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ethiopianvampire

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Just so you know, I'm pretty sure you can add new fully functional focuses to focusview.gui. You just need to define a guiButtonType with name=button_focus_<myfocus>, and an iconType with name=selected_focus_<myfocus>. Of course, you'll have to make the appropriate GFX_focusicon_* tag and accompanying focusicon_*.dds/tga (which contains both selected & unselected states). focusview.gui contains all 3, childhood focus, education focus, and adult focus.

As for how discerning the game is assigning childhood focuses, it appears to be fully random. The definitions of the focuses all contain potential, allow, and ai_chance clauses, and none of them imply anything other than fully random. I don't believe there's anything hard-coded to be otherwise, as the childhood focus names are *not* in the executable file. A modder could easily change the potential, allow, and ai_chance clauses to make it more discerning.
Thanks for letting me know Jursamaj, but I've already done that. ( Added a series of new foci )
His question got me to thinking... If he was getting rid of his focus window anyway (randomly allocating foci), and wanted a whole NEW window, could he use the obsolete (for his purposes) focus window to add something entirely new to his mod? It would do the same thing but, since focuses are pretty versatile, he'd have a lot of options available to him. Sure, it'd still be the focus window (technically) but he could use it as a open space to create a new interface mechanic (or rather, give the appearance of one)
One could do this anyway (by drawing an addition onto the window), but it would irk me to have the only access to that window be part of the focus one.
i.e.
if your mod distributed all foci by event there would be no need to have that window so you could:
rename all three something else (in game) and use them for whatever you want
click this button = terms for this trigger = event
A while ago I asked about what was possible with interface editing and this seems to be a loop- hole that I could exploit if I really wanted to create an original window.
Example:
If I wanted to create a picture of a castle and on this picture, I wanted to have options to improve that castle:
1) I'd assign all foci via event or not bother with foci (Freeing up the window)
2) I'd draw the image I wanted my window to display (in this case, a castle)
3) I'd put a button on the walls, towers, barracks, etc. etc.
4) I'd make custom "foci" triggers for events
5) I'd make these events do whatever my heart desires.
6) write localisation for tooltips/hints/names etc.

Simultaneously I could do this for adolescents:
2b) Draw an image of a fighting ring
3b) put buttons to meet conditions to fire an event which shows variables (standings in a childhood war game tournament)
- have a series of buttons with different potential blocks that tie into different events to simulate said tournament.

And for children:

Have a childhood friend mechanic:
2c) draw image blah
3c) Create a whole new diplomatic lay- out for children, wherein you can meet other ruler's children, possibly forming alliances that will be practical in adulthood.

-No plans for these or anything else to the effect. It just seems like an interesting thing to do-
Obviously, I could do any of these things with decisions but, to me, there's no contest between a series of buttons in the intrigue menu and an interactive window.
EDIT: And as for a discerning allocation of foci. Thank you and I stand corrected. :)
EDIT: And, if one wanted to switch between the three windows, one could add a "foci" that did nothing else, but trigger an event, which changed the age of the player/ added a flag and have that event re- fire, to revert the age back/clear flag, after a single game- day had passed. All the player would need to do would be to close the window and reopen (kind of tacky, but what do you want) and the age change if you clicked on your portrait (temporary though it may be) would get on my nerves...
 
Last edited:

ethiopianvampire

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Example:
example_castle.jpg
 

jelf

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You need to use new_character to represent the winner instead of FROM (see the comment before the event, FROM is the holding, new_character is the siege winner.)
Thanks!

Sorry if this seems dumb. I just have another question.
Say I have two traits Trait A and Trait B. If I want Trait B to only occur on birth if the children's father (or mother) has Trait A, how should I edit the Potential of the trait?
 

ethiopianvampire

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Thanks!

Sorry if this seems dumb. I just have another question.
Say I have two traits Trait A and Trait B. If I want Trait B to only occur on birth if the children's father (or mother) has Trait A, how should I edit the Potential of the trait?
In terms of the potential, I don't believe that you can. If you can, it would be:
OR = {
father = { trait = trait_a }
mother = { trait = trait_a }
}
But I don't think that putting this in your potential block is going to add the trait for you every time.
This is how I did my traits. (Used The Gods!!!) as reference. you could write an event with the following:
-Triggered by on_birth on_action
...
Code:
is_triggered_only = yes

immediate = {
   if = {
      limit = {
         OR = {
            mother = { trait = trait_a }
            father = { trait = trait_a  }
         }
      }
      add_trait = trait_b
   }
}
# And if you wanted it to go back the other way
if = {
   limit = {
      OR = {
         mother = { trait = trait_b }
         father = { trait = trait_b }
      }
   }
   add_trait = trait_a
   }
} 
# All children who's parents have trait_a will be born with trait_b
From The Trait Modding Wiki:
Potential

The potential section defines who can randomly start with the trait on campaign start, be randomly generated with the trait (for example via the employment decisions), or gain it randomly when coming of age. It does however not affect the outcomes of events giving the trait; even if the character does not meet the potential conditions he can still get the trait via events.

The potential section is simply one or more conditions. It is put immediately after the opening bracket of the trait. We might for example want to prevent the game from generating selfish children
 
Last edited:

jelf

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In terms of the potential, I don't believe that you can. If you can, it would be:
OR = {
father = { trait = trait_a }
mother = { trait = trait_a }
}
But I don't think that putting this in your potential block is going to add the trait for you every time.
This is how I did my traits. (Used The Gods!!!) as reference. you could write an event with the following:
-Triggered by on_birth on_action
...
Code:
is_triggered_only = yes

immediate = {
   if = {
      limit = {
         OR = {
            mother = { trait = trait_a }
            father = { trait = trait_a  }
         }
      }
      add_trait = trait_b
   }
}
# And if you wanted it to go back the other way
if = {
   limit = {
      OR = {
         mother = { trait = trait_b }
         father = { trait = trait_b }
      }
   }
   add_trait = trait_a
   }
}
# All children who's parents have trait_a will be born with trait_b
From The Trait Modding Wiki:
Potential

The potential section defines who can randomly start with the trait on campaign start, be randomly generated with the trait (for example via the employment decisions), or gain it randomly when coming of age. It does however not affect the outcomes of events giving the trait; even if the character does not meet the potential conditions he can still get the trait via events.

The potential section is simply one or more conditions. It is put immediately after the opening bracket of the trait. We might for example want to prevent the game from generating selfish children
Thanks a lot!
I've also tried to add birth = 10000 in the traits but it does not seem to work, even if without the father/mother requirement.
 

Vulgaris

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If that was wrong, it would CTD.

Are you using stryker's modding tool? makes things much easier.
Otherwise, It is treating all new provinces as a new province which it doesn't recognise but it isn't CTD'ing. Are you sure you are editing definitions.csv correctly?
I used the modding tools to setup up my mod, but now i'm doing everything myself, bit by bit.
That way it's much quicker to pinpoint mistakes and correct them.
And I'm positive I'm editing the definition.csv correctly.
I always make sure to add my land provinces in front of my sea provinces, and change the numbers of the sea provinces accordingly.

It's just very strange since i've been adding provinces in the same way for weeks now, and it just seems that suddenly it doesn't work anymore for no reason whatsoever
 

SBolshevik

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Is it possible to prevent holy orders from switcheing religions when a new faith becomes the new orthodoxy? If yes, how?
 

alfian

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How to show Ethnicity on Character Tooltip Delayed without command cheat "charinfo" ? I only know [Culture.GetName] I think there is hide coded on Localisation. Let me know if someone know about it.
 
Last edited:

Zarathustra_the

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Where does capital_scope resolve to if scoped to on a courtier? If I have a character event firing for both lieges and courtiers, will I need to make a sanity check to have an event army spawn at the right location for both characters?
 

Trinculo

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Quite possible. You could try characters with ID 100000, 100001, etc. If that doesn't work, If you post your mod I'll take a quick look.
Many days later, and after a week full of internet issues, I report back ! :p

Anyway, I thought I fixed the problem. It turns out that all my character IDs were back to back like xxxx1, xxxx2, etc. and once I changed them to skip every other number (xxxx1, xxxx3) it actually started working. Then I added in some more characters and, even though I kept up that numbering system, the game started acting up again. It now doesn't create any of those new characters, and I have no idea what's going on. So I'd like to post my files here... how do I do that?
 

Talvos

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Many days later, and after a week full of internet issues, I report back ! :p

Anyway, I thought I fixed the problem. It turns out that all my character IDs were back to back like xxxx1, xxxx2, etc. and once I changed them to skip every other number (xxxx1, xxxx3) it actually started working. Then I added in some more characters and, even though I kept up that numbering system, the game started acting up again. It now doesn't create any of those new characters, and I have no idea what's going on. So I'd like to post my files here... how do I do that?

Compress both your mod folder and .mod file using your favourite file archiver (7zip, winrar, etc.), and then drag and drop the compressed file into the reply box. It will upload to the forum and others can access it.
 

