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slothinator

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swampy111

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What do the following scope commands do (from custom localisation):
  • Actor
  • ActorExtra
  • AdultExtra
  • FromGetSheHe
  • Player
  • Recipient
  • RecipientExtra
And a much more important question:
say i have a custom command that is meant to be used like this: [char1.char2.Root.custom_command1]
Code:
defined_text = { name = custom_command1
    text = {
        localisation_key = key1
        trigger = { always = yes }
    }
}

Is there any way to keep char1 for key1?

Also, I noticed that ROOT doesn't work in key1: instead, it seems to just return THIS. Any idea if there's any work-around?
*edit nvm, i just slapped a character flag on
 
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TheDungen

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If I was to change the requirements for forging a bloodline is there a way to update the tool tip so it says the right numbers say foreign wars won to 0/10 instead of 0/15.
Is this stuff in localizations?
 
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Aardvark Bellay

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Anyone know what trait numbers 411 and 412 are ?

It doesn't seem to exist or rather not display and not be a known trait, as far as i can see.
The Wiki traits page doesn't have it.

I got to ask the question based on playing with the new updated Slvrbuus Cheat Menu mod and it turned out
that its cheat traits get displayed on these trait numbers when using the mod.
The corresponding trait numbers are hidden in the unmodded game and when i use the mod on a save file that
had no mods used originally, suddenly without unpausing these cheat traits show up. Confusing.

PS: While i fixed the issue with the cheat mod by now, why does the game add traits that don't seem to exist ?
 

Silversweeeper

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Anyone know what trait numbers 411 and 412 are ?

It doesn't seem to exist or rather not display and not be a known trait, as far as i can see.
The Wiki traits page doesn't have it.

I got to ask the question based on playing with the new updated Slvrbuus Cheat Menu mod and it turned out
that its cheat traits get displayed on these trait numbers when using the mod.
The corresponding trait numbers are hidden in the unmodded game and when i use the mod on a save file that
had no mods used originally, suddenly without unpausing these cheat traits show up. Confusing.

PS: While i fixed the issue with the cheat mod by now, why does the game add traits that don't seem to exist ?

Could it be one of the many hidden freckles/WL tattoo/scar traits getting replaced with the cheat trait because the trait definition for the cheat trait gets read before the relevant vanilla file and the ids thus get messed up?

00_traits.txt does have "WARNING: IF YOU DON'T ADD NEW TRAITS LAST (IN THE LAST READ TRAIT FILE), IT WILL BREAK OLD SAVE GAMES!" near the top, after all...
 

Lord Asgar

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Modifiers you attach directly to laws only apply to the ruler ruling with that law, correct? You have to make a separate modifier and have the law or a script apply it if you want all subjects under the law to be affected by the modifier?
 

Aardvark Bellay

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Could it be one of the many hidden freckles/WL tattoo/scar traits getting replaced with the cheat trait because the trait definition for the cheat trait gets read before the relevant vanilla file and the ids thus get messed up?

00_traits.txt does have "WARNING: IF YOU DON'T ADD NEW TRAITS LAST (IN THE LAST READ TRAIT FILE), IT WILL BREAK OLD SAVE GAMES!" near the top, after all...

Doesn't appear as if any trait got replaced, nothing i can see, but about that had been the the fix to the issue with the mod, as i mentined in the PS that i had fixed the issue by then. The cheat traits file had been named 03_cheat_traits, likely as until patch 3.x there had only been two trait files and that messed it up. Simply replacing the 03_with a b worked. Thanks for the response. Still..

My actual point was what traits these are ?

They are not in the Wiki (a hole between 407 and 418), i see no visual difference, so no hidden visual traits (or they simply didn't get replaced, as i said was my impression) and i can't make out any specifics, apart from traits 411 and 412 appearing quite often on invited_elder (event flag) africans over several saves i looked at. *later* Deleted the traits in the save file and saw no difference.
Doesn't appear to me to be visual traits or...

PS: Hmm,..looked at 00_scripted_effects it might be intended as some pagan_branch or african_tattoo traits (also mentioned is an add_scarred_tiered_effect), but i don't actually see anything..
I'm just curious. Not important, but i thought someone may know what these hidden traits are for.
Maybe they are just not done yet or bugged...or i simply don't know and it's something less dramatic.
MfvvyDB.gif
 
Last edited:

jursamaj

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Anyone know what trait numbers 411 and 412 are ?

It doesn't seem to exist or rather not display and not be a known trait, as far as i can see.
The Wiki traits page doesn't have it.

I got to ask the question based on playing with the new updated Slvrbuus Cheat Menu mod and it turned out
that its cheat traits get displayed on these trait numbers when using the mod.
The corresponding trait numbers are hidden in the unmodded game and when i use the mod on a save file that
had no mods used originally, suddenly without unpausing these cheat traits show up. Confusing.

