• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Ceranai

Major
64 Badges
May 21, 2013
738
719
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Divine Wind
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Distant Stars
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Necroids
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis III Complete
  • Europa Universalis III Complete
How do I add a cooldown on the following events?

Code:
character_event = {
    id = YULE.200#

    hide_window = yes

    religion = pagan

    trigger = {
        controls_religion = yes
        month = 11
    }

    immediate = {

       character_event = { id = YULE.201 days = 20 }
    }
}

character_event = {
    id = YULE.201

    hide_window = yes
    is_triggered_only = yes

    immediate = {
        any_playable_ruler = { character_event = { id = YULE.202 days = 1 } }
    }
}

I tried playing around with flags but just broke it, The problem basically is that YULE.202 fires a second time in january when i dotn want it to

Resolved, see https://forum.paradoxplaza.com/forum/index.php?threads/custom-yearly-pulses.990726/
 
Last edited:

ngppgn

Field Marshal
19 Badges
Jan 29, 2011
3.508
657
  • Crusader Kings III
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: The Old Gods
Yes, but i don't see how it can be a bug if AGOT is not having issues :confused:

Try to strip down your mod of features unrelated to that behaviour. Try to have a mod as small as possible and a save where the player's wife is pregnant. If it is consistently giving birth without you getting to name the child, then that's a bug and the devs should be notified (with the mod and the save to reproduce it).
 

cpukiller

Recruit
28 Badges
Aug 9, 2016
7
0
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Crusader Kings III
  • Shadowrun: Dragonfall
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
Hello community....I have yet another silly question

I wanna make an event that fires on when someone's opinion is lesser than certain value...so how can I make this work as intended?
I made some but I dont think its firing like what I expected please help!
 

Nouni

Corporal
13 Badges
Apr 1, 2016
28
4
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Lead and Gold
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Monks and Mystics
This is province file i modded i didnt used same colour twice so i dont think thats the problem.

Ehh, I said 'colours' when I meant 'bits', my bad. You should be able to pick that while saving in PS, if that was were the problem came from.


Hello community....I have yet another silly question
I wanna make an event that fires on when someone's opinion is lesser than certain value...so how can I make this work as intended?
I made some but I dont think its firing like what I expected please help!

You could try with doing something like this in the trigger block of your event, to prevent it for firing when the relationship isn't bad enough:
Code:
NOT = { opinion = { who = ROOT value = -25 } }
(I'm not sure of whether 'opinion' or 'their_opinion' should be used, tho. The wiki has an 'opinion' subcategory in the list of conditions, which you should check.)
 

Ceranai

Major
64 Badges
May 21, 2013
738
719
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Divine Wind
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Distant Stars
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Necroids
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis III Complete
  • Europa Universalis III Complete
I need help modding custom buildings in. I want these buildings to only appear when build and they are only build via event. I have come across two problems. This first is localisation conventions, for example in the below screen grab:
upload_2016-12-24_8-47-38.png


That should read "Toy Soldiers", a custom troop. I have coded the soldiers exactly like the war elephants in the same file and tried to copy the localization keys but this one is missing, ive got toy_soldier; and toy_soldier_desc, what other strings could i try?

The second question is, how to I hide it till teh event? Im currently using the following:
Code:
castle = {
   # toy_factory
   toy_factory = {
       desc = toy_factory_desc
       trigger = FROM = { has_character_flag = toy_factory_enabled }
       gold_cost = 1
       build_time = 1
       toy_soldier = 1000
       tech_growth_modifier = 0.25

   }
}
For the building and
Code:
character_event = {
    id = YULE.203
   desc = YULE.203
   is_triggered_only = yes

    immediate = {
       capital_holding = {
         add_building = toy_factory
        set_character_flag = toy_factory_enabled
       }
    }
   option = {
           name = YULE.203A
           trigger = { always = yes
           set_character_flag = toy_factory_built
                   }
           }
}
[

For the event. This stops it building without the event, however every time I try to move the flag check to "potential" rather than "trigger" it breaks the event so that the event no longer builds it. Anyone got the answer to this one?
 

jursamaj

General
125 Badges
Aug 20, 2012
2.360
216
  • Victoria 2: Heart of Darkness
  • Hearts of Iron III
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
  • Cities in Motion
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Leviathan: Warships
  • Rome: Vae Victis
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Magicka 2 - Signup Campaign
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Pillars of Eternity
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: No Step Back
How do I add a cooldown on the following events?

