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vienastoks

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Is this an event trigger, decision trigger, or what? Can you show your actual full code for the event/decision/whatever?

It's an action with a scripted trigger actually. My decision trigger works well (on buidling being completed I get a decision to send a message (char flag) to everyone in vicinity (it's unnecessary really, but I use it for debug purposes). But when I activate the decision and trigger an event, said flag appears only for characters in the same province the building is built in and not for characters in neigboring courts.

The scripted trigger part:

Code:
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
        }
    }
}

The event part:

Code:
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
        }
    }
}

I suspect the trigger part may be redundant, but I'm not good at optimising my code yet, I'm still struggling to make it work!

I have some problems regarding the whole deal:
1) targeting my "audience". any_realm_character won't catch anyone outside, ditto for liege's any_realm_character (we might border foreign lands). any_character looks like a waste of resources
2) getting targeted ppl "see outside" their own province. The code I posted sets xc_msg_sent flag for "locals", but anyone outside doesn't get it - even characters in neigboring provinces controlled by my player.

Thanks!
 

RedBaronFlyer

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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?
 

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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?

You could just add "always = no" to the trigger to take care of the problem (changing the year works, but it could potentially be a problem if you later decide to change the end date, for example). I think that you also might need to change the decision if that references the year and not a flag.
 

polakma

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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
    
    }

}
 

Andrelvis

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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
   
    }

}

That should work, except for a few things:

1. A hidden event shouldn't have an option field.

2. You need to use MTTH instead of weight_multiplier. But for performance reasons, I suggest making this a yearly hidden character event that checks the holding and applies the modifier. Unfortunately, there is no on_action for when a building is constructed in a holding. Sure, that would mean that it takes some time for the modifier to be applied, but I think that's worth it.

On another note, an alternative to making this a hidden event, is making it give just a notification instead. This prevents it from popping up, while still giving information to the player.
 

vienastoks

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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?

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
        }
    }
 

Andrelvis

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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
        }
    }

Now you have the character flag and adult check within the location scope :p And you also need to have the location within the "limit" field. Try this instead:

Code:
   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
        }
    }
 

Dryhad

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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.
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.
 

0yvind

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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?
 

Nendur

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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?
Hairstyles don't change until the previous hairstyle becomes invalid, getting the other options to a factor of 0 will force a re-evaluation.
 

Andrelvis

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Which format does colormap.dds need to be saved in? I've tried multiple options in Paint.NET, but still get something that doesn't work. I've looked around for that information, but contrary to information on how i.e. provinces.bmp should be saved, I couldn't find it anywhere.
 

name_here

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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?

Also, any processor-efficient way to force a swap of succession laws on gaining a new title? Specifically, I want characters of a specific religion to always be true cognatic; ideally nulling the changed succession laws penalty for characters of that religion only.
 

Andrelvis

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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.
 

Andrelvis

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Unfortunately, on_startup happens for the character who holds that title in the histories, then the RD'd character replaces them.

Hmm, that is unfortunate. An alternative solution then is to use the startup event to schedule a province event for the province for the next day.