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Birzor

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Thanks guys!

I'm having another issue though... When making tiered traits (like from weaker to stronger), I want them not to be stackable, that is to say if I have one, I don't have the other. I know using opposites fixes this, but let's say I want to add an opposite_opinion modifier in my traits for existing vanilla traits. That is, my trait will have an opposite_opinion malus with some Vanilla traits. However, as I have added my other tiered traits to the opposites list, they will be getting an opion malus, which is something I don't want at all. Is there a workaround around this?

I've been thinking about adding a potential clause which will prevent someone from getting a trait from my tiered traits in case they already have one, since my logic says that in character creation, traits will be added one by one, although this is just an assumption. It could not be true at all.

So, any ideas?

Thanks again!
 

Erik W

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Does anyone know if there is some sort of code that checks if a character is a descendant of another that is further back than a grandfather? Like, I want to make an event that fires for a specific branch of characters in a dynasty, not all of them, since not all of the members of the dynasty in question are descended from this special person.

So is there some sort of "ancestor =" code or something?
 

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I want to convert to EU4.
I play a custom empire based on the Kingdom of Israel, but since it technically isn't the kingdom of Israel, it gets generic ideas when converted.
What do I do for it to get Israel Ideas?
 
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SinStar87

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Does anyone know if there is some sort of code that checks if a character is a descendant of another that is further back than a grandfather? Like, I want to make an event that fires for a specific branch of characters in a dynasty, not all of them, since not all of the members of the dynasty in question are descended from this special person.

So is there some sort of "ancestor =" code or something?
father_even_if_dead = { father_even_if_dead = { father_even_if_dead = { <ETC> } } } is the closest thing. you can switch it up with or and mother if you need to. Might be easier to go the other way with <branch to check> = { any_child = { any_child = { <ETC> } } }
 

jursamaj

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Right, and all the parts about ensuring that the mod's trait is the one loaded, because only the mod's traits will be loaded, in response to a question of how to do exactly that isn't gain? If your time is so important that selecting 3 files instead of just one is too much effort to do that, then don't do it.
The problem is that you are abusing a mechanic, and setting yourself up for potential problems. You see, replace_path doesn't *only* affect vanilla files. If the user has another mod active that adds traits in a separate file, then (depending on mod load order) replace_path will ignore *that* file too. There are lots of mods that don't touch any vanilla files, just adding new files, for exactly this reason: maximal mod compatibility. Using replace_path makes your mod minimally compatible with others.

And you don't *need* to "ensur[e] that the mod's trait is the one loaded". The mod system does that for you, simply by you using the same file name as vanilla. You aren't gaining anything.

So the best practice is simple: *don't* use replace_path unless you *need* to.
 
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jursamaj

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Does anyone know if there is some sort of code that checks if a character is a descendant of another that is further back than a grandfather? Like, I want to make an event that fires for a specific branch of characters in a dynasty, not all of them, since not all of the members of the dynasty in question are descended from this special person.

So is there some sort of "ancestor =" code or something?
If you want an event for an entire branch of descendants, fire the event for the top ancestor (yes, you can send events to dead people, if you have a scope to them). In that event, do whatever for them (presumably only the live ones), then fire the event off to each of their children (any_child_even_if_dead). When they get the event, they hit each of *their* children, right on down.
 

jursamaj

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Right, I didn't make assumptions of several different mods on Birzor's part. My assumption was the mod was for personal use rather than public release. But given your new parameters, if using multiple mods, there's still compatibility issues to worry about because those other mods could very well be replacing the same trait files with their own edits.
*His* mod doesn't even need to be for public release. Him using it with other mods (very likely) has the same problem.

Either your way or mine, if another mod replaces that file, there's a compatibility problem, so the replace_path is irrelevant. If the other mod only adds a trait file, my way is compatible, your isn't, so the replace_path is bad. Therefore, use my way.

There's a maxim of coding: there are no bugs in the code you don't write. What this means is that you should write the *minimal* program to accomplish the job, not adding stuff that isn't part of the job. In this instance, the replace_path is not part of the job, so don't use it.
 
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SinStar87

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Other mods is an assumption, I don't use multiple mods, I have one big play mod combining multiple mods, it's cleaner that way. Use it or don't, as even you said it blocks all vanilla files of the folder. There's a saying "You can't be too careful."
 
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Erik W

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If you want an event for an entire branch of descendants, fire the event for the top ancestor (yes, you can send events to dead people, if you have a scope to them). In that event, do whatever for them (presumably only the live ones), then fire the event off to each of their children (any_child_even_if_dead). When they get the event, they hit each of *their* children, right on down.

So if I were to send this event to Neratia Galla and put in any_child_even_if_dead, it will fire for Anastasios? The thing is that I want an event where any ruler of this branch can choose which dynasty to belong to:

o9pkPZI.jpg
 

SinStar87

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fire an event on neratia that fires an event like so, immediate = { any_child_even_if_dead = { character_event = { id = <this event> } } }, then that event will fire on down the line.
 
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RelVleDy

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Does anyone know where the "advisor" job title is for council members? I'm doing a search and I can't find it, so it must be under a different name? I'm playing as a Nomad. I want to make it so advisors can't be men (it's a long story).
 

Erik W

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fire an event on neratia that fires an event like so, immediate = { any_child_even_if_dead = { character_event = { id = <this event> } } }, then that event will fire on down the line.

So something like this or is there something missing?

Code:
#Eastern Convertion - Anastasius pt1
character_event = {
    id = imperial_names.5

    trigger = {
        character = 1003009 # Neratia Galla
    }

     immediate = {
        any_child_even_if_dead = {
            character_event = { id = imperial.names.6 }
        }
    }

    option = {
        name = OK
    }
}

#Eastern Convertion - Anastasios pt2
character_event = {
    id = imperial_names.6
    title = EVTNAMEIN6
    desc = EVTDESCIN6
    picture = GFX_evt_family
    is_triggered_only = yes
    
    option = {
        name = EVTCONSTRAJ1
        dynasty = 1022225
    }
    option = {
        name = EVTCONSTRAJ2
    }
}
 

SinStar87

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character_event = {#The first event fires this on Neratia's Children
id = imperial_names.6
title = EVTNAMEIN6
desc = EVTDESCIN6
picture = GFX_evt_family
is_triggered_only = yes

immediate = {
any_child_even_if_dead = {#Then this event fires on the children of Root and will continue
character_event = { id = imperial.names.6 }#to do so until there are no children to fire it on
}
}

option = {
name = EVTCONSTRAJ1
dynasty = 1022225
}
option = {
name = EVTCONSTRAJ2
}
}
You need it in the second event or it won't fire on Neratia's Children's Children, and their children, and so on. You may want to exclude bastards with a trigger/limit as well.
 
Last edited:

Erik W

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character_event = {#The first event fires this on Neratia's Children
id = imperial_names.6
title = EVTNAMEIN6
desc = EVTDESCIN6
picture = GFX_evt_family
is_triggered_only = yes

immediate = {
any_child_even_if_dead = {#Then this event fires on the children of Root and will continue
character_event = { id = imperial.names.6 }#to do so until there are no children to fire it on
}
}

option = {
name = EVTCONSTRAJ1
dynasty = 1022225
}
option = {
name = EVTCONSTRAJ2
}
}
You need it in the second event or it won't fire on Neratia's Children's Children, and their children, and so on. You may want to exclude bastards with a trigger/limit as well.

Thanks a bunch! Now, the last thing I need to know is where to put in either some trigger, potential or checker that makes sure that the ai doesn't do this and that it only fires for rulers for some specific titles?
 

SinStar87

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These should do what you want more or less. Everyone will get the event if there's a player in the line but no ai without the specific title should select the dynasty.

trigger = {#This trigger in the 1st makes sure the first event only fires if one of the kids' dynasty members is a player
character = 1003009 # Neratia Galla
any_child_even_if_dead = {
any_dynasty_member = {
ai = no
}
}
}


option = {#These as options in the 2nd will make sure ai only ever picks the second option unless they hold <title>
name = EVTCONSTRAJ1
ai_chance = {
factor = 50
modifier = {
factor = 0
NOT = { has_landed_title = <title> }
}
}
dynasty = 1022225
}
option = {
name = EVTCONSTRAJ2
ai_chance = {
factor = 50
modifier = {
factor = 0
has_landed_title = <title>
}
}
}
 
Last edited:

Erik W

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These should do what you want more or less. Everyone will get the event if there's a player in the line but no ai without the specific title should select the dynasty.

trigger = {#This trigger in the 1st makes sure the first event only fires if one of the kids' dynasty members is a player
character = 1003009 # Neratia Galla
any_child_even_if_dead = {
any_dynasty_member = {
ai = no
}
}
}


option = {#These as options in the 2nd will make sure ai only ever picks the second option unless they hold <title>
name = EVTCONSTRAJ1
ai_chance = {
factor = 50
modifier = {
factor = 0
NOT = { has_landed_title = <title> }
}
}
dynasty = 1022225
}
option = {
name = EVTCONSTRAJ2
ai_chance = {
factor = 50
modifier = {
factor = 0
has_landed_title = <title>
}
}
}

Ok thanks!
 

Alphathon

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I want to convert to EU4.
I play a custom empire based on the Kingdom of Israel, but since it technically isn't the kingdom of Israel, it gets generic ideas when converted.
What do I do for it to get Israel Ideas?
What exactly you'd do would depend on your particular state. The criteria are defined in eu4_converter\copy\common\ideas\!_jewish_ideas.txt, which is held within the DLC's zip file (DLC\dlc030.zip). By default the criteria look like this:
Code:
trigger = {
       tag = ISR
       religion_group = jewish_group
   }
Basically this means that your religion needs to be Jewish and your country needs to be Israel (tag = ISR). If you want to make your empire use the ISR tag you can do this in eu4_converter\nation_table.txt. Simply look for the line k_israel;ISR;Israel;Kingdom of Israel Special Case and duplicate it, then replace k_israel with whatever your empire's name in code is. You can find this by looking at the save game but be warned that it will not be self-explanatory (it should be e_dyn_ followed by a string of numbers). Also be aware that you can only read savegames if they are uncompressed, so you'll need to make sure the "compress saves" box at the bottom of the save screen is unticked; you also won't be able to do it if your save is an ironman game. (On Windows saves are stored in C:\Users\<Your Windows Username>\Documents\Paradox Interactive\Crusader Kings II\save games by the way.) The easiest way to find it is probably by looking for one of the titles that is a vassal of the empire, since the empire's name will be listed in the liege tag.

There are other ways you can do it, but that's probably the easiest.
 

richvh

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Hi, I tried to play around with the chronicle ... but it seems as if I am doing something wrong here:

Code:
                chronicle = {
                      entry = CHRONICLE_A_NEW_RIVAL
                      portrait = [Root.GetID]
                }

Unfortunately, no chronicle entry is made inside the chronicle (I defined the new text CHRONICLE_A_NEW_RIVAL in the loc. files ...). What am I doing wrong? Has anybody tried to use the chronicle command?
Are you using the chronicle command while scoped to the player's character?