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unmerged(589171)

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Is it possible to target a dead lover by event?
Code:
character_event = {
	id = xxx
	desc = "EVTDESCxxx"
	picture = GFX_xxx
		
	trigger = {
		lover = { is_alive = no }
	}

	mean_time_to_happen = { days = 5 }

	option = {
		name = "EVTOPTAxxx"
		lover = { prestige = -50 }
	}
}
In theory, this event should occur once every 5 days as long as you have a dead lover, and should present a single option to reduce said lover's Prestige by 50. However, I'm not sure a lover remains a lover in death.

Does the "OR" scalar (Scalar: like if/NOT/etc) override other trigger qualifiers, or it simply a list of potentials, only one of which being required to activate an event? For example:
Code:
code
Will trigger if character has province 798 and has typhus or eats babies?
Yup, that's exactly right. I believe the "if = {" is unneeded, though. "province_id = 798" will suffice.
 

Arko

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is it possible to tweak the fabricate claim event(s) to make it creating claims on baronies and counties instead of duchies and counties.
does it also effects the other events of the chain ?
 

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Anyway to mod the cost of summer fairs and feasts? I essentially want to make them unaffordable to hold as they ruin any character I give a landed title (within a few years said character will have a litany of negative traits.) Removing them is fine with me too.

That or does anyone know of any mods that make them less destructible? I see the events and the options in the events folder but I'm not sure how to change the outcomes so that they are not so destructive. Thanks.
 

Arko

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Not in an obvious way... there appears to be no counterpart CSC barony to county, duchy, and kingdom.

thanks. it is what I tried first and causes very weird issues.
I'm trying my hand on fabricate claim plot where that seem to be more feasible.
 

Lord Finnish

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Is there a way to edit a character's looks in history/characters files so they always appear the same in the game instead get their looks randomly generated?
 

zephrelial

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Hi.Just like Varangian Guard is a vassal of Byzantine Empire in some sort of attachment.How can I make let's say mercenary company A,a vassal of Kingom of B?

I know it has to be related to landed_titles.txt but when checking Byzantine Empire and Varangian Guard as an example I couldn't find any correlation.I'd be glad if someone pointed me in the right direction.Thanks.
 

jordarkelf

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Is there a way to edit a character's looks in history/characters files so they always appear the same in the game instead get their looks randomly generated?

Yes, you can include the dna and properties to define their looks and portrait background by simply putting in these variables. Look in saxon.txt at #122 Harold Godwineson for an example.

Hi.Just like Varangian Guard is a vassal of Byzantine Empire in some sort of attachment.How can I make let's say mercenary company A,a vassal of Kingom of B?

I know it has to be related to landed_titles.txt but when checking Byzantine Empire and Varangian Guard as an example I couldn't find any correlation.I'd be glad if someone pointed me in the right direction.Thanks.
Can be done in two ways:
1) Add a liege=TAG line to their file in history\titles
2) Place their tag's definition (d_whatever) inside the k_kingdom brackets in 00_landed_titles.txt

Both will set the kingdom as that mercenary's liege.
 

zephrelial

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Yes, you can include the dna and properties to define their looks and portrait background by simply putting in these variables. Look in saxon.txt at #122 Harold Godwineson for an example.


Can be done in two ways:
1) Add a liege=TAG line to their file in history\titles
2) Place their tag's definition (d_whatever) inside the k_kingdom brackets in 00_landed_titles.txt

Both will set the kingdom as that mercenary's liege.

Thanks a lot.I will try that right away.Basically I may not be able to do that because I am trying to attach pecheneg company to titular duchy of pechenegs,since merc companies are also duke ranked it is possible that I can't set them as vassals of pechenegs,since I assume that vassals should always be 1 tier less at least.But I've created titular kingdom of pechenegs so I'll use this to set pecheneg band as vassals.
 

Arko

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can a building be tied to a specific law ? if so, how ? thanks^^
 

Arko

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potential = {
has_law = X
}

potential = {
owner = { has_law = X }
}

potential = {
owner = { title = { has_law = X } }
}

maybe one of those?

I'll try those. I've tried with FROM until now.


edit: none works sadly.
 
Last edited:

chatnoir17

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burny26

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would it be possible to add / change sounds to the receiving of specific messages? like a bellsound when you get a message of the pope? (just like in the trailer on steam)
 

richvh

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I don't believe so. (Haven't tested, but it doesn't seem to be the sort of thing they'd do a checksum on, as it doesn't directly affect gameplay.) Changing events changes the checksum though.
 

Arko

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How about ROOT?

not more successful.

using "trigger" instead of "potential" make the conditions to appear correctly but are never valid, conditions met or not.
 

weehee999

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I am trying to add a layer to portraits. Actually I'm trying to do exactly what is described in Dev Diary 7.

But even just defining p11 in portrait_properties.txt (without actually using it) causes the game to crash on startup.
When I change p11 to p12, the game loads fine, but the property is ignored. I ended up using p10 (blinded eyes) for my purpose in one culture, which worked.

Has anyone successfully added an additional portrait layer? Am I missing a step? Is 10 already the maximum number of properties? Is it a bug? Or is it simply not possible any more to define additional layer-properties without replacing existing ones?