Code:
character_event = {
    id = YULE.200#

    hide_window = yes

    religion = pagan

    trigger = {
        controls_religion = yes
        month = 11
    }

    immediate = {

       character_event = { id = YULE.201 days = 20 }
    }
}

character_event = {
    id = YULE.201

    hide_window = yes
    is_triggered_only = yes

    immediate = {
        any_playable_ruler = { character_event = { id = YULE.202 days = 1 } }
    }
}

I tried playing around with flags but just broke it, The problem basically is that YULE.202 fires a second time in january when i dotn want it to
First thing: Add 'only_playable = yes' to YULE.200. That will make this whole event chain more efficient.

Next: A cooldown dould make the event happen on once in December, but it won't accomplish what you actually want (event on Christmas day). Random events are checked every 20 days (in vanilla), not guaranteed to be on a given day of the month or year. December is 31 days long. So YULE.200 will sometimes fire once (in the middle of December), sometimes twice (early & late December). And nothing in this event chain ensures that the final event happens on Dec 25. It's *possible* to get an event to fire on a specific day of the year, but not simple, because you can check the game year and the game month, but not the game day.
 

Ceranai

Major
64 Badges
May 21, 2013
738
719
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Divine Wind
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Distant Stars
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Necroids
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis III Complete
  • Europa Universalis III Complete
First thing: Add 'only_playable = yes' to YULE.200. That will make this whole event chain more efficient.

Next: A cooldown dould make the event happen on once in December, but it won't accomplish what you actually want (event on Christmas day). Random events are checked every 20 days (in vanilla), not guaranteed to be on a given day of the month or year. December is 31 days long. So YULE.200 will sometimes fire once (in the middle of December), sometimes twice (early & late December). And nothing in this event chain ensures that the final event happens on Dec 25. It's *possible* to get an event to fire on a specific day of the year, but not simple, because you can check the game year and the game month, but not the game day.

Thank you for your reply, I have actually already fixed this event chain,
upload_2016-12-24_9-7-23.png

see this thread: https://forum.paradoxplaza.com/forum/index.php?threads/custom-yearly-pulses.990726/

I am currently working on the mod though and i have many more questions :p
 

jursamaj

General
125 Badges
Aug 20, 2012
2.360
216
  • Victoria 2: Heart of Darkness
  • Hearts of Iron III
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
  • Cities in Motion
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Leviathan: Warships
  • Rome: Vae Victis
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Magicka 2 - Signup Campaign
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Pillars of Eternity
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: No Step Back
I need help modding custom buildings in. I want these buildings to only appear when build and they are only build via event. I have come across two problems. This first is localisation conventions, for example in the below screen grab:
View attachment 226927

That should read "Toy Soldiers", a custom troop. I have coded the soldiers exactly like the war elephants in the same file and tried to copy the localization keys but this one is missing, ive got toy_soldier; and toy_soldier_desc, what other strings could i try?

The second question is, how to I hide it till teh event? Im currently using the following:
Code:
castle = {
   # toy_factory
   toy_factory = {
       desc = toy_factory_desc
       trigger = FROM = { has_character_flag = toy_factory_enabled }
       gold_cost = 1
       build_time = 1
       toy_soldier = 1000
       tech_growth_modifier = 0.25

   }
}
For the building and
Code:
character_event = {
    id = YULE.203
   desc = YULE.203
   is_triggered_only = yes

    immediate = {
       capital_holding = {
         add_building = toy_factory
        set_character_flag = toy_factory_enabled
       }
    }
   option = {
           name = YULE.203A
           trigger = { always = yes
           set_character_flag = toy_factory_built
                   }
           }
}
[

For the event. This stops it building without the event, however every time I try to move the flag check to "potential" rather than "trigger" it breaks the event so that the event no longer builds it. Anyone got the answer to this one?
First off: 'trigger = FROM = { has_character_flag = toy_factory_enabled }' is wrong. It would need more brackets: 'trigger = { FROM = { has_character_flag = toy_factory_enabled } }'. I've seen you make this error in at least 1 other post. You *always* have to surround complex values in brackets.

But to hide the building until it's available, move that instead to 'potential = { FROM = { has_character_flag = toy_factory_enabled } }'. The potential determines what unbuilt buildings can be *seen* on the list, then the trigger determines if it is actually *buildable* (altho obviously you can't build it from the menu if you can't see it).

