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0yvind

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

Any tip or walkthrough on how I can achieve this? I've tried the following

Code:
    2 = { # Page
        factor = 1
      
        # Does not suit Western females with African style headgear
        modifier = {
            factor = 0
            is_female = yes
            OR = {
                culture = manden
                culture = ethiopian
            }
            NOT = { graphical_culture = westafricangfx }
            NOT = { graphical_culture = muslimgfx }
            OR = {
                higher_tier_than = count
                spouse = { higher_tier_than = count }
                has_minor_title = title_prince
            }
        }
      
        modifier = {
            factor = 1
            has_character_modifier = fairhair_haircut
        }
    }

    4 = { # Long Straight
        factor = 1
     
        # Does not suit Western females with African style headgear
        modifier = {
            factor = 0
            is_female = yes
            OR = {
                culture = manden
                culture = ethiopian
            }
            NOT = { graphical_culture = westafricangfx }
            NOT = { graphical_culture = muslimgfx }
            OR = {
                higher_tier_than = count
                spouse = { higher_tier_than = count }
                has_minor_title = title_prince
                has_character_modifier = fairhair_haircut
            }
        }
    }

He's supposed to change from haircut number 4 to 2. In the event I've made for him I've made sure to include "set_character_modifier = fairhair_haircut" when clicking the only available option on the popup-window.
 

Andrelvis

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Any tip or walkthrough on how I can achieve this? I've tried the following

Code:
    2 = { # Page
        factor = 1
     
        # Does not suit Western females with African style headgear
        modifier = {
            factor = 0
            is_female = yes
            OR = {
                culture = manden
                culture = ethiopian
            }
            NOT = { graphical_culture = westafricangfx }
            NOT = { graphical_culture = muslimgfx }
            OR = {
                higher_tier_than = count
                spouse = { higher_tier_than = count }
                has_minor_title = title_prince
            }
        }
     
        modifier = {
            factor = 1
            has_character_modifier = fairhair_haircut
        }
    }

    4 = { # Long Straight
        factor = 1
    
        # Does not suit Western females with African style headgear
        modifier = {
            factor = 0
            is_female = yes
            OR = {
                culture = manden
                culture = ethiopian
            }
            NOT = { graphical_culture = westafricangfx }
            NOT = { graphical_culture = muslimgfx }
            OR = {
                higher_tier_than = count
                spouse = { higher_tier_than = count }
                has_minor_title = title_prince
                has_character_modifier = fairhair_haircut
            }
        }
    }

He's supposed to change from haircut number 4 to 2. In the event I've made for him I've made sure to include "set_character_modifier = fairhair_haircut" when clicking the only available option on the popup-window.

For modifiers you have to use "add_character_modifier", AFAIK "set_character_modifier" isn't a valid command.
 

RedBaronFlyer

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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.

I looked around and it seems there isn't a character flag anywhere in the event modifiers for the "runestones_halted"
 

Tri

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Hello, I'm trying to make a sound play when making a decision (a targeted one).
The wiki doesn't tell me how to do it.
I imagine it's under effect = { but I have no idea how to make it work.
 

Teutonic King

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Hello again friends,

So I have just recently created a custom kingdom of Syrakousia. Honestly everything about it works perfectly.... except one thing. I have the flag set up to be 128 x 128 pixels, and before you create the title the flag is there. Unfortunately when you actually create the title it shifts to the flag of Florence. Any ideas what might be happening here?
 

Nendur

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Any tip or walkthrough on how I can achieve this? I've tried the following

Code:
    2 = { # Page
        factor = 1
      
        # Does not suit Western females with African style headgear
        modifier = {
            factor = 0
            is_female = yes
            OR = {
                culture = manden
                culture = ethiopian
            }
            NOT = { graphical_culture = westafricangfx }
            NOT = { graphical_culture = muslimgfx }
            OR = {
                higher_tier_than = count
                spouse = { higher_tier_than = count }
                has_minor_title = title_prince
            }
        }
      
        modifier = {
            factor = 1
            has_character_modifier = fairhair_haircut
        }
    }

    4 = { # Long Straight
        factor = 1
     
        # Does not suit Western females with African style headgear
        modifier = {
            factor = 0
            is_female = yes
            OR = {
                culture = manden
                culture = ethiopian
            }
            NOT = { graphical_culture = westafricangfx }
            NOT = { graphical_culture = muslimgfx }
            OR = {
                higher_tier_than = count
                spouse = { higher_tier_than = count }
                has_minor_title = title_prince
                has_character_modifier = fairhair_haircut
            }
        }
    }

