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ReaverWT

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Sadly that's not possible, no new behavior can be added to the interface.

It's probably for the best. Half my epitaphs would just be silly one liners anyway.

Well how about...

1) Is it possible to bar children of concubines from being counted in the direct inheritance or at least being counted last in line.

2) Would it be possible to add something that controls inheritance, like a crown prince sort of thing. Something that would be barred from the ai since they tend to not work really well with it from what i've seen.
 

LeSingeAffame

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1) Give them the bastard trait, or put cannot_inherit = yes in the Child of consort trait

2) You may have two ways of doing this :
* Try to use the counts_as_purple_born = yes, even though maybe it only works for the ERE/RE
* Give a minor_title that would give another minor_title to every other potential heir (like all your other members of dynasty) preventing them from inheriting (remember the cannot_inherit = yes ?)
 
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theStormWeaver

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I've had a small number of players report a flood of council positions titles like "OR" and "AND" and "}" showing up in their games.
I can't replicate, and apparently even reinstalling the game and mod doesn't help.

Has anyone else encountered this issue, and did you solve it?
 

LeSingeAffame

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Which mod are you talking about ? Did they have any special caracteristic (other mod activated, not the same game version, ...) ? Have you tried using the Validator ?
 

theStormWeaver

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My mod, Ancient Religions Reborn. One of the users reported that running ARR alone, or with other mods, didn't matter. Also that deleting the mod, even re-installing CK2, didn't prevent it from occurring. I routinely use Validator, which hasn't reported any issues that could cause this.
 

vyshan

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two questions

1.)How do you set up an option to lead to two or more events depending on character flags? I assume with two if statements and a hidden_tooltip?
2.) how do you set a duration for character_flags. I want to set a flag for performing sacrifices at the end of the event chain, in addition to the modifier that will be given if successful.
 

LeSingeAffame

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My mod, Ancient Religions Reborn. One of the users reported that running ARR alone, or with other mods, didn't matter. Also that deleting the mod, even re-installing CK2, didn't prevent it from occurring. I routinely use Validator, which hasn't reported any issues that could cause this.
Have they tried deleting the cache (I don't think it has an influence on that stuff, but we never know) ?

two questions

1.)How do you set up an option to lead to two or more events depending on character flags? I assume with two if statements and a hidden_tooltip?
2.) how do you set a duration for character_flags. I want to set a flag for performing sacrifices at the end of the event chain, in addition to the modifier that will be given if successful.
1)
Code:
if = {
    limit = {
        has_character_flag = flag_1
    }
    character_event = {
        id = event.1
    }
}
if = {
    limit = {
        has_character_flag = flag_2
    }
    character_event = {
        id = event.2
    }
}
It's not perfect, you probably could use break = yes but I don't know how exactly it works.
You put this in the option bloc, or the immediate bloc.

2) I don't think character_flags can have duration, however you might be able to know how much time passed since you acquired the character_flag, just like that
Code:
had_character_flag = {
    flag = flag_name
    days = x
}
You could also use another modifier, just as the vanilla game does for carousing or the blot
 
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richvh

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So that DID successfully make all catholic clergy at the game start cleanshaven, but within a few decades their successors were back to having beards. Is there any way to make a character shave their beard when they become a bishop?
Put modifier = { factor = 0 religion = catholic OR = { is_thoecracy = yes is_priest = yes } } in all other P4 slots.
 

Provenance

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I've tried changing the localisation of REBEL_TITLE. I wanted it to be named after the revolt leader's previous titles, but couldn't figure out a proper key. I then tried to have the localization key refer to the revolt leader's capital (Actor.Capital.GetAdjective), but that didn't work and it turns out blank. Anybody have suggestions?

I did get [Actor.GetTitledFirstName] to work, though.
 
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cpthoundz

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I'm working on a small mod to add a trait similar to the saosyant trait but for reformed zuns and I wanted to know what the opinion modifier I should use to increase peoples opinion of whoever has the trait who worships reformed zunism
 

Romulien

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I'm working on a small mod to add a trait similar to the saosyant trait but for reformed zuns and I wanted to know what the opinion modifier I should use to increase peoples opinion of whoever has the trait who worships reformed zunism

As there's no zun_pagan_reformed_opinion in the .exe like there is for zoroastrian_opinion (there's pagan_opinion though), you can fallback to use same_religion_opinion.
The difference is that if the character converts, the modifier will apply to his new co-religionist.
So maybe remove the trait via event in such case (or give a duplicate trait without the opinion modifier) ?
 

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Is there any way to add a name with two phrases to 00_cultures without it registering it as two separate names? I think you could use quotations marks in some instances in name lists for EU but I don't know if that works here.
 

Romulien

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Is there any way to add a name with two phrases to 00_cultures without it registering it as two separate names? I think you could use quotations marks in some instances in name lists for EU but I don't know if that works here.
Yes, you can use double quotes.
 
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Stolidicus

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What file did you put the changed localization in? Most likely you put it in one that wouldn't override v2_50b.csv.

The modified localization is in file v2.50b.csv in the respective mod folder path, but still no localization change for Heritage...

And since today, my mod no longer works - no child gets focus automatically. The event is in on_actions/startup, but nada. See event below.

character_event = {
id = focus.startup

max_age = 12

is_triggered_only = yes

hide_window = yes

trigger = {
has_dlc = "Zeus"
NOT = { age = 12 }
NOT = { has_character_modifier = focus_ch_pride }
NOT = { has_character_modifier = focus_ch_struggle }
NOT = { has_character_modifier = focus_ch_duty }
NOT = { has_character_modifier = focus_ch_thrift }
NOT = { has_character_modifier = focus_ch_humility }
NOT = { has_character_modifier = focus_ch_etiquette }
NOT = { has_character_modifier = focus_ch_faith }
NOT = { has_character_modifier = focus_ch_heritage }
}

option = {
name = OK
random_list = {
10 = { set_focus = focus_ch_pride }
10 = { set_focus = focus_ch_struggle }
10 = { set_focus = focus_ch_duty }
10 = { set_focus = focus_ch_thrift }
10 = { set_focus = focus_ch_humility }
10 = { set_focus = focus_ch_etiquette }
10 = { set_focus = focus_ch_faith }
10 = { set_focus = focus_ch_heritage }
}
}
}

NOTE that it worked before, just like intended.
 
Last edited: