If you have a landless title that doesn't have a defined culture or religion it will generate a character with neither culture nor religion. I think.But every province has culture and religion assigned to it, so I don't understand the problem.
If you have a landless title that doesn't have a defined culture or religion it will generate a character with neither culture nor religion. I think.But every province has culture and religion assigned to it, so I don't understand the problem.
If you have a landless title that doesn't have a defined culture or religion it will generate a character with neither culture nor religion. I think.
modifier = {
factor = 100
location = {
OR = {
region = world_india
region = custom_sindh
}
}
OR = {
location = {
OR = {
region = world_india
region = custom_sindh
}
}
AND = {
is_alive = no
is_ruler = yes
}
}
is_female = no
}
it does not work for dead ruler, but sometime it work, but for all ruler. I want to make only one graphic gfx, anyone help me!
Code:modifier = { factor = 100 location = { OR = { region = world_india region = custom_sindh } } OR = { location = { OR = { region = world_india region = custom_sindh } } AND = { is_alive = no is_ruler = yes } } is_female = no }
EDIT : So here I adding new special crown.. but don't know how to make it for only one character.
any_courtier = { #it's a condition, so no need for limit
ROOT = {
persistent_event_target:godfather = {
#------------------- scripted trigger ------------------
PREVPREV = {
persistent_event_target:godfather = { character = PREVPREV }
}
#------------------- scripted trigger ------------------
}
}
}
I don't think dead characters have a location, and I'm unsure if dead characters can pass is_ruler = yes. It'd probably be better to use hidden traits to assign special crowns to dead people, similar to how vanilla does it.
character_event = {
id = alfian.1
hide_window = yes
is_triggered_only = yes
trigger = {
capital_scope = {
OR = {
region = world_india
region = custom_sindh
}
}
}
immediate = {
if = {
limit = {
capital_scope = {
OR = {
region = world_india
region = custom_sindh
}
}
}
add_trait = dead_indian
}
}
}
Oh yes, you're right "is_ruler = yes" does not work in this case. So here I adding some Events to get the hidden Traits, correct me please.. this doesn't work at all..
Code:character_event = { id = alfian.1 hide_window = yes is_triggered_only = yes trigger = { capital_scope = { OR = { region = world_india region = custom_sindh } } } immediate = { if = { limit = { capital_scope = { OR = { region = world_india region = custom_sindh } } } add_trait = dead_indian } } }
There's no need to have the add_trait in an if block, since ROOT always will pass the limit due to passing the identical trigger and you thus waste performance running an identical check. Regardless of whether that is there or not, the event should give ROOT the dead_indian trait, so if that doesn't happen I suspect one or more of the following is causing problems:
- The event is never called. is_triggered_only events need to be explicitly called from somewhere.
- The event fires for the wrong character or in a non-character scope (e.g. a province).
- One or both regions is not defined properly, or ROOT's capital isn't in either region.
- dead_indian is not defined, and thus it cannot be added.
- ROOT does not live up to the potential block for dead_indian.
dead_indian = {
hidden = yes
random = no
customizer = no
}
namespace=alfian
character_event = {
id = alfian.1
hide_window = yes
is_triggered_only = yes
only_rulers = yes
trigger = {
location = {
OR = {
region = world_india
region = custom_sind
}
}
}
immediate = {
add_trait = dead_turko_indian
}
}
portrait_propesties.txt
19 = {
0 = {
hide_layers = { 5 = { } }
hide_layers = { 31 = { } } #Prevent hedge-incompatibilities with Ducal French Overlayers.
hide_layers = { 32 = { } } #Prevent hedge-incompatibilities with Ducal French Overlayers.
factor = 100
modifier = {
factor = 0
NOT = {
trait = dead_turko_indian
}
}
modifier = {
factor = 0
NOT = {
has_portrait_property = { layer = 5 index = 0 }
}
}
}
limit = {
OR = {
is_ruler = no
AND = {
is_republic = yes
is_patrician = no
lower_tier_than = ROOT
}
}
}
Really dumb question here, but i didn't find anything on the wikia. Does putting stuff inside a tooltip = { } (tooltip, not custom_tooltip) block ensure that its content is not executed, but instead, only a tooltip is generated?
character_event = {#If a patrician dies without an heir, make a city holder the replacement instead of generating a random patrician
id = PC.1
hide_window = yes
is_triggered_only = yes
is_patrician = yes
trigger = {
player_heir = {
NOT = {dynasty = ROOT}
}
}
immediate = {
liege = {
limit = {is_patrician = yes}
save_event_target_as = target_liege
}
liege = {
limit = {NOT = {is_patrician = yes}}
ROOT = {save_event_target_as = target_liege}
}
any_vassal = {
limit = {
is_republic = yes
is_patrician = no
NOT = {
any_dynasty_member = {is_patrician = yes}
}
}
set_character_flag = patrician_usurper_of_@ROOT
}
liege = {
limit = {
is_patrician = yes
}
any_vassal = {
limit = {
is_republic = yes
is_patrician = no
NOT = {
any_dynasty_member = {is_patrician = yes}
}
}
set_character_flag = patrician_usurper_of_@ROOT
}
}
any_dynasty_member = {
limit = {
is_female = yes
is_married_matrilineally = no
}
spouse = {
limit = {
OR = {
is_ruler = no
AND = {
is_republic = yes
is_patrician = no
lower_tier_than = event_target:target_liege
}
}
NOT = {
any_dynasty_member = {is_patrician = yes}
}
}
set_character_flag = patrician_usurper_of_@ROOT
}
}
random_character = {
limit = {
has_character_flag = patrician_usurper_of_@ROOT
}
set_defacto_liege = event_target:target_liege
create_family_palace = yes
}
any_character = {
limit = {
has_character_flag = patrician_usurper_of_@ROOT
}
clr_character_flag = patrician_usurper_of_@ROOT
}
}
}
Can anyone see what is wrong with this event?