As for the troop type: I don't see any 'name=X' in the special troops file. If that doesn't fix it, you may also need an entry for toy_soldier in modifier_definitions/00_modifier_definitions.txt

Finally, your 'option' is wrong. You don't need an 'always=yes' trigger for an option to always be available. And when you do use triggered options, you need to close the bracket for the trigger clause before setting the flag.
 

Ceranai

Major
64 Badges
May 21, 2013
738
719
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Divine Wind
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Distant Stars
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Necroids
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis III Complete
  • Europa Universalis III Complete
For example why isnt the option in this event showing up?
Code:
character_event = {
    id = YULE.205
   desc = YULE.205
    is_triggered_only = yes

    immediate = {
                   create_character = {
                   random_traits = no
                   name = "Elvish Agent"
                   dynasty = none
                   religion = pagan
                   culture = ROOT
                   female = no
                   age = 23
                   attributes = {
                       martial = 5
                   }
                   trait = elusive_shadow
                   trait = cynical
                   trait = shrewd
                   trait = deceitful
                   trait = ambitious
                   
                   new_character = {
                   spawn_unit = {
                       province = PREV
                       owner = ROOT
                       match_character = FROM
                       match_mult = 0.05
                       attrition = 1.0
                           }
                       }
                   }
               }
                   option = {
           name = YULE.204A
           trigger = { always = yes }
           }

       }

I cant for the lfie of me figure out what is wrong.
 

jursamaj

General
125 Badges
Aug 20, 2012
2.360
216
  • Victoria 2: Heart of Darkness
  • Hearts of Iron III
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
  • Cities in Motion
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Leviathan: Warships
  • Rome: Vae Victis
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Magicka 2 - Signup Campaign
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Pillars of Eternity
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: No Step Back
For example why isnt the option in this event showing up?
Code:
character_event = {
    id = YULE.205
   desc = YULE.205
    is_triggered_only = yes

    immediate = {
                   create_character = {
                   random_traits = no
                   name = "Elvish Agent"
                   dynasty = none
                   religion = pagan
                   culture = ROOT
                   female = no
                   age = 23
                   attributes = {
                       martial = 5
                   }
                   trait = elusive_shadow
                   trait = cynical
                   trait = shrewd
                   trait = deceitful
                   trait = ambitious
                  
                   new_character = {
                   spawn_unit = {
                       province = PREV
                       owner = ROOT
                       match_character = FROM
                       match_mult = 0.05
                       attrition = 1.0
                           }
                       }
                   }
               }
                   option = {
           name = YULE.204A
           trigger = { always = yes }
           }

       }

I cant for the lfie of me figure out what is wrong.
Needs closing bracket for the create_character after 'ambitious'.

Also, see my comments above: the events you've posted here & the other thread will *not* make it happen on Dec 25 each year. And events 199 & 200 will be checked every 20 days for every character to see if they are pagans and if they control their religion, to decide who to fire it for. Very inefficient.

Recommendation: Download 'The Validator' (it has it's own thread here). Use that to check the syntax of your mods. It catches missing brackets and a whole lot more. :)
 

Ceranai

Major
64 Badges
May 21, 2013
738
719
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Divine Wind
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Distant Stars
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Necroids
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Needs closing bracket for the create_character after 'ambitious'.

Also, see my comments above: the events you've posted here & the other thread will *not* make it happen on Dec 25 each year. And events 199 & 200 will be checked every 20 days for every character to see if they are pagans and if they control their religion, to decide who to fire it for. Very inefficient.

Recommendation: Download 'The Validator' (it has it's own thread here). Use that to check the syntax of your mods. It catches missing brackets and a whole lot more. :)
but but but...
it DOES fire every year on 25th December, every time i test it, for 10 years running it fires on the 25th
 

Ceranai

Major
64 Badges
May 21, 2013
738
719
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Divine Wind
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Distant Stars
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Necroids
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Did you try different start dates? Or start a game, save it after a few days, then load it and see what day you get?

