Also the ifs are repeating the triggers of the option, making them doubly useless. You also haven't provided a failsafe option if the event is fired and the option triggers aren't met. Alternatively, move the option triggers to the event triggers, so the event just doesn't fire if they aren't met.
3) What's making the events fire without being called is the lack of a is_triggered_only = yes line. You should have either that or mean_time_to_happen in every event.
 

The Green One

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I see a few things.
1) You should use NOR (or NAND where appropriate, which it isn't here) when negating multiple operands, not NOT. (NOT will still work as a NOR, but is denigrated.)
2) You're not doing anything inside the if after the limit, making the if statement useless. Also the ifs are repeating the triggers of the option, making them doubly useless. You also haven't provided a failsafe option if the event is fired and the option triggers aren't met. Alternatively, move the option triggers to the event triggers, so the event just doesn't fire if they aren't met.
3) What's making the events fire without being called is the lack of a is_triggered_only = yes line. You should have either that or mean_time_to_happen in every event.

Yeah I need to clean it up. Thanks for those advice.

All of these events are only triggered from a menu that exists in another event file. so the is_triggered_only = yes is intentional.

It is just confusing to me how the game says that smithquest.2, smithquest.4, smithquest.6, don't exist.. when they do. Hopefully if I make all these changes it will clean it up and work.
 

theStormWeaver

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Yeah I need to clean it up. Thanks for those advice.

All of these events are only triggered from a menu that exists in another event file. so the is_triggered_only = yes is intentional.

It is just confusing to me how the game says that smithquest.2, smithquest.4, smithquest.6, don't exist.. when they do. Hopefully if I make all these changes it will clean it up and work.

Are you using
Code:
namespace = smithquest

Both in the file that defines the events *AND* the one that calls them? This is necessary.
 

The Green One

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Here is my update.. it still doesn't work for the smithquest.2, smithquest.4, and smithquest.6 events... the console spits out this when I manually fire the events: "there is no event with ID # 2200002" / "...2200004" / "...2200006"

Code:
namespace = smithquest
########################
# Smith Quest
########################
narrative_event = {
    id = "smithquest.0"
    title = "EVTNAMEsmithquest.0"
    desc = "EVTDESCsmithquest.0"
    picture = GFX_evt_smithquest
    border = GFX_event_narrative_frame_religion
    is_triggered_only = yes
    trigger = {
        trait = Smith_1
        NOR = {
            trait = Smith_2
            trait = Smith_3
            trait = Smith_4
            trait = Smith_5
        }
    }
        option = {
        name = EVTOPTAsmithquest.0A
        set_character_flag = on_quest
        set_character_flag = smith_q1_1
   
    }
        option = {
        name = EVTOPTDsmithquest.0       
    }
}
narrative_event = {
    id = "smithquest.1"
    title = "EVTNAMEsmithquest.1"
    desc = "EVTDESCsmithquest.1"
    picture = GFX_evt_smithquest
    border = GFX_event_narrative_frame_religion
    trigger = {
        trait = Smith_1
        NOR = {
            trait = Smith_2
            trait = Smith_3
            trait = Smith_4
            trait = Smith_5
        }
        has_character_flag = on_quest
        has_character_flag = smith_q1_1
        trait = Iron_Sword
    }
        option = {
        name = EVTOPTAsmithquest.1A
        clr_character_flag = on_quest
        clr_character_flag = smith_q1_1
        hidden_tool = {
            remove_trait = Iron_Sword
            add_trait = No_Sword
            remove_trait = Smith_1
            wealth = 100
            piety = 100
            add_trait = Smith_2
        }

    }
}
narrative_event = {
    id = "smithquest.2"
    title = "EVTNAMEsmithquest.2"
    desc = "EVTDESCsmithquest.2"
    picture = GFX_evt_smithquest
    border = GFX_event_narrative_frame_religion
    is_triggered_only = yes
    trigger = {
        trait = Smith_2
        NOR = {
            trait = Smith_1
            trait = Smith_3
            trait = Smith_4
            trait = Smith_5
        }
    }
        option = {
        name = EVTOPTAsmithquest.2A
        set_character_flag = on_quest
        set_character_flag = smith_q2_1
   