limit inside a singular scope like liege. Use if instead. any_realm_lord = {
limit = {
higher_real_tier = baron
is_feudal = yes
}
any_demesne_title = {
limit = {
holding_type = castle
}
export_to_variable = { which = local_levy_var value = holding_raisable_levy }
change_variable = { which = local_holding_levy_count_var which = local_levy_var }
}
}
any_demesne_title = {
limit = {
holding_type = castle
}
export_to_variable = { which = local_levy_var value = holding_raisable_levy }
change_variable = { which = local_holding_levy_count_var which = local_levy_var }
}
set_variable = { which = test_holding_levy_var which = local_holding_levy_count_var }
any_demesne_title = {
limit = {
holding_type = castle
}
export_to_variable = { which = local_own_levy_var value = holding_raisable_levy }
change_variable = { which = local_own_holding_levy_count_var which = local_own_levy_var }
}
set_variable = { which = test_own_holding_levy_var which = local_own_holding_levy_count_var }
what is the best way to set as a variable to max levies of a realm? It needs to include only feudal rulers and not include mercenaries, retinues, vassals etc
(snip)
but it's returning the same value for test_own_holding_levy_var and test_holding_levy_var which is obviously wrong
Also, test_own_holding_levy_var doesn't match up with the military screen, seems more like levy+garrison
*edit* corrected higher_real_tier to higher_real_tier_than - the values are now different from each other, as they should be, but it still seems more like it's returning levy+garrison
would those be modifiers applied to the holdings or characters?This calculation won't account for various modifiers that reduce a vassal's provided levy, so it will be higher than the actual max levies of a realm.
I'm interested in this modding idea and actually I've done one. Would you wanna give it a try?Can anyone see what is wrong with this event?
Thank you. Now that the event works I just need to get it to do everything I want. Muwahahahaha!You can't uselimitinside a singular scope likeliege. Useifinstead.
I'm interested in this modding idea and actually I've done one. Would you wanna give it a try?
[persistent.cpp:40]: Error: "Unexpected token: cahudran, near line: 13" in file: "common/religions/baron.txt"
[persistent.cpp:40]: Error: "Unexpected token: playable, near line: 5" in file: "common/religions/baron.txt"
baron = {
graphical_cultures = muslimgfx
playable = yes
color = { 0 0 0 }
ai_convert_same_group = 2
ai_convert_other_group = 0
cahudran = {
icon = 5
color = { 0.1 0 0.15 }
scripture_name = GRIMOIRES_OF_MENDEZ
god_names = { CAHUD CAHUDA }
high_god_name = CAHUD
evil_god_names = { CHUBU }
priest_title = CEHUM
can_excommunicate = yes
can_grant_divorce = yes
can_grant_claim = yes
can_have_antipopes = yes
can_retire_to_monastery = yes
priests_can_marry = yes
priests_can_inherit = no
feminist = yes
max_wives = 1
female_temple_holders = yes
max_consorts = 1
aggression = 1
men_can_take_consorts = yes
women_can_take_consorts = yes
hard_to_convert = yes
castes = yes
caste_opinions = yes
rel_head_defense = yes
interface_skin = zun_interface
}
stellarism = {
icon = 49
color = { 1 0.84 0 }
scripture_name = GRIMOIRES_OF_PROXIMA
god_names = { THE_SUN THE_MOON THE_STARS }
high_god_name = THE_SUN
evil_god_names = { THE_DARKNESS THE_CHAOS }
priest_title = STELL
can_excommunicate = yes
can_grant_divorce = yes
can_grant_claim = yes
can_have_antipopes = yes
can_retire_to_monastery = yes
priests_can_marry = yes
priests_can_inherit = no
max_wives = 1
max_consorts = 1
aggression = 1
men_can_take_consorts = yes
hard_to_convert = yes
castes = yes
caste_opinions = yes
rel_head_defense = yes
interface_skin = taoist_interface
}
sertoxyanism = {
icon = 43
color = { 0 0 0 }
scripture_name = LEGEND_OF_THE_FOUR
god_names = { ABYSSAL QLIPPOTH TRIHEXA }
high_god_name = ABYSSAL
evil_god_names = { THE_TWO }
can_excommunicate = no
can_grant_divorce = yes
priests_can_marry = yes
priests_can_inherit = yes
priest_title = PRIEST
priest_title_female = PRIESTESS
feminist = yes
female_temple_holders = yes
aggression = 1.9
max_consorts = 1
men_can_take_consorts = yes
women_can_take_consorts = yes
hard_to_convert = yes
interface_skin = taoist_interface
parent = cahudran
}
}