He's supposed to change from haircut number 4 to 2. In the event I've made for him I've made sure to include "set_character_modifier = fairhair_haircut" when clicking the only available option on the popup-window.
Change the fairhair specific modifier for option 2 to 100.
Make the fairhair modifier for option 4 a separate modifier factor 0. It currently requires him being an African women as well.
 

jursamaj

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I looked around and it seems there isn't a character flag anywhere in the event modifiers for the "runestones_halted"
The event (TOG.580 in oldgods_runestone_events.txt) only gives you the text saying no more runestones. The flag there (runestones_halted) is only to make sure the character only sees the text once, and has nothing to do with actually blocking the decision.

The decision itself (commission_runestone in minor_decisions.txt) has a "NOT = { year = 1150 }" in the potential. Removing that line will keep runestones available always, or you could change it to a later year.
 

LordPeter

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Greetings,
so I am a bit confused: Wiki lists "religion" condition as being only available in character scope.
But then, how do I check whether
  • a province does NOT share the religion of a character (its owner)?
  • a province has a religion that its owner would consider a heresy?
I know I might be overlooking something obvious here, so please, someone tell me what ^^
 

ogarrr

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This is f****** me off; why is this error "OnAction list is referencing invalid event! event: "dynastyname.7" coming up about this event:
Code:
character_event = {
    id = dynastyname.7
    
    is_triggered_only = yes
    hide_window = yes
    
    trigger = {
        culture = frankish
        OR = {
            father_even_if_dead = {
                dynasty = 25061
                dynasty = ROOT
                ai = yes
                OR = {
                    primary_title = c_vermandois
                    AND = {
                        has_landed_title = c_vermandois
                            NOT = {
                                tier = KING
                        }
                    }
                }
            }
            mother_even_if_dead = {
                dynasty = 25061
                dynasty = ROOT
                ai = yes
                OR = {
                    primary_title = c_vermandois
                    AND = {
                        has_landed_title = c_vermandois
                            NOT = {
                                tier = KING
                        }
                    }
                }
            }
        }       
        NOT = { father_even_if_dead = { ai = no } }
        NOT = { mother_even_if_dead = { ai = no } }
        NOT = {
            liege = {
                ai = no
                any_child = {
                    any_child = {
                        character = ROOT
                    }
                }
            }
        }
    }

    immediate = {
        if = {
            limit = { is_female = no }
            
            random_dynasty_member_even_if_dead = {
                limit = {
                    NOT = { character = ROOT }
                    same_sex = ROOT
                    is_alive = no
                    OR = {
                        is_close_relative = yes
                        has_landed_title = c_vermandois
                    }
                    NOT = {
                        sibling = ROOT
                    }
                }
                save_event_target_as = old_ruler
            }
            character_event = { id = dynastyname.19 }
        }
        if = {
            limit = { is_female = yes }
            random_dynasty_member_even_if_dead = {
                limit = {
                    NOT = { character = ROOT }
                    same_sex = ROOT
                    is_alive = no
                    NOT = {
                        sibling = ROOT
                    }
                }
                save_event_target_as = old_ruler
            }
            character_event = { id = dynastyname.19 }
        }
    }
    option = {
        name = OK
    }
}

I can't personally see anythingwrong with the id of it, and that seems to be the problem. My earlier 6 events seem to be written in the exact same way and they're working fine, all of them after this are not.
 

LordPeter

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This is f****** me off; why is this error "OnAction list is referencing invalid event! event: "dynastyname.7" coming up about this event:
Code:
character_event = {
    id = dynastyname.7
   
    is_triggered_only = yes
    hide_window = yes
   
    trigger = {
        culture = frankish
        OR = {
            father_even_if_dead = {
                dynasty = 25061
                dynasty = ROOT
                ai = yes
                OR = {
                    primary_title = c_vermandois
                    AND = {
                        has_landed_title = c_vermandois
                            NOT = {
                                tier = KING
                        }
                    }
                }
            }
            mother_even_if_dead = {
                dynasty = 25061
                dynasty = ROOT
                ai = yes
                OR = {
                    primary_title = c_vermandois
                    AND = {
                        has_landed_title = c_vermandois
                            NOT = {
                                tier = KING
                        }
                    }
                }
            }
        }      
        NOT = { father_even_if_dead = { ai = no } }
        NOT = { mother_even_if_dead = { ai = no } }
        NOT = {
            liege = {
                ai = no
                any_child = {
                    any_child = {
                        character = ROOT
                    }
                }
            }
        }
    }

