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Lord Kravock

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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.)

Thanks again! Im just starting modding so sorry if I'm annoying!

EDIT: I've still got another problem. The option does not appear in the diplomacy menu.
 
Last edited:

taro_m

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Where is the decision files for concubine related stuff? I want to mess around with that, but I couldnt find anything aside from defines. Im looking for the decision file with all the effects, checks, filters and such.
 

richvh

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@Lord Kravock : You've got the host lines swapped. Use host = PREV in from_potential, host = FROM in potential.
@taro_m: There are none. It's all hard coded.
 

richvh

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You ought to have an allow section. Maybe:
Code:
allow = {
   is_alive = yes
}
(Don't want you executing dead people. Unless you're a vampire hunter or something.)
If that doesn't work, move everything into the allow section, see if it works (mouse-over tooltips will tell you what's working and what isn't), move stuff back into from_potential and potential one line or sub-section at a time.
 

Lord Kravock

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I've tried doing that and it STILL did not appear :(:(:(

This is my code, I dont know what's wrong

Code:
#Eat a prisoner

targetted_decisions = {
    eatpris = {
        is_high_prio = yes
        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 = PREV
            }
        }
        potential = {
        #Make it so you can only target your own prisoners
            prisoner = yes
            host = FROM
        }
       
        allow = {
            is_alive = yes
        }
       
        effect = {
            death = { death_reason = death_execution killer = FROM }
        }
       
        revoke_allowed = {
            always = no
        }
       
        ai_will_do = {
            factor = 0
        }
    }
}
 

richvh

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Try this:
Code:
#Eat a prisoner

targetted_decisions = {
eatpris = {
is_high_prio = yes
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 = PREV
#}
#}
#potential = {
#Make it so you can only target your own prisoners
#prisoner = yes
#host = FROM
#}

allow = {
#is_alive = yes
FROM = {
any_courtier = {
prisoner = yes
host = FROM
}
}
prisoner = yes
host = FROM
}

effect = {
death = { death_reason = death_execution killer = FROM }
}

revoke_allowed = {
always = no
}

ai_will_do = {
factor = 0
}
}
}
It should now show up in the diplomacy menu for everyone, greyed out for all but your prisoners. If it isn't active for your prisoners, mouse over to see why not.
 

Lord Kravock

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Try this:
Code:
#Eat a prisoner

targetted_decisions = {
eatpris = {
is_high_prio = yes
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 = PREV
#}
#}
#potential = {
#Make it so you can only target your own prisoners
#prisoner = yes
#host = FROM
#}

allow = {
#is_alive = yes
FROM = {
any_courtier = {
prisoner = yes
host = FROM
}
}
prisoner = yes
host = FROM
}

effect = {
death = { death_reason = death_execution killer = FROM }
}

revoke_allowed = {
always = no
}

ai_will_do = {
factor = 0
}
}
}
It should now show up in the diplomacy menu for everyone, greyed out for all but your prisoners. If it isn't active for your prisoners, mouse over to see why not.

It's greyed out for everyone, probably because of the Prisoner = yes in the allow section that makes it so the taker has to be a prisoner too. Also, the host under any_courtier won't go green (Maybe use PREV instead of FROM?)
 

richvh

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The starting scope for allow in targetted_decisions is the target character, not the decision taker, who is FROM.
 

Lord Kravock

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I've managed to make it appear on my prisoners (Progress, yay!) but I'm getting three weird conditions, all three being Flank is (Weird characters) relative to (Weird characters). As always, here's the code

Code:
#Eat a prisoner

targetted_decisions = {
    eatpris = {
        is_high_prio = yes
        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
            is_landed = yes
            prisoner = no
        }
        #potential = {
            #Make it so you can only target your own prisoners
            #prisoner = yes
            #FROM =
        #}

        allow = {
            is_alive = yes
            prisoner = yes
            host = FROM
        }

        effect = {
            death = { death_reason = death_execution killer = FROM }
        }

        revoke_allowed = {
            always = no
        }

        ai_will_do = {
            factor = 0
        }
    }
}
 

richvh

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Run your mod through Validator. There's something I'm not spotting, and it might.
 