Talvos

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Thx... here you go

Okay a few points:

Under your Semitic culture group, you have cultures with graphics "achaemenidgfx" and "aramaicgfx". You defined these graphical cultures under /interface/portraits to have layers like

Code:
  ...
  "GFX_aramaic_male_base:p2"
  "GFX_aramaic_male_neck:d0"
  "GFX_aramaic_male_chin:d1"
  ...

however for each "GFX_aramaic_male_chin" etc., in your spritetypes file, the texture file does not exist in \gfx\characters\. You may want to change these to point to existing texture files (like the muslim or byzanatine ones), or make your own files. You could also just have aramaic etc. graphics not have portraits assigned to them.

Your issue with character not appearing is due to this entry:

Code:
999200997 = {
  name="Necho"
  female=no
  dynasty=66666645
  religion="pagan"
  culture="ancient_egyptian"
  45.1.1={
    birth="45.1.1"
    65.1.1={
    add_spouse=999201001
  }
  89.1.1={
    death="89.1.1"
  }
}

There is no "}" closing the birthdate. To troubleshoot this next time, you can search for all "}" and all "{" to see if you have the same number of them (will work in most cases I think), otherwise find the last character to be initialized in game correctly, and the next character defined probably has a problem in it's code.

I also noticed that #999201055 Tishpi is his own father, which although doesn't cause any loading/in-game issue (the game won't recognize he is his own father), probably isn't right.
 

Trinculo

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Okay a few points:

Under your Semitic culture group, you have cultures with graphics "achaemenidgfx" and "aramaicgfx". You defined these graphical cultures under /interface/portraits to have layers like

Code:
  ...
  "GFX_aramaic_male_base:p2"
  "GFX_aramaic_male_neck:d0"
  "GFX_aramaic_male_chin:d1"
  ...

however for each "GFX_aramaic_male_chin" etc., in your spritetypes file, the texture file does not exist in \gfx\characters\. You may want to change these to point to existing texture files (like the muslim or byzanatine ones), or make your own files. You could also just have aramaic etc. graphics not have portraits assigned to them.

Your issue with character not appearing is due to this entry:

Code:
999200997 = {
  name="Necho"
  female=no
  dynasty=66666645
  religion="pagan"
  culture="ancient_egyptian"
  45.1.1={
    birth="45.1.1"
    65.1.1={
    add_spouse=999201001
  }
  89.1.1={
    death="89.1.1"
  }
}

There is no "}" closing the birthdate. To troubleshoot this next time, you can search for all "}" and all "{" to see if you have the same number of them (will work in most cases I think), otherwise find the last character to be initialized in game correctly, and the next character defined probably has a problem in it's code.

I also noticed that #999201055 Tishpi is his own father, which although doesn't cause any loading/in-game issue (the game won't recognize he is his own father), probably isn't right.

I actually did create portraits for aramaicgfx and achaemenidgfx, but they make use of dlc portraits so I just cut them out of the files I uploaded -- you know, legal issues ;)

As for Necho's birthday -- I fixed that and everything worked! Thank you!
 

Dryhad

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Is it possible to have a merchant republic (or even just a regular republic) show up only in histories? I'm trying to add a historical republic to an area that is feudal at the earliest permitted start date; I've tried changing the province history to make the capital a city and even tried making patrician house titles but the characters still show up as feudal. Is what I'm trying to do even possible?
 

axelofthekey

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Trying to make code in a submod for the Game of Thrones mod to give a religious head to a religion that doesn't have one by default. The title appears in the game and is functional, but when I try to have a decision create a random priest to give it to, the priest appears but isn't given the title.

Code:
form_storm_priesthood = {
        is_high_prio = yes
        potential = {
            religion = storm_god
            NOT = {has_global_flag = storm_priesthood_founded }
        }
        allow = {
            primary_title = { higher_tier_than = DUKE }
            piety = 200
        }
        effect = {
            set_global_flag = storm_priesthood_founded
            piety = 100
            activate_title = {title = d_storm_priests = yes}
            hidden_tooltip = {
                create_random_priest = {
                    random_traits = yes
                    religion = storm_god
                    culture = ironborn
                    dynasty = random
                    female = no
                    age = 30
                }
                new_character = {
                    d_storm_priests = {
                        grant_title = PREV
                    }
                    narrative_event = { id = storm_god.1 days = 0}
                }
            }
            d_storm_priests = {
                holder_scope = {
                    set_defacto_vassal = PREV
                    }
            }
        }   

    }

I'm not sure also if that list bit is doing what I want (making the High Priest a vassal to the decision-maker).