    immediate = {
        if = {
            limit = { is_female = no }
           
            random_dynasty_member_even_if_dead = {
                limit = {
                    NOT = { character = ROOT }
                    same_sex = ROOT
                    is_alive = no
                    OR = {
                        is_close_relative = yes
                        has_landed_title = c_vermandois
                    }
                    NOT = {
                        sibling = ROOT
                    }
                }
                save_event_target_as = old_ruler
            }
            character_event = { id = dynastyname.19 }
        }
        if = {
            limit = { is_female = yes }
            random_dynasty_member_even_if_dead = {
                limit = {
                    NOT = { character = ROOT }
                    same_sex = ROOT
                    is_alive = no
                    NOT = {
                        sibling = ROOT
                    }
                }
                save_event_target_as = old_ruler
            }
            character_event = { id = dynastyname.19 }
        }
    }
    option = {
        name = OK
    }
}

I can't personally see anythingwrong with the id of it, and that seems to be the problem. My earlier 6 events seem to be written in the exact same way and they're working fine, all of them after this are not.
Check brackets BEFORE this event.
IIRC I had the same thing happen to me a while ago, and the problem was a missing close bracket on the event before, meaning the game was considering all following events just "useless code belonging to previous event".
 

ogarrr

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Check brackets BEFORE this event.
IIRC I had the same thing happen to me a while ago, and the problem was a missing close bracket on the event before, meaning the game was considering all following events just "useless code belonging to previous event".


I've had a look, and I can't find anything (there obviously is something). That was my first go to, and I'm pretty sure you're right.

Code:
character_event = {
    id = dynastyname.0
    
    is_triggered_only = yes
    hide_window = yes
    only_men = yes
    
    trigger = {
        OR = {
            father_even_if_dead = {
                dynasty = 721
                dynasty = ROOT
                ai = yes
            }
            mother_even_if_dead = {
                dynasty = 721
                dynasty = ROOT
                ai = yes
            }
        }       
        NOT = { father_even_if_dead = { ai = no } }
        NOT = { mother_even_if_dead = { ai = no } }
        NOT = {
            liege = {
                ai = no
                any_child = {
                    any_child = {
                        character = ROOT
                    }
                }
            }
        }
    }

    immediate = {
        random_list = {
            100 = { }
            100 = { set_name = "Étienne" }
            100 = { set_name = "Thiébaut" }
            50 = { set_name = "Eudes" }
        }
    }
    option = {
        name = OK
    }
}
character_event = {
    id = dynastyname.1
    
    is_triggered_only = yes
    hide_window = yes
    only_men = yes
    
    trigger = {
        always = no
        OR = {
            father_even_if_dead = {
                dynasty = 93
                dynasty = ROOT
                ai = yes
            }
            mother_even_if_dead = {
                dynasty = 93
                dynasty = ROOT
                ai = yes
            }
        }       
        NOT = { father_even_if_dead = { ai = no } }
        NOT = { mother_even_if_dead = { ai = no } }
        NOT = {
            liege = {
                ai = no
                any_child = {
                    any_child = {
                        character = ROOT
                    }
                }
            }
        }
    }
    
    immediate = {
        random_list = {
            100 = { }
            100 = { set_name = Hugues }
            25 = { set_name = Guy }
        }
    }

    option = {
        name = OK
    }
}
character_event = {
    id = dynastyname.2
    
    is_triggered_only = yes
    hide_window = yes
    only_men = yes
    
    trigger = {
        always = no
        OR = {
            father_even_if_dead = {
                dynasty = 723
                dynasty = ROOT
                ai = yes
            }
            mother_even_if_dead = {
                dynasty = 723
                dynasty = ROOT
                ai = yes
            }
        }       
        NOT = { father_even_if_dead = { ai = no } }
        NOT = { mother_even_if_dead = { ai = no } }
        NOT = {
            liege = {
                ai = no
                any_child = {
                    any_child = {
                        character = ROOT
                    }
                }
            }
        }
    }
    
    immediate = {
        random_list = {
            150 = { }
            150 = { set_name = Foulques }
            100 = { set_name = Geoffroy }
        }
    }