Lord Kravock

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It seems it is not spotting it either. *sigh*

Code:
Beginning validation...

ec) EXCEPTION CONTEXT



ERROR
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Users\****\Documents\Paradox Interactive\Crusader Kings II\common\landed_titles'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
   at System.IO.Directory.EnumerateFiles(String path, String searchPattern, SearchOption searchOption)
   at Audax.Pdox.IO.PathResolver.DirectoryGetFiles(String path, String searchPattern, SearchOption searchOption)
   at Audax.Pdox.IO.Clausewitz2ModPathResolver.GetFilesInternal(DirectoryPath path, String searchPattern, SearchOption searchOption)
   at Audax.Pdox.IO.Clausewitz2ModPathResolver.GetFiles(DirectoryPath path, String searchPattern, SearchOption searchOption)
   at Audax.Pdox.IO.CDirectoryPath.GetFiles(String searchPattern, SearchOption searchOption)
   at Audax.Pdox.IO.CDirectory.GetFiles(CDirectoryPath path, String searchPattern, SearchOption searchOption)
   at Audax.Validator.Clausewitz.Ck2.MercenaryModifierFactory.LoadDefaultConstraints(Context c)
   at Audax.Validator.TypeCore.ConstraintPrevalidation.<>c__DisplayClass8.<OnPrevalidation>b__2(KeyValuePair`2 fac)
   at System.Linq.Enumerable.<SelectManyIterator>d__31`3.MoveNext()
   at Audax.Validator.TypeCore.ConstraintPrevalidation.OnPrevalidation(Context c, Scope scope)
   at Audax.Validator.GameValidator.Validate(Action onEachValidatorCompleteAction)
 

richvh

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Actually it looks like you don't have Validator set up right. Top line should be something like "C:/Program Files (x86)/Steam/steamapps/common/Crusader Kings II" and the second should be the name of your mod, taken from the name line of your .mod.
 

Lord Kravock

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Actually it looks like you don't have Validator set up right. Top line should be something like "C:/Program Files (x86)/Steam/steamapps/common/Crusader Kings II" and the second should be the name of your mod, taken from the name line of your .mod.

Ok, I've got it working now. The problem was the 'host = FROM' in the allow section. I tried to move it to the potential section but that caused other problems. It seems you cannot use 'host' in those sections, so I fixed it adding 'FROM = { is_liege_of = ROOT }' instead of it in potential.
 

richvh

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OK, my mistake, it should have been
Code:
host = {
   character = FROM
}
I forgot that host was a scope change.
 

just_a_beaver

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If I do this:
Code:
d_ostrogoths = {
            any_realm_lord = {
                culture = ostrogothic
                opinion = {
                    modifier = opinion_delighted
                    who = ROOT
                    years = 2
                }
            }
        }
will it check for landed characters within the Duchy of the Ostrogoths who have the Ostrogothic culture and give them this opinion modifier towards the person getting this event?
 

theStormWeaver

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If I do this:
Code:
d_ostrogoths = {
            any_realm_lord = {
                culture = ostrogothic
                opinion = {
                    modifier = opinion_delighted
                    who = ROOT
                    years = 2
                }
            }
        }
will it check for landed characters within the Duchy of the Ostrogoths who have the Ostrogothic culture and give them this opinion modifier towards the person getting this event?

Wrap the culture check in a limit clause.
 

Lord Kravock

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In effects, how do you scope to all close relatives/dynasty members?

Code:
mother = {
                opinion = {
                    who = FROM
                    modifier = opinion_ate_family
                    years = 100
                    }
            }

This works, but this...

Code:
any_dynasty_member = {
                opinion = {
                    who = FROM
                    modifier = opinion_ate_family
                    years = 100
                    }
            }

...doesn't.