Is this an event trigger, decision trigger, or what? Can you show your actual full code for the event/decision/whatever?
has_baths_nearby = { # hello! you can clean yourselves now!
OR = {
any_realm_province = { has_building = xc_thermal_baths
}
any_neighbor_province = { has_building = xc_thermal_baths
}
}
}
character_event = {
id = XCEVent.0001
is_triggered_only = yes
hide_window = yes
trigger = {
has_baths_nearby = yes
NOT = {
has_character_flag = xc_msg_sent
}
is_adult = yes
}
immediate = {
any_character = {
limit = {
has_baths_nearby = yes
NOT = { has_character_flag = xc_msg_sent}
is_adult = yes
}
character_event = { id = XCEVent.0002 }
set_character_flag = xc_msg_sent
}
}
}
How would I go about to disabling the event in 1150 that disables the "Raise runestone" decision? Would it be simple as going into the event folder, finding the "Runestones are oldschool man" event, and disabling the 1150 trigger by setting it to 1453 or something?
province_event = {
id = 6666666
desc = BUILDREVOLT1
#picture = just any picture really doesnt matter, still need to find pretty one
hide_window = yes #so that it doesnt pop out
trigger = {
NOT = {
has_province_modifier = revoltrisk1
has_province_modifier = revoltrisk2 #there is many more revolt risks but just one to show example
}
capital_holding = {
OR = {
has_building = MY BUILDING HERE, i have a gold mine and it gives revolt risk
}
}
}
weight_multiplier = {
days = 1 #so that it fires in an instance
}
immediate = {
add_province_modifier = {
name = revoltrisk1
duration = -1 #so that is lasts forever and eternity???
}
}
option = {
name = Yeahsure #just to finish event up
}
}
Hello modders out there. I come asking help as to whether my little event would solve my issue.... I created some buildings and I want those buildings to apply increased revolt risk in the province, however simply putting local revolt risk within the building does not give me desired effect. So I though how else can I do that, then I realised some events apply modifiers to province so here's my opportunity! Would a little event such as this work?
Code:province_event = { id = 6666666 desc = BUILDREVOLT1 #picture = just any picture really doesnt matter, still need to find pretty one hide_window = yes #so that it doesnt pop out trigger = { NOT = { has_province_modifier = revoltrisk1 has_province_modifier = revoltrisk2 #there is many more revolt risks but just one to show example } capital_holding = { OR = { has_building = MY BUILDING HERE, i have a gold mine and it gives revolt risk } } } weight_multiplier = { days = 1 #so that it fires in an instance } immediate = { add_province_modifier = { name = revoltrisk1 duration = -1 #so that is lasts forever and eternity??? } } option = { name = Yeahsure #just to finish event up } }
any_neighbor_province is a province-to-province scope, not a character-to-province. What exactly are you trying to accomplish with that - scoping to the provinces neighbouring the character's location?
immediate = {
any_character = {
location = {
limit = {
has_baths_nearby = yes
NOT = { has_character_flag = xc_msg_sent}
is_adult = yes
}
}
character_event = { id = XCEVent.0002 }
set_character_flag = xc_msg_sent
}
}
Thanks! Thant must be what breaks my clumsy attempt. Would getting any_character location help? Like This:
Code:immediate = { any_character = { location = { limit = { has_baths_nearby = yes NOT = { has_character_flag = xc_msg_sent} is_adult = yes } } character_event = { id = XCEVent.0002 } set_character_flag = xc_msg_sent } }
immediate = {
any_character = {
limit = {
location = {
has_baths_nearby = yes
}
NOT = { has_character_flag = xc_msg_sent}
is_adult = yes
}
character_event = { id = XCEVent.0002 }
set_character_flag = xc_msg_sent
}
}
I am pretty sure that an autocephalous religion needs a religious head anyway. You might be able to set up a chain of events which would force a war with the Crusade CB, but as far as declaring a crusade through the usual interface it looks like it's hardcoded to be only religious heads.Can a religion call crusades without a religious head? How about autocephalous religions?
I want a religion that can both call crusades and have no unified religious head.
Hairstyles don't change until the previous hairstyle becomes invalid, getting the other options to a factor of 0 will force a re-evaluation.I am trying to make Harald Fairhair of Norway change his haircut automatically when he forms Norway through an event. I was told I can "change the weighting used for different portrait properties based on different conditions like traits etc. in the interface/portrait_properties folder".
I am having no luck with this. So far I've tried to change the properties of a certain haircut to have a higher factor (what I am interpreting as the weighting?) if the character has character flag "is_harald_fairhair" and has the title "k_norway" for example, but so far no workaround with character flags or titles are doing anything. I am really a noob when it comes to this modding language, so for all I know I it might be I'm way off target or on to something, but I don't know.
Anyone have any helpful tips on how I make a haircut dependent on Harald Fairhair's status?
RD-related question: I'd like a way to give a character created with Ruler Designer who replaces a character of another culture the cultural buildings they'd have based on province tech at the start of the game. Any suggestions?
You could create a startup event that grants those cultural buildings if the ruler is of the right culture, and the province has the right level of tech.
Unfortunately, on_startup happens for the character who holds that title in the histories, then the RD'd character replaces them.