    option = {
        name = OK
    }
}

character_event = {
    id = dynastyname.3
    
    is_triggered_only = yes
    hide_window = yes
    only_men = yes
    
    trigger = {
        culture_group = central_germanic
        OR = {
            father_even_if_dead = {
                dynasty = 650
                dynasty = ROOT
                ai = yes
            }
            mother_even_if_dead = {
                dynasty = 650
                dynasty = ROOT
                ai = yes
            }
        }       
        NOT = { father_even_if_dead = { ai = no } }
        NOT = { mother_even_if_dead = { ai = no } }
        NOT = {
            liege = {
                ai = no
                any_child = {
                    any_child = {
                        character = ROOT
                    }
                }
            }
        }
    }
    
    immediate = {
        random_dynasty_member_even_if_dead = {
            limit = {
                NOT = { character = ROOT }
                same_sex = ROOT
                is_alive = no
                
                NOT = {
                    sibling = ROOT
                }
            }
            save_event_target_as = old_ruler
        }
        character_event = { id = dynastyname.19 }
    }

    option = {
        name = OK
    }
}
#character_event = {
#    id = dynastyname.4
#   
#    is_triggered_only = yes
#    hide_window = yes
#    only_men = yes
#   
#    trigger = {
#        always = no
#        culture = frankish
#        OR = {
#            father_even_if_dead = {
#                dynasty = 650
#                dynasty = ROOT
#                ai = yes
#            }
#            mother_even_if_dead = {
#                dynasty = 650
#                dynasty = ROOT
#                ai = yes
#            }
#        }       
#        NOT = { father_even_if_dead = { ai = no } }
#        NOT = { mother_even_if_dead = { ai = no } }
#        NOT = {
#            liege = {
#                ai = no
#                any_child = {
#                    any_child = {
#                        character = ROOT
#                    }
#                }
#            }
#        }
#    }
#   
#    immediate = {
#        random_list = {
#            150 = { }
#            150 = { set_name = Guelph }
#            100 = { set_name = Henri }
#        }
#    }
#
#    option = {
#        name = OK
#    }
#}
character_event = {
    id = dynastyname.5
    
    is_triggered_only = yes
    hide_window = yes
    only_men = yes
    
    trigger = {
        culture_group = central_germanic
        OR = {
            father_even_if_dead = {
                dynasty = 25061
                dynasty = ROOT
                ai = yes
            }
            mother_even_if_dead = {
                dynasty = 25061
                dynasty = ROOT
                ai = yes
            }
        }       
        NOT = { father_even_if_dead = { ai = no } }
        NOT = { mother_even_if_dead = { ai = no } }
        NOT = {
            liege = {
                ai = no
                any_child = {
                    any_child = {
                        character = ROOT
                    }
                }
            }
        }
    }
    

    immediate = {
        if = {
            limit = { is_female = no }
            random_dynasty_member_even_if_dead = {
                limit = {
                    NOT = { character = ROOT }
                    same_sex = ROOT
                    is_alive = no
                    OR = {
                        is_close_relative = yes
                        higher_tier_than = BARON
                    }
                    NOT = {
                        sibling = ROOT
                    }
                }
                save_event_target_as = old_ruler
            }
            character_event = { id = dynastyname.19 }
        }
        if = {
            limit = { is_female = yes }
            random_dynasty_member_even_if_dead = {
                limit = {
                    NOT = { character = ROOT }
                    same_sex = ROOT
                    is_alive = no
                    NOT = {
                        sibling = ROOT
                    }
                }
                save_event_target_as = old_ruler
            }
            character_event = { id = dynastyname.19 }
        }
    }
    option = {
        name = OK
    }
}
character_event = {
    id = dynastyname.6
    
    is_triggered_only = yes
    hide_window = yes
    
    trigger = {
        culture = frankish
        OR = {
            father_even_if_dead = {
                dynasty = 25061
                dynasty = ROOT
                ai = yes
                NOT = {
                    OR = {
                        primary_title = c_vermandois
                        AND = {
                            has_landed_title = c_vermandois
                            NOT = {
                                tier = KING
                            }
                        }
                    }
                }
            }
            mother_even_if_dead = {
                dynasty = 25061
                dynasty = ROOT
                ai = yes
                NOT = {
                    OR = {
                        primary_title = c_vermandois
                        AND = {
                            has_landed_title = c_vermandois
                            NOT = {
                                tier = KING
                            }
                        }
                    }
                }
            }
        }       
        NOT = { father_even_if_dead = { ai = no } }
        NOT = { mother_even_if_dead = { ai = no } }
        NOT = {
            liege = {
                ai = no
                any_child = {
                    any_child = {
                        character = ROOT
                    }
                }
            }
        }
    }
    

