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burny26

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FROM = { FROM = { resolves to FROMFROM = {. Try this instead:
Code:
FROM = {
   move_character = ROOT
   ROOT = {
      save_event_target_as = mercy_khan
   }
   save_event_target_as = jebe
   repeat_event = anda.20
}
For some reason ,EVTOPTAanda.19 isn't being shown anymore...
Code:
option = {
        name = EVTOPTAanda.19
        FROM = {
            move_character = ROOT
            ROOT = {
                save_event_target_as = mercy_khan
            }
            save_event_target_as = jebe
            repeat_event = anda.20
        }
    }

EDIT:
Modified code to
Code:
    option = {
        name = EVTOPTAanda.19
        FROM = {
            move_character = ROOT
            ROOT = {
                save_event_target_as = mercy_khan
            }
            save_event_target_as = jebe
            repeat_event = { id = anda.20}
        }
    }
It appears again both options ,yet still anda.20 doesnt trigger.

EDIT2: Validator isnt giving errors.
 
Last edited:

richvh

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Move repeat_event outside of the FROM scope.

Have you properly declared the anda namespace at the top of the file?
 

burny26

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I edited some stuff according to your advice and changed some stuff myself.
To simplify the problem I commented out the triggerconditions of anda.20 which uses the event_target names.
The event triggers now once , but not repeatedly:
Code:
character_event = {
    id = anda.19
    desc = EVTDESCanda.19
    picture = GFX_evt_mongols_pillage_oldgods
 
    is_triggered_only = yes
 
    #accept him
    option = {
        name = EVTOPTAanda.19
        FROM = {
            move_character = ROOT
            save_event_target_as = jebe
        }
        save_event_target_as = mercy_khan
        repeat_event = { id = anda.20 days = 10}
    }
    #kill him
    option = {
        name = EVTOPTBanda.19
        FROM = {
            death = {
                death_reason = death_execution
            }
        }
    }
}
#jebe sends horses as a reminder of the horse given by the khan
character_event = {
    id   = anda.20
    desc = EVTDESCanda.20
    picture = GFX_evt_mongols_pillage_oldgods

    is_triggered_only = yes
 
    # trigger = {
            # event_target:mercy_khan = {
                # is_alive = yes
            # }
            # event_target:jebe = {
                # is_alive = yes
                # #has_minor_title = title_commander
            # }
    # }

    option = {
        name = EVTOPTAanda.20
        ROOT = { wealth = 200 }
    }
}

EDIT : And yes ,namespace anda is properly declared
 
Last edited:

richvh

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Well, repeat_event is just an event call with the same ROOT, FROM etc. It does not call the event repeatedly.
 

burny26

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Well, repeat_event is just an event call with the same ROOT, FROM etc. It does not call the event repeatedly.
Ah I see , well that is a bit dubious . The event_target names still don't work though.
The moment I uncomment trigger of anda.20 it doesnt fire.
Code:
character_event = {
    id = anda.19
    desc = EVTDESCanda.19
    picture = GFX_evt_mongols_pillage_oldgods
  
    is_triggered_only = yes
  
    #accept him
    option = {
        name = EVTOPTAanda.19
        FROM = {
            move_character = ROOT
            save_event_target_as = jebe
        }
        save_event_target_as = mercy_khan
    }
    #kill him
    option = {
        name = EVTOPTBanda.19
        FROM = {
            death = {
                death_reason = death_execution
            }
        }
    }
}
#jebe sends horses as a reminder of the horse given by the khan
character_event = {
    id   = anda.20
    desc = EVTDESCanda.20
    picture = GFX_evt_mongols_pillage_oldgods
  
    mean_time_to_happen = {
        days = 30
    }

    trigger = {
            event_target:mercy_khan = {
            is_alive = yes
            }
            event_target:jebe = {
            is_alive = yes
                # #has_minor_title = title_commander
            }
    }

    option = {
        name = EVTOPTAanda.20
        ROOT = { wealth = 200 }
    }
}
 

richvh

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You shouldn't use mean_time_to_happen in an event that is called from another event; use is_trigger_only = yes instead.

What is triggering anda.19?
 

theStormWeaver

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So I've been digging through the recent updates, and I was wondering if anyone knew what the line race = is for? I found it in one of the new traits, at the very bottom.
horse = {
sex_appeal_opinion = -20
fertility = -50.0
health = -4

diplomacy = -10
intrigue = -10
stewardship = -10
martial = -10
learning = -10

inherit_chance = 100

customizer = no
random = no

cannot_marry = yes
cannot_inherit = yes
can_hold_titles = no # Hopefully this will block Glitterhoof from becoming pope again

potential = {
race = horse
}
}

It's to make sure a horse is a horse, of course. (Links to the horse culture.)

It isn't tied to the horse culture, it's tied to the line "race = horse" in the horse trait.
 

Runite

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Anyone know what files I have to use to get rid of this hat?

92dc770f0ce8cbc24d6a286ab8567ff5.png


Trying to find something with "religious_male_headgear" but nothing shows up in portrait_properties.
 

burny26

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You shouldn't use mean_time_to_happen in an event that is called from another event; use is_trigger_only = yes instead.

