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LordPeter

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Maxwell Tornado

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Can someone help with event modding?

I disable De Jure drift in my games, as I don't even want to look at the horrific results it could cause, but this means that my Roman blobbing addiction gets me a bunch of kingdoms which will never be de jure part of the empire. So I thought I'd mod the province restored events, so that when it fires, the kingdom becomes de jure part of the empire. Really, I just want to add a "kingdom becomes de jure part of Roman empire" under the "option" that normally only gives you 100 prestige.
 

DrewX

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Can someone help with event modding?

I disable De Jure drift in my games, as I don't even want to look at the horrific results it could cause, but this means that my Roman blobbing addiction gets me a bunch of kingdoms which will never be de jure part of the empire. So I thought I'd mod the province restored events, so that when it fires, the kingdom becomes de jure part of the empire. Really, I just want to add a "kingdom becomes de jure part of Roman empire" under the "option" that normally only gives you 100 prestige.

I don't know how to make the event, but there is a mod called "title manager" which allows you to shift around dejure stuff for a cost, I think 100 gold 200 piety for a kingdom into a new empire
 

Thezezeal

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What about decisions? Those cause similar load to events, possibly worse since there are fewer pre-triggers
Hmm, an empty Decisions and Events folder, with confirmed replace_path for both, and it's still happening... Are there any other possibilities? Vanilla game plays amazingly, which makes me think it's not directly related to my system/something running in the background (but I could be mistaken).
 

Raykyn

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Nope, everything loads at launch.
EDIT:
The Validator always gives scope errors with the assassination events, even in vanilla events. I think it's because there are two different paths two them (executing a plan yourself or a co-conspirator bringing the plan) so the Validator can't tell which event FROMFROMFROMFROM refers to

Thanks, so the Validator can't find an error in those files. Do you (or anyone else) have a clue what else might show them as murdering themselves?

Btw, what is the CTD you are referring to? Have you tried disabling the events that cause it - or maybe somthing similar (missing other files) is the case there?

I mentioned it a bit before in this thread. Seems to be fixed though, it looks like the CTD was caused by a script I wrote myself to create holders/characters from a tsv file (I should share it in the forum at some point I guess). That script created a file to help me keep track of all titles that are already mentioned in the character tsv file but not yet implemented in landed_titles (well and to keep track of errors). But I need to more testing, I only let it run twice now and it didn't crash where it did usually (when a major rebellion happens or when a heretic revolt happens).

Thanks for the help you two!
 

Rydelfox

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I don't know about the self-murder bit. All I can think of is to double-count the number of FROMs chained together to make sure they point to the right character. Also, remember that they cap at 4. I'm not sure how the game will react if passed FROMFROMFROMFROMFROM - it might give up at 4 and point to the wrong character.
 

Maxwell Tornado

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I don't know how to make the event, but there is a mod called "title manager" which allows you to shift around dejure stuff for a cost, I think 100 gold 200 piety for a kingdom into a new empire
Well, in the roman_events.txt, it is defined that when you click the only button you can when the "province restored" alert pops up, this is what happens:
option = {
name = EVTOPTALoR.1
set_global_flag = syria_palaestina
prestige = 100
}
I would basically just want to add a line that shifts the province (in this case the kingdom of Syria) into the Roman Empire.

EDIT: Well, it's done, and it works. Now all the "province restored" events make said kingdoms be de jure vassals of Rome. If anyone wants the modified roman_events.txt, PM me.
 
Last edited:

Raykyn

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I don't know about the self-murder bit. All I can think of is to double-count the number of FROMs chained together to make sure they point to the right character. Also, remember that they cap at 4. I'm not sure how the game will react if passed FROMFROMFROMFROMFROM - it might give up at 4 and point to the wrong character.