    }
        option = {
        name = EVTOPTDsmithquest.0       
    }
}
narrative_event = {
    id = "smithquest.3"
    title = "EVTNAMEsmithquest.3"
    desc = "EVTDESCsmithquest.3"
    picture = GFX_evt_smithquest
    border = GFX_event_narrative_frame_religion
    trigger = {
        trait = Smith_2
        NOR = {
            trait = Smith_1
            trait = Smith_3
            trait = Smith_4
            trait = Smith_5
        }
        has_character_flag = on_quest
        has_character_flag = smith_q2_1
        trait = Steel_Set
    }
        option = {
        name = EVTOPTAsmithquest.3A
        clr_character_flag = on_quest
        clr_character_flag = smith_q2_1
        hidden_tool = {
            remove_trait = Steel_Set
            add_trait = No_Set
            remove_trait = Smith_2
            wealth = 300
            piety = 100
            add_trait = Smith_3
        }

    }
}
narrative_event = {
    id = "smithquest.4"
    title = "EVTNAMEsmithquest.4"
    desc = "EVTDESCsmithquest.4"
    picture = GFX_evt_smithquest
    border = GFX_event_narrative_frame_religion
    is_triggered_only = yes
    trigger = {
        trait = Smith_3
        NOR = {
            trait = Smith_1
            trait = Smith_2
            trait = Smith_4
            trait = Smith_5
        }
    }   
        option = {
        name = EVTOPTAsmithquest.4A
        set_character_flag = on_quest
        set_character_flag = smith_q3_1
   
    }
        option = {
        name = EVTOPTDsmithquest.0       
    }
}
narrative_event = {
    id = "smithquest.5"
    title = "EVTNAMEsmithquest.5"
    desc = "EVTDESCsmithquest.5"
    picture = GFX_evt_smithquest
    border = GFX_event_narrative_frame_religion
    trigger = {
        trait = Smith_3
        NOR = {
            trait = Smith_1
            trait = Smith_2
            trait = Smith_4
            trait = Smith_5
        }
        has_character_flag = on_quest
        has_character_flag = smith_q3_1
        trait = Gold_Sword
    }
        option = {
        name = EVTOPTAsmithquest.5A
        clr_character_flag = on_quest
        clr_character_flag = smith_q3_1
        hidden_tool = {
            remove_trait = Gold_Sword
            add_trait = No_Sword
            remove_trait = Smith_3
            wealth = 500
            piety = 100
            add_trait = Smith_4
        }
    }
}
narrative_event = {
    id = "smithquest.6"
    title = "EVTNAMEsmithquest.6"
    desc = "EVTDESCsmithquest.6"
    picture = GFX_evt_smithquest
    border = GFX_event_narrative_frame_religion
    is_triggered_only = yes
    trigger = {
        trait = Smith_4
        NOR = {
            trait = Smith_1
            trait = Smith_2
            trait = Smith_3
            trait = Smith_5
        }
    }
        option = {
        name = EVTOPTAsmithquest.6A
        set_character_flag = on_quest
        set_character_flag = smith_q4_1
   
    }
        option = {
        name = EVTOPTDsmithquest.0       
    }
}
narrative_event = {
    id = "smithquest.7"
    title = "EVTNAMEsmithquest.7"
    desc = "EVTDESCsmithquest.7"
    picture = GFX_evt_smithquest
    border = GFX_event_narrative_frame_religion
    trigger = {
        trait = Smith_4
        NOR = {
            trait = Smith_1
            trait = Smith_2
            trait = Smith_3
            trait = Smith_5
        }
        has_character_flag = on_quest
        has_character_flag = smith_q4_1
        trait = Mithril_Sword
        trait = Mithril_Set
    }
        option = {
        name = EVTOPTAsmithquest.7A
        clr_character_flag = on_quest
        clr_character_flag = smith_q4_1
        hidden_tool = {
            remove_trait = Mithril_Sword
            remove_trait = Mithril_Set
            add_trait = No_Sword
            add_trait = No_Set
            remove_trait = Smith_4
            wealth = 2500
            piety = 100
            add_trait = Smith_5
        }

    }
}
 

The Green One

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Are you using
Code:
namespace = smithquest

Both in the file that defines the events *AND* the one that calls them? This is necessary.
I haven't.. but the other event text calls on them and others without it. This is my first experience with this in 4 months of coding this mod. I have tons of event files that talk to others without problems, without using the namespace. ill test that though. thanks!
 

richvh

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No, you don't need namespace = smithquest in the calling file, just the file the events are defined in.

