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CFH1985

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The Validator says that "agnatic_cognatic_succession" and "absolute_cognatic_succession" is not a valid law. What is the correct term then, how should I write it?
the gender laws are listed in "succession_laws" in the law folder
cognatic_succession
agnatic_succession
true_cognatic_succession
enatic_succession
enatic_cognatic_succession
 
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swampy111

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A few days ago I posted here asking about why tooltips in scripted effects were wonky. I finally figured it out. Turns out, if you use the wrong event command (like, say, using character_event = { id = whatever.01 } to summon the narrative event with the id of whatever.01), then the event will go off just fine. However, it will apparently mess up the tooltips that are in scripted effects.
 

TheDungen

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Can anyone see what's wrong with this code? The idea is for a character to be able to mattrilineally marry a lowborn character in his subrealm to a newly generated noble courtier.
Code:
    arrange_noble_marriage = {
        only_playable = yes
        filter = sub_realm
        ai_target_filter = none
        
        from_potential = {
            is_playable = yes
            is_adult = yes
            prisoner = no
            NOT = { trait = incapable }
        }
        potential = {
            dynasty = none
            is_married = no
            is_female = no
            FROM = {
                any_courtier_or_vassal = {
                    character = ROOT
                }
            }
        }
        effect = {
            hidden_tooltip = {
                create_character = {
                    random_traits = yes
                    dynasty = actually_culture
                    female = yes
                    age = 17
                }
                new_character = {
                    remove_trait = slow
                    remove_trait = imbecile
                    remove_trait = dull
                    
                    if = {
                        limit = {
                            has_dharmic_religion_trigger = yes
                        }
                        add_trait = kshatriya
                        character_event = { id = RoI.30121 }
                    }
                    if = {
                        limit = {
                            OR = {
                                religion = hellenic_pagan
                                religion = hellenic_pagan_reformed
                                has_religion_feature = religion_astrology
                            }
                        }
                        hidden_tooltip = { add_western_zodiac_trait_effect = yes }
                    }
                    if = {
                        limit = {
                            has_religion_feature = religion_no_leader
                            religion_group = pagan_group
                        }
                        random_list = { 
                            5 = {
                                add_trait = pagan_branch_1
                            }
                            25 = {
                                add_trait = pagan_branch_2
                            }
                            25 = {
                                add_trait = pagan_branch_3
                            }
                            25 = {
                                add_trait = pagan_branch_4
                            }
                        }
                    }
                    add_spouse_matrilineal = ROOT
                }
            }
        }
    }
 

Silversweeeper

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Can anyone see what's wrong with this code? The idea is for a character to be able to mattrilineally marry a lowborn character in his subrealm to a newly generated noble courtier.
Code:
    arrange_noble_marriage = {
        only_playable = yes
        filter = sub_realm
        ai_target_filter = none
       
        from_potential = {
            is_playable = yes
            is_adult = yes
            prisoner = no
            NOT = { trait = incapable }
        }
        potential = {
            dynasty = none
            is_married = no
            is_female = no
            FROM = {
                any_courtier_or_vassal = {
                    character = ROOT
                }
            }
        }
        effect = {
            hidden_tooltip = {
                create_character = {
                    random_traits = yes
                    dynasty = actually_culture
                    female = yes
                    age = 17
                }
                new_character = {
                    remove_trait = slow
                    remove_trait = imbecile
                    remove_trait = dull
                   
                    if = {
                        limit = {
                            has_dharmic_religion_trigger = yes
                        }
                        add_trait = kshatriya
                        character_event = { id = RoI.30121 }
                    }
                    if = {
                        limit = {
                            OR = {
                                religion = hellenic_pagan
                                religion = hellenic_pagan_reformed
                                has_religion_feature = religion_astrology
                            }
                        }
                        hidden_tooltip = { add_western_zodiac_trait_effect = yes }
                    }
                    if = {
                        limit = {
                            has_religion_feature = religion_no_leader
                            religion_group = pagan_group
                        }
                        random_list = {
                            5 = {
                                add_trait = pagan_branch_1
                            }
                            25 = {
                                add_trait = pagan_branch_2
                            }
                            25 = {
                                add_trait = pagan_branch_3
                            }
                            25 = {
                                add_trait = pagan_branch_4
                            }
                        }
                    }
                    add_spouse_matrilineal = ROOT
                }
            }
        }
    }

The only thing I notice is that there is no religion or culture set for the new character, which is quite odd and would mess with the dynasty setup and the religion checks. If there are other issues, I can't spot them, but if you have a specific problem it might be possible to spot the issue if you revealed what the issue is.