    immediate = {
        if = {
            limit = { is_female = no }
            random_dynasty_member_even_if_dead = {
                limit = {
                    NOT = { character = ROOT }
                    same_sex = ROOT
                    is_alive = no
                    OR = {
                        is_close_relative = yes
                        higher_tier_than = BARON
                    }
                    NOT = {
                        sibling = ROOT
                    }
                }
                save_event_target_as = old_ruler
            }
            character_event = { id = dynastyname.19 }
        }
        if = {
            limit = { is_female = yes }
            random_dynasty_member_even_if_dead = {
                limit = {
                    NOT = { character = ROOT }
                    same_sex = ROOT
                    is_alive = no
                    NOT = {
                        sibling = ROOT
                    }
                }
                save_event_target_as = old_ruler
            }
            character_event = { id = dynastyname.19 }
        }
    }
    option = {
        name = OK
    }
}

I can't make heads or tails of it.
 

blackninja9939

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I've had a look, and I can't find anything (there obviously is something). That was my first go to, and I'm pretty sure you're right.

Code:
character_event = {
    id = dynastyname.0
   
    is_triggered_only = yes
    hide_window = yes
    only_men = yes
   
    trigger = {
        OR = {
            father_even_if_dead = {
                dynasty = 721
                dynasty = ROOT
                ai = yes
            }
            mother_even_if_dead = {
                dynasty = 721
                dynasty = ROOT
                ai = yes
            }
        }      
        NOT = { father_even_if_dead = { ai = no } }
        NOT = { mother_even_if_dead = { ai = no } }
        NOT = {
            liege = {
                ai = no
                any_child = {
                    any_child = {
                        character = ROOT
                    }
                }
            }
        }
    }

    immediate = {
        random_list = {
            100 = { }
            100 = { set_name = "Étienne" }
            100 = { set_name = "Thiébaut" }
            50 = { set_name = "Eudes" }
        }
    }
    option = {
        name = OK
    }
}
character_event = {
    id = dynastyname.1
   
    is_triggered_only = yes
    hide_window = yes
    only_men = yes
   
    trigger = {
        always = no
        OR = {
            father_even_if_dead = {
                dynasty = 93
                dynasty = ROOT
                ai = yes
            }
            mother_even_if_dead = {
                dynasty = 93
                dynasty = ROOT
                ai = yes
            }
        }      
        NOT = { father_even_if_dead = { ai = no } }
        NOT = { mother_even_if_dead = { ai = no } }
        NOT = {
            liege = {
                ai = no
                any_child = {
                    any_child = {
                        character = ROOT
                    }
                }
            }
        }
    }
   
    immediate = {
        random_list = {
            100 = { }
            100 = { set_name = Hugues }
            25 = { set_name = Guy }
        }
    }

    option = {
        name = OK
    }
}
character_event = {
    id = dynastyname.2
   
    is_triggered_only = yes
    hide_window = yes
    only_men = yes
   
    trigger = {
        always = no
        OR = {
            father_even_if_dead = {
                dynasty = 723
                dynasty = ROOT
                ai = yes
            }
            mother_even_if_dead = {
                dynasty = 723
                dynasty = ROOT
                ai = yes
            }
        }      
        NOT = { father_even_if_dead = { ai = no } }
        NOT = { mother_even_if_dead = { ai = no } }
        NOT = {
            liege = {
                ai = no
                any_child = {
                    any_child = {
                        character = ROOT
                    }
                }
            }
        }
    }
   
    immediate = {
        random_list = {
            150 = { }
            150 = { set_name = Foulques }
            100 = { set_name = Geoffroy }
        }
    }

    option = {
        name = OK
    }
}

character_event = {
    id = dynastyname.3
   
    is_triggered_only = yes
    hide_window = yes
    only_men = yes
   
    trigger = {
        culture_group = central_germanic
        OR = {
            father_even_if_dead = {
                dynasty = 650
                dynasty = ROOT
                ai = yes
            }
            mother_even_if_dead = {
                dynasty = 650
                dynasty = ROOT
                ai = yes
            }
        }      
        NOT = { father_even_if_dead = { ai = no } }
        NOT = { mother_even_if_dead = { ai = no } }
        NOT = {
            liege = {
                ai = no
                any_child = {
                    any_child = {
                        character = ROOT
                    }
                }
            }
        }
    }
   
    immediate = {
        random_dynasty_member_even_if_dead = {
            limit = {
                NOT = { character = ROOT }
                same_sex = ROOT
                is_alive = no
               