Yes, in all the start dates ive tried and every year it fires on the 25th :/

also your Toy Factory doesnt appear with the event:
Toy Factory
Code:
castle = {
   # toy_factory
   toy_factory = {
       potential = { FROM = { has_character_flag = toy_factory_enabled } }
       desc = toy_factory_desc
       gold_cost = 1
       build_time = 1
       toy_soldier = 1000
       tech_growth_modifier = 0.25

   }
}
Event
Code:
character_event = {
    id = YULE.203
   desc = YULE.203
   is_triggered_only = yes

    immediate = {
       capital_holding = {
         add_building = toy_factory
        set_character_flag = toy_factory_enabled
       }
    }
   option = {
           name = YULE.203A
           trigger = { always = yes }
           set_character_flag = toy_factory_built
           }
}

:'( ive been trying this toy factory event for a day now and one of my friends who works ont eh HIP mod tried helping but that didnt resolve it (i think he actually gave me the same code you gave me
 

Ceranai

Major
64 Badges
May 21, 2013
738
719
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Divine Wind
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Distant Stars
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Necroids
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Also Im gonna walk my dog now but this event:
Code:
character_event = {
    id = YULE.205
   desc = YULE.205
    is_triggered_only = yes

    immediate = { }
                   option = {
           name = YULE.203A
           trigger = { always = yes }
                   create_character = {
                   random_traits = no
                   name = "Elvish Agent"
                   dynasty = none
                   religion = pagan
                   culture = ROOT
                   female = no
                   age = 23
                   attributes = {
                       martial = 5
                   }
                   trait = elusive_shadow
                   trait = cynical
                   trait = shrewd
                   trait = deceitful
                   trait = ambitious
                   }
                   new_character = {
                   spawn_unit = {
                       province = PREV
                       owner = ROOT
                       troops = {
                           reindeer_cavalry = { 10 10 }
                                   }
                       match_character = FROM
                       match_mult = 0.05
                       attrition = 1.0
                       war = { target = PREVPREV casus_belli = independence }
                           }
                       }
           }
}

Why isnt it working as it should? Currently it is spawning the Elvish agent but he doesnt declare war or get an army :(
 

ngppgn

Field Marshal
19 Badges
Jan 29, 2011
3.508
657
  • Crusader Kings III
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: The Old Gods
Also Im gonna walk my dog now but this event:
Code:
character_event = {
    id = YULE.205
   desc = YULE.205
    is_triggered_only = yes

    immediate = { }
                   option = {
           name = YULE.203A
           trigger = { always = yes }
                   create_character = {
                   random_traits = no
                   name = "Elvish Agent"
                   dynasty = none
                   religion = pagan
                   culture = ROOT
                   female = no
                   age = 23
                   attributes = {
                       martial = 5
                   }
                   trait = elusive_shadow
                   trait = cynical
                   trait = shrewd
                   trait = deceitful
                   trait = ambitious
                   }
                   new_character = {
                   spawn_unit = {
                       province = PREV
                       owner = ROOT
                       troops = {
                           reindeer_cavalry = { 10 10 }
                                   }
                       match_character = FROM
                       match_mult = 0.05
                       attrition = 1.0
                       war = { target = PREVPREV casus_belli = independence }
                           }
                       }
           }
}

Why isnt it working as it should? Currently it is spawning the Elvish agent but he doesnt declare war or get an army :(

Because PREV and PREVPREV point to nothing. Also, make sure independence is a valid cb tag. In short, you should try and debug your code with the validator ;)

Yes, in all the start dates ive tried and every year it fires on the 25th :/

also your Toy Factory doesnt appear with the event:
Toy Factory
Code:
castle = {
   # toy_factory
   toy_factory = {
       potential = { FROM = { has_character_flag = toy_factory_enabled } }
       desc = toy_factory_desc
       gold_cost = 1
       build_time = 1
       toy_soldier = 1000
       tech_growth_modifier = 0.25

   }
}
Event
Code:
character_event = {
    id = YULE.203
   desc = YULE.203
   is_triggered_only = yes

    immediate = {
       capital_holding = {
         add_building = toy_factory
        set_character_flag = toy_factory_enabled
       }
    }
   option = {
           name = YULE.203A
           trigger = { always = yes }
           set_character_flag = toy_factory_built
           }
}


:'( ive been trying this toy factory event for a day now and one of my friends who works ont eh HIP mod tried helping but that didnt resolve it (i think he actually gave me the same code you gave me

Change the first option of the event so the flag is set before the building is added. Also, as others have said before, triggers with only always = yes are redundant, and can perfectly be eliminated.