What is triggering anda.19?
Yea, that is part of a problem I have been encountering a lot. I have an event chain where ofcourse most events are tied up together and use triggered_only ofc. but I still want to build some delay between them and am unsure what is a sound method to accomplish this.

Code that triggers anda.19:
Code:
character_event = {
    id = anda.18
    hide_window = yes
  
    is_triggered_only = yes
  
    trigger = {
        FROMFROM = {
            is_alive = yes
        }
    }
  
    immediate = {
        FROMFROM = { character_event = { id = anda.19}}
    }
}
 

richvh

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If you want delay in triggered events, use this format:
Code:
character_event = {
   id = xxx
   days = yyy #minimum delay to event firing
   random = zzz #optional random additional delay
}
 
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burny26

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I got my code working properly now including the event_target. So my misunderstanding of the repeat_event caused most shenanigans.
I encountered some quite peculiar during testing though.
When I hit anda.20 and that particular guy is a commander under me,the khan, and all conditions are filled in for anda.20.
and for debug purposes , I kill of my character ,the khan, that particular commander always dies as well on the same day.

I wonder if this is a bug somewhere in my code or a bug from pdx.
 

jursamaj

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So I've been digging through the recent updates, and I was wondering if anyone knew what the line race = is for? I found it in one of the new traits, at the very bottom.
horse = {
sex_appeal_opinion = -20
fertility = -50.0
health = -4

diplomacy = -10
intrigue = -10
stewardship = -10
martial = -10
learning = -10

inherit_chance = 100

customizer = no
random = no

cannot_marry = yes
cannot_inherit = yes
can_hold_titles = no # Hopefully this will block Glitterhoof from becoming pope again

potential = {
race = horse
}
}
Is that a file inside the Conclave DLC zip file? I don't see it in the vanilla files.

For what it's worth, the change log for v1.07 mentioned "Added trigger 'race'", right above "Added trigger 'graphical_culture'". And event WoL.562 in events/wol_seduction_events.txt (part of lunatic "Seduction of a rose bush" chain) has a create_character effect containing "race = PREV".
 

Voltspark

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At first I wondered if "race" was the character's ethnicity, but that can already be set with graphicalculture. Has anyone tried modding the horse trait to have a huge fertility bonus and seducing Glitterhoof? Maybe they covertly added support for non-humans not interbreeding with humans.

Is that a file inside the Conclave DLC zip file? I don't see it in the vanilla files.

For what it's worth, the change log for v1.07 mentioned "Added trigger 'race'", right above "Added trigger 'graphical_culture'". And event WoL.562 in events/wol_seduction_events.txt (part of lunatic "Seduction of a rose bush" chain) has a create_character effect containing "race = PREV".

It's in the 02_traits file, and an event that creates a horse that's "race" is horse is in ZE_lunatic in the events folder.
 

Tintiam

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Is there a way to increase diplomatic distance for just one religion or one culture?

Specifically I have an island far away from the mainland that I want to be able to use the viking invasion. However, the targets are too far away. I've bumped up the diplomatic distance from 700 to 900, which makes the invasions possible, but as a result everyone on the mainland can pretty much interact with anyone else on the mainland now, which I don't really want.

Also open to alternative ideas
 

richvh

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There's no way to change defines (like diplomatic distance) for only one group.
 

Runite

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If I do something like
event (prev menu) = {
option = { any_courtier = { } }
option = { any_courtier = { } }
option = { any_courtier = { } }
option = { event = next menu }
}

event (next menu) = {
option = { any_courtier = { } }
option = { any_courtier = { } }
option = { any_courtier = { } }
option = { event = prev menu }
}

will it give me unique courtiers for each?

if not, then should i be using NOT = { PREV}, NOT = { PREVPREV}, NOT = { PREVPREVPREV} as conditions?
 

Tintiam

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If I do something like
event (prev menu) = {
option = { any_courtier = { } }
option = { any_courtier = { } }
option = { any_courtier = { } }
option = { event = next menu }
}

event (next menu) = {
option = { any_courtier = { } }
option = { any_courtier = { } }
option = { any_courtier = { } }
option = { event = prev menu }
}

will it give me unique courtiers for each?

if not, then should i be using NOT = { PREV}, NOT = { PREVPREV}, NOT = { PREVPREVPREV} as conditions?

You can add a temporary character flag, then limit = { not has that flag } for the next two courtiers

oh and I wouldn't do any_courtier , I think you want random_courtier

Afterwards do a random_courtier scope that has that flag and remove the flag
 
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richvh

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No guarantees of uniqueness, and each time you switch menus the selection will be different. If you want them unique and consistent, set them up in an immediate using event targets in the first event.
 
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Dragoner

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Is it possible to mod the way a character is diplayed in game?

e.g.: William I "The Conquerer" de Normandie, King of England
instead of
King William I "The Conqueror" of England

or: Robert de Normandie, Duke of Normandy (no numbers)
istead of
Duke Robert I of Normandy
 

Isinfier

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Don't think so; it's hard-coded, iirc. You could remove the localisation for the ruler titles and have them as allocated epithets (via event/check), presumably.

Does anyone know which part of the file I'd need to change in order to have a certain hairstyle used with a king-tier crown? I can't for the life of me remember how to do that.