Also, you might as well run the Validator on the file where you have defined this decision, as it might catch some problems that a human would not.
 

TheDungen

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The only thing I notice is that there is no religion or culture set for the new character, which is quite odd and would mess with the dynasty setup and the religion checks. If there are other issues, I can't spot them, but if you have a specific problem it might be possible to spot the issue if you revealed what the issue is.

Also, you might as well run the Validator on the file where you have defined this decision, as it might catch some problems that a human would not.
The character creation part is copied directly from the present debutante decision. And I'm sure the validator would find faults in it which is why I prefer human eyes. Every time I use the validator it finds many hundreds of faults in code copied from the game files
 

Silversweeeper

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The character creation part is copied directly from the present debutante decision.

Huh; didn't know that that decision was written like that...

Every time I use the validator it finds many hundreds of faults in code copied from the game files

That's unsurprising, seeing as vanilla's script has actual issues (bugs) in some places that the Validator should flag, that some things that are flagged would be issues under very slightly different circumstances (e.g. missing localization for AI only decisions would be issues if those weren't AI only decisions) and make sense to flag for human review, and that the Validator by default (you can configure it to ignore certain things) flags stuff like "Only one item in an OR block" or "AND block used when already in an AND/de-facto AND block" (which don't affect script functionality but still are examples of improper scripting) that shows up in vanilla.

Sure, it reports some false positives, but you can usually rule them out based on file names and line numbers, and it tends to catch most actual errors (that aren't issues caused by e.g. accidentally writing "ai = yes" instead of "ai = no"), including things a human easily would miss (e.g. typos outside localization).
 
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CFH1985

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The character creation part is copied directly from the present debutante decision. And I'm sure the validator would find faults in it which is why I prefer human eyes. Every time I use the validator it finds many hundreds of faults in code copied from the game files
there is an option, top right, to show mod errors only "show all errors" "show mod errors" "show main mod errors" - I keep it set to show mod errors
 

Whizzer

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The character creation part is copied directly from the present debutante decision. And I'm sure the validator would find faults in it which is why I prefer human eyes. Every time I use the validator it finds many hundreds of faults in code copied from the game files

The Validator reports tons of errors because the files contain tons of errors. Use CleanSlate for sanitised game files.

there is an option, top right, to show mod errors only "show all errors" "show mod errors" "show main mod errors" - I keep it set to show mod errors

That won't help if vanilla game files are used in the mod itself.
 
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TheDungen

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Anyway I am well aware of the validator's existance I thank you for wanting to tell me but I would rather you throw a glance at my code.

Edit: nvm I figured it out.
 
Last edited:

Neod4000

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Hello!
I'm trying to mod the names of some Sea Zones - just for immersion for a game - and I'm trying to change the names of all the North Sea provinces by making new localisation files and loading them up as a mod.
For provinces 986, 987, 988, 989 and 998 it works perfectly.
But province 1686 it does not, and I can't work out why. They are written exactly the same, photo attached:
View attachment 631390
Is anyone able to help?
Hate to double post but does anyone have any idea of what the problem here is? I'm gonna be streaming this game tomorrow and any help before then would be greatly appreciated.
 

TheDungen

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What was the cause?
Code:
            FROM = {
                any_courtier_or_vassal = {
                    character = ROOT
                }
            }
Doesn't include courtiers of vassals, I tried a few workarounds for subrealm until I realized I didn't need it, the targeted decision is already filtered for subrealm so I simply got rid of the line.
 

jursamaj

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Hate to double post but does anyone have any idea of what the problem here is? I'm gonna be streaming this game tomorrow and any help before then would be greatly appreciated.
The only thing that springs to mind is that the file names matter. I forget whether to want your overrides to be in a file starting with 00 or zz, but the alphabetic order of all relevant localization files matters.
 

Whizzer

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Hate to double post but does anyone have any idea of what the problem here is? I'm gonna be streaming this game tomorrow and any help before then would be greatly appreciated.

Try using Notepad++, or another decent text editor, instead of spreadsheet software.

Code:
            FROM = {
                any_courtier_or_vassal = {
                    character = ROOT
                }
            }
Doesn't include courtiers of vassals, I tried a few workarounds for subrealm until I realized I didn't need it, the targeted decision is already filtered for subrealm so I simply got rid of the line.

Yes, most such scopes only target direct subjects. Exceptions are any_realm_lord and any_realm_character.
Also, rather than using an inefficient any_ scope, use vassal_of (also works for courtiers).
 
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swampy111

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Is there any way to get event options with coloured borders without the tooltip showing up? I just want the options colour-coded so they're easier for players to process, but the options themselves are not dependent on ROOT's stats/traits, as the default tooltip says.

*edit. Also, what's the correct syntax for show_trait? Specifically, how do I make an event option show several traits?
 
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jursamaj

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Is there any way to get event options with coloured borders without the tooltip showing up? I just want the options colour-coded so they're easier for players to process, but the options themselves are not dependent on ROOT's stats/traits, as the default tooltip says.

*edit. Also, what's the correct syntax for show_trait? Specifically, how do I make an event option show several traits?
There is a possibility, but you'd have to try it out (and let us know): put the tooltip_info command inside a custom_tooltip or hidden_tooltip command. Hopefully you'll get the color without the actual tooltip. (There is a tooltip_info=yes option, but I think it always gives the same color, so no very helpful to you.)

Otherwise, I don't think there's any way to get the colored box without the tooltip. You *could* edit the tooltip text, but that would affect all uses, including existing events that actually are because of the relevant trait.
 

swampy111

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There is a possibility, but you'd have to try it out (and let us know): put the tooltip_info command inside a custom_tooltip or hidden_tooltip command. Hopefully you'll get the color without the actual tooltip. (There is a tooltip_info=yes option, but I think it always gives the same color, so no very helpful to you.)

Otherwise, I don't think there's any way to get the colored box without the tooltip. You *could* edit the tooltip text, but that would affect all uses, including existing events that actually are because of the relevant trait.
Alas, it does not work.
 

Neod4000

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The only thing that springs to mind is that the file names matter. I forget whether to want your overrides to be in a file starting with 00 or zz, but the alphabetic order of all relevant localization files matters.
Oh thank you - could you possibly elaborate? currently the file is provinces.csv and the confusing part is that that works for the first lot.


Try using Notepad++, or another decent text editor, instead of spreadsheet software.

Can't believe I didn't do this before
 

TheDungen

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Try using Notepad++, or another decent text editor, instead of spreadsheet software.



Yes, most such scopes only target direct subjects. Exceptions are any_realm_lord and any_realm_character.
Also, rather than using an inefficient any_ scope, use vassal_of (also works for courtiers).
Yeah one of my workarounds was
Code:
FROM = {
    any_realm_character = {
        character = ROOT
    }
}
Which I realized worked for subrealm.
But it didn't work. But it doesn't matter seeing as I already filter for subrealm.
 

swampy111

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Does anyone know if it's possible to make a scripted trigger or smt similar, where you get to choose a scope as an argument? Take, for example, vanilla's is_married condition (i'm interested in the version that returns a character, not true/false).
is_married = ROOT - is it possible to make a similar scripted effect?
Because I'm working on revamping the seduction event, and I want to shove both is_married and is_consort (and some more stuff) under the same scripted trigger to save time, and while I could rely on event targets, it doesn't seem like the most graceful of solutions.

Also repeating the question about the syntax of show_trait. Is it show_trait = { trait_1 trait_2... trait_n } or something? If so, is it possible to have certain traits show under certain conditions?