                NOT = {
                    sibling = ROOT
                }
            }
            save_event_target_as = old_ruler
        }
        character_event = { id = dynastyname.19 }
    }

    option = {
        name = OK
    }
}
#character_event = {
#    id = dynastyname.4
#  
#    is_triggered_only = yes
#    hide_window = yes
#    only_men = yes
#  
#    trigger = {
#        always = no
#        culture = frankish
#        OR = {
#            father_even_if_dead = {
#                dynasty = 650
#                dynasty = ROOT
#                ai = yes
#            }
#            mother_even_if_dead = {
#                dynasty = 650
#                dynasty = ROOT
#                ai = yes
#            }
#        }      
#        NOT = { father_even_if_dead = { ai = no } }
#        NOT = { mother_even_if_dead = { ai = no } }
#        NOT = {
#            liege = {
#                ai = no
#                any_child = {
#                    any_child = {
#                        character = ROOT
#                    }
#                }
#            }
#        }
#    }
#  
#    immediate = {
#        random_list = {
#            150 = { }
#            150 = { set_name = Guelph }
#            100 = { set_name = Henri }
#        }
#    }
#
#    option = {
#        name = OK
#    }
#}
character_event = {
    id = dynastyname.5
   
    is_triggered_only = yes
    hide_window = yes
    only_men = yes
   
    trigger = {
        culture_group = central_germanic
        OR = {
            father_even_if_dead = {
                dynasty = 25061
                dynasty = ROOT
                ai = yes
            }
            mother_even_if_dead = {
                dynasty = 25061
                dynasty = ROOT
                ai = yes
            }
        }      
        NOT = { father_even_if_dead = { ai = no } }
        NOT = { mother_even_if_dead = { ai = no } }
        NOT = {
            liege = {
                ai = no
                any_child = {
                    any_child = {
                        character = ROOT
                    }
                }
            }
        }
    }
   

    immediate = {
        if = {
            limit = { is_female = no }
            random_dynasty_member_even_if_dead = {
                limit = {
                    NOT = { character = ROOT }
                    same_sex = ROOT
                    is_alive = no
                    OR = {
                        is_close_relative = yes
                        higher_tier_than = BARON
                    }
                    NOT = {
                        sibling = ROOT
                    }
                }
                save_event_target_as = old_ruler
            }
            character_event = { id = dynastyname.19 }
        }
        if = {
            limit = { is_female = yes }
            random_dynasty_member_even_if_dead = {
                limit = {
                    NOT = { character = ROOT }
                    same_sex = ROOT
                    is_alive = no
                    NOT = {
                        sibling = ROOT
                    }
                }
                save_event_target_as = old_ruler
            }
            character_event = { id = dynastyname.19 }
        }
    }
    option = {
        name = OK
    }
}
character_event = {
    id = dynastyname.6
   
    is_triggered_only = yes
    hide_window = yes
   
    trigger = {
        culture = frankish
        OR = {
            father_even_if_dead = {
                dynasty = 25061
                dynasty = ROOT
                ai = yes
                NOT = {
                    OR = {
                        primary_title = c_vermandois
                        AND = {
                            has_landed_title = c_vermandois
                            NOT = {
                                tier = KING
                            }
                        }
                    }
                }
            }
            mother_even_if_dead = {
                dynasty = 25061
                dynasty = ROOT
                ai = yes
                NOT = {
                    OR = {
                        primary_title = c_vermandois
                        AND = {
                            has_landed_title = c_vermandois
                            NOT = {
                                tier = KING
                            }
                        }
                    }
                }
            }
        }      
        NOT = { father_even_if_dead = { ai = no } }
        NOT = { mother_even_if_dead = { ai = no } }
        NOT = {
            liege = {
                ai = no
                any_child = {
                    any_child = {
                        character = ROOT
                    }
                }
            }
        }
    }
   