Yeah the thing is, I didn't change anything on the file, so I really don't have a clue what might be going wrong.
 

ethiopianvampire

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Quick Question:
Can I put localisation keys in traits?
Ex:
[This.my_variable.GetValue]
[Root.my_variable.GetValue]
[From.my_variable.GetValue]
[This.GetTitledFirstName]
[Root.GetTitledFirstName]
[From.GetTitledFirstName]

I've tried these and none of them work, but am wondering if I am not using the correct Scope. All vanilla seems to use the generic 'this character' and use gender neutral language in their traits. Is this a limitation of the game engine?
Thanks in advance.

Edit:
Also, I've been trying to name a title to display as the name of the character who holds it. The problem that I've ran into is that the name just displays as [Holder.GetTitledFirstName]. Once again, is this a limitation of the game engine?
 

jursamaj

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Quick Question:
Can I put localisation keys in traits?
Ex:
[This.my_variable.GetValue]
[Root.my_variable.GetValue]
[From.my_variable.GetValue]
[This.GetTitledFirstName]
[Root.GetTitledFirstName]
[From.GetTitledFirstName]

I've tried these and none of them work, but am wondering if I am not using the correct Scope. All vanilla seems to use the generic 'this character' and use gender neutral language in their traits. Is this a limitation of the game engine?
Thanks in advance.

Edit:
Also, I've been trying to name a title to display as the name of the character who holds it. The problem that I've ran into is that the name just displays as [Holder.GetTitledFirstName]. Once again, is this a limitation of the game engine?
Based on your trait tests, I'd say that's just not something the engine handles.

As for the title, you can't go straight to Holder. If it works at all, it would probably be Root.Holder… or This.Holder…
 

Raykyn

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Update on my murder plot problem:

When I plot and murder someone, the consequences actually work how they should. Does that give someone a clue what might be causing the bug?

Update on my CTD when rebellions happen problem:

Only seems to happen if I jump into a new game and let it run without playing my character "properly" (marry someone, set ambition, set focus). I guess that counts as fixed?
 

Raykyn

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Update on my murder plot problem:

When I plot and murder someone, the consequences actually work how they should. Does that give someone a clue what might be causing the bug?

Update on my CTD when rebellions happen problem:

Only seems to happen if I jump into a new game and let it run without playing my character "properly" (marry someone, set ambition, set focus). I guess that counts as fixed?
 

VindalfOthala

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Rydelfox

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It sounds like the localization in your murder plots is where it's pointing to the wrong scope - probably using the wrong number of Froms to refer to the assassin. I'd double check that part.
 

ethiopianvampire

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Based on your trait tests, I'd say that's just not something the engine handles.

As for the title, you can't go straight to Holder. If it works at all, it would probably be Root.Holder… or This.Holder…
Cool. Thanks for the quick answer Jursamaj.

Follow up:
While this didn't work for titles either, I found and rejected a work-around. By using the 'create_title' command, you can use a localisation key to name that title with [Root.Holder.GetTitledFirstName]. I rejected this option because using your character's name as the title name looks strange in the character menu and won't update, though you could work around this by repeating the process with an on_action when the title in question is inherited and modifying the interface to not show the primary title for ANYBODY. This seemed a little excessive for not much gain though, hence rejecting it.

Shame that the set_name command has to be a string. It would be nice if they fixed that. Life would be much easier if you could set a character/title name via set_name = ROOT. Alas, it isn't that easy.
 
Last edited:

Dwarfnator

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What determines when someone dies from a disease? The disease itself? Their health stat?

If it is their health stat, does it kill when it reaches 0, or through health rolls?
 

Rydelfox

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They are killed by the health stat, but each trait that lowers health has a localization description for death so it appears that one of their traits killed them.
It's based on a health roll. Otherwise characters would just die the moment they caught the disease.
 

Sweawm

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Hey, does anyone here have experience with modding portrait properties? I'm trying to configure it, so that there's unique clothing for patricians and priests of certain cultures, but when I load the game up, they just keep wearing random clothes.

For example:

modifier = {
factor = 0
is_patrician = yes
NOT = { graphical_culture = thisgfx }
}

Does nothing. I've tried adding in an AND statement, checking if everything is right, changing the conditions, but everything I load up or even start a game, characters will be wearing the wrong clothing.