You didn't add is_triggered_only to the events that don't have it (sq.1, 3, 5, 7)
 

The Green One

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No, you don't need namespace = smithquest in the calling file, just the file the events are defined in.

You didn't add is_triggered_only to the events that don't have it (sq.1, 3, 5, 7)
1, 3, 5 and 7 are triggered once the player creates the traits needed ie. "Gold_Sword". They are created using other events and they work perfectly fine. I just can't get the game to recognize 2, 4 and 6. Even though it recognizes 0. Which is the same basically.
 

SaphireSeas

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Despite numerous questions, good answers and searches, I have been unable to get my map working. Is there anyone who would consider checking it to see if they can find what is wrong? I believe it has something to do with the provinces.bmp. If so, (Which I will be eternally grateful for) how should I get it to you?
 

richvh

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1, 3, 5 and 7 are triggered once the player creates the traits needed ie. "Gold_Sword". They are created using other events and they work perfectly fine. I just can't get the game to recognize 2, 4 and 6. Even though it recognizes 0. Which is the same basically.
Just add the is_triggered_only line to the events missing it. Lacking both that and a mean_time_to_happen section is a syntax error, and is probably messing up the following event. (To check you can set your launch options in Steam to -debug -debugscripts and check the error log, any parsing errors in events will show up there.)
 

richvh

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Code:
targetted_decisions = {
   prisoner_decision = {
      filter = home_court #Only look at people in your home court
      ai_target_filter = home_court
      from_potential = { #Can't take this decision unless you have a prisoner
         any_courtier = {
            prisoner = yes
            host = PREV
         }
      }
      potential = { #Can only target your own prisoners
         prisoner = yes
         host = FROM
      }
 

Lord Kravock

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Code:
targetted_decisions = {
   prisoner_decision = {
      filter = home_court #Only look at people in your home court
      ai_target_filter = home_court
      from_potential = { #Can't take this decision unless you have a prisoner
         any_courtier = {
            prisoner = yes
            host = PREV
         }
      }
      potential = { #Can only target your own prisoners
         prisoner = yes
         host = FROM
      }

Many thanks! But what is the PREV thingy?
 

richvh

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PREV changes the scope to the previous scope; since there was one scope change (starting scope of from_potential to any_courtier) it changes it back to the starting scope, which is the decision taker. I was going to use FROM, but I'm not sure it's valid inside the from_potential, or if ROOT would point to the decison taker in that section, so settled on PREV which should work.
 

Sarcastik

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I'm writing a targeted decision for player only, intended to simulated decision by the head of the family, so I wanna make sure the ruler is the highest landed noble in the family.
So far I came up with that, but I can find the scope/condition that will help me finish the string:
Code:
from_potential = {
NOT = { any_dynasty_member = { primary_title = ...  } }
}

My initial idea was to check the rank of any other family member primary title and make sure it is not higher than the player's, but again I fail to find the right scope/condition. :confused:
 

Lord Kravock

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PREV changes the scope to the previous scope; since there was one scope change (starting scope of from_potential to any_courtier) it changes it back to the starting scope, which is the decision taker. I was going to use FROM, but I'm not sure it's valid inside the from_potential, or if ROOT would point to the decison taker in that section, so settled on PREV which should work.

I've tried using the code you gave me but it doesn't seem to work. Could you please take a look and see if something is wrong?

Code:
targetted_decisions = {
    eatpris = {
        filter = home_court #Only look at people in your home court
        ai_target_filter = home_court
        from_potential = { #You can't take it unless you've got a prisoner
            any_courtier = {
                prisoner = yes
                host = FROM
            }
        }
        potential = { #Make it so you can only target your own prisoners
            prisoner = yes
            host = PREV
        }
      
        effect = {
        kill ROOT
        }
    }
}
 

richvh

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@Sarcastik : What's wrong with this?
Code:
from_potential = {
   dynasty_head = { character = PREV }
}
@Lord Kravock: kill is a console command, you can't use it in script. Instead, use death = yes or death = { death_reason = execution killer = FROM } (and possibly apply opinion modifiers to relatives of the deceased.)