    immediate = {
        if = {
            limit = { is_female = no }
            random_dynasty_member_even_if_dead = {
                limit = {
                    NOT = { character = ROOT }
                    same_sex = ROOT
                    is_alive = no
                    OR = {
                        is_close_relative = yes
                        higher_tier_than = BARON
                    }
                    NOT = {
                        sibling = ROOT
                    }
                }
                save_event_target_as = old_ruler
            }
            character_event = { id = dynastyname.19 }
        }
        if = {
            limit = { is_female = yes }
            random_dynasty_member_even_if_dead = {
                limit = {
                    NOT = { character = ROOT }
                    same_sex = ROOT
                    is_alive = no
                    NOT = {
                        sibling = ROOT
                    }
                }
                save_event_target_as = old_ruler
            }
            character_event = { id = dynastyname.19 }
        }
    }
    option = {
        name = OK
    }
}

I can't make heads or tails of it.
Have you actually defined the "dynastyname" namespace at the top of the file? Make sure to double check you have namespace = dynastyname at the top of the file
 

ogarrr

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Have you actually defined the "dynastyname" namespace at the top of the file? Make sure to double check you have namespace = dynastyname at the top of the file

Yeah i have, which was something that I would have laughed to myself if I missed it. It's entirely something I've done as well, as I've butchered both yours and ck2+'s code for this (your lannister and durrandon naming system and ck2+'s regnal naming system), and they work fine. This is almost driving in the general direction of the pub...


EDIT:
I think that I've found the issue, presumably "primary title = c_vermandois" should actually be "primary_title = { title = c_vermandois }". Cheers for looking chaps, and it was missing brackets in the end. Now, at long last, I'm going to go and have a pint.
 
Last edited:

Teutonic King

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**Update** Okay so I know that the flag changes because I am pagan, but I can't figure out why. Again any help here would be wonderful.
 

DC123456789

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Greetings,
so I am a bit confused: Wiki lists "religion" condition as being only available in character scope.
But then, how do I check whether
  • a province does NOT share the religion of a character (its owner)?
  • a province has a religion that its owner would consider a heresy?
I know I might be overlooking something obvious here, so please, someone tell me what ^^

I'm almost certain the religion trigger works in province scope as well.
 

RedBaronFlyer

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So I was messing around with the river travel thing so that there's no fortress cap for preventing river travel, can I just leave it at "MAX_RIVER_MOVEMENT_FORT_LEVEL = 99.0,"?

Another thing I was wondering is what will happen if I edit the powerful vassal thing in the defines? I already tested it by limiting the powerful vassal count to one, but I don't know what bugs could pop up.

I was going to have it look like this.


DUKE_POWERFUL_VASSAL_COUNT = 0,
KING_POWERFUL_VASSAL_COUNT = 0,
EMPEROR_POWERFUL_VASSAL_COUNT = 0,
 

RedBaronFlyer

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I have a strange issue regarding define modding, I have my mod set up and it shows up in the mod launcher and all that, but it ignores the powerful vassal thing that I changed.

Here's the code

NDefines = {

NDiplomacy = {

DUKE_POWERFUL_VASSAL_COUNT = 0,
KING_POWERFUL_VASSAL_COUNT = 0,
EMPEROR_POWERFUL_VASSAL_COUNT = 0,

},

and the mod is set up like this

mod -> "No powerful vassals" -> common -> powerfulvassals defines

Yet it still has powerful vassals showing up. Strangely if I mod the defines in common it works fine.
 

Ebi5000

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I have a strange issue regarding define modding, I have my mod set up and it shows up in the mod launcher and all that, but it ignores the powerful vassal thing that I changed.

Here's the code

NDefines = {

NDiplomacy = {

DUKE_POWERFUL_VASSAL_COUNT = 0,
KING_POWERFUL_VASSAL_COUNT = 0,
EMPEROR_POWERFUL_VASSAL_COUNT = 0,

},

and the mod is set up like this

mod -> "No powerful vassals" -> common -> powerfulvassals defines

Yet it still has powerful vassals showing up. Strangely if I mod the defines in common it works fine.
It can often come to complication when you use 0, try out -1 or build a workaround.
 

Aardvark Bellay

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and the mod is set up like this

mod -> "No powerful vassals" -> common -> powerfulvassals defines

o_O
Did you rename the file or folder that way or is that just the "defines" folder which incudes your define file with the few modded lines ?
*irritated"