PS: While i fixed the issue with the cheat mod by now, why does the game add traits that don't seem to exist ?
The list of traits on that wiki page is not complete, nor are the IDs hardcoded. The game goes thru the traits in the trait files, and assigns IDs as it finds traits. If a mod adds a trait to an existing file, or adds a file that comes alphanumerically before some existing trait file, the trait numbers will be different. Otherwise, the new traits will be numbered after the vanilla traits. In a save file, the traits are saved by assigned number. This is why, if you add a mod after creating a save file, the existing traits can be screwed up. Likewise, if a vanilla update adds a trait, it will screw up all mod traits in existing game files. Things get even worse if you have multiple mods that add traits, because even if each mod puts its traits after vanilla, there is no way for different mods to cooperate on whose traits come first.

When you make a save without a mod, then play with the mod, that mod's traits can mess up the trait numbers, if added wrong. Then a character with an existing trait may have his/her trait turn into one from the new mod. If added right, they will appear whenever that mod creates them.

In vanilla, ID 407 goes to kailash_guardian, which is the only trait defined in file 03_traits.txt 04_battle_scars_and_tattoos_traits.txt. The next 10 traits (IDs 408-417) will be the 1st 10 defined in file 05_LT_traits.txt 04_battle_scars_and_tattoos_traits.txt, which are hidden traits that control which scars a scarred character shows.

Edit: mixed up the file names.
 
Last edited:
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LVGVS

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Hi guys. I would like to know how to assign the portrait picture of the teutonic order commanding troops (clothing and headgear) to the winged helmet crown. I edited the file "special helmets" and put the fith frame (teutonic frame) into the sixth frame (wingee helmet), but it didn't work. I tried to change the number 6 to 5 in character propietries and it didn't work either. Thank you very much.
 

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Hello,

Im creating a new succesion law for my mod. The idea is that electors would be people with a trait and the ruler. I will work on it later, the first thing i wanted is that this succesion law is the main and only for a certain title. I solved it adding:

potential = {
NOT = { title = my_title }

And it worked for every current succesion type. Except Gavelkind. I dont know why Gavelkind keeps being enabled and, indeed, is the default one when starting the game. And it ruins everything (imagine HRE or Bizantium Empire starting with Gavelkind).

Any idea of how to solve this?

Thanks!

PD: Btw, i also want the heir to inherit only main title and the capital county, not the rest. But im not sure if that can be moded.
 

Whizzer

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Hello,

Im creating a new succesion law for my mod. The idea is that electors would be people with a trait and the ruler. I will work on it later, the first thing i wanted is that this succesion law is the main and only for a certain title. I solved it adding:

potential = {
NOT = { title = my_title }

And it worked for every current succesion type. Except Gavelkind. I dont know why Gavelkind keeps being enabled and, indeed, is the default one when starting the game. And it ruins everything (imagine HRE or Bizantium Empire starting with Gavelkind).

Any idea of how to solve this?

Thanks!

PD: Btw, i also want the heir to inherit only main title and the capital county, not the rest. But im not sure if that can be moded.

Gavelkind is the fallback if no other law's potential and allow triggers match, so you're being too restrictive somewhere.
 

Aardvark Bellay

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In vanilla, ID 407 goes to kailash_guardian, which is the only trait defined in file 04_battle_scars_and_tattoos_traits.txt.

That's in 03_traits.txt.

The next 10 traits (IDs 408-417) will be the 1st 10 defined in file 05_LT_traits.txt, which are hidden traits that control which scars a scarred character shows.

Scares are in 04_battle_scars_and_tattoos_traits.txt.
Then there is only one guardian trait defined in 05_LT_traits.txt.

Regarding the scars part, as i said before, i deleted the trait numbers in the save file and the picture hadn't changed on reload, which was the point i was left wondering about. So if they are supposed to be different type of scars, then it looks as if they don't work in my impression.
 

Elbadruhel

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If it's only for one title, the easy way to get it to work properly on startup is title history. That's what vanilla does for the HRE and ERE too.
Yes, that is right and is good advice, thanks. But i dont want to be able to swap to that one once playing either.

PD: Setting that succcesion as main works. Now the title has the proper succesion and the gavelkind that was getting by default now is not available. So great.
 
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jursamaj

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That's in 03_traits.txt.



Scares are in 04_battle_scars_and_tattoos_traits.txt.
Then there is only one guardian trait defined in 05_LT_traits.txt.

Regarding the scars part, as i said before, i deleted the trait numbers in the save file and the picture hadn't changed on reload, which was the point i was left wondering about. So if they are supposed to be different type of scars, then it looks as if they don't work in my impression.
Sorry, mixed up the file names there.

If I recall correctly, adding -debug to the game's startup options will log a list of all the traits, including the assigned IDs. That may help.
 
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Rockphed

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How does "on_become_doge" actually work? I just made an event to see why an event wasn't triggering and the event triggered about 5 times before I got tired of it. I am not going to rule out that I screwed up royally, so here are the relevant chunks of code:
Code:
on_become_doge = {
    events = {
        pat.11
    }
}
Code:
character_event = {
    id = pat.11
    
        option = {
        name = "EVTOPTA38000" # Go to the moneylenders - Favorable terms

        wealth = 200
    
    }
}

I expected it to fire once when I inherited a merchant republic, not every day or so. Is there a better on action to use for having things happen when a new doge gets elected?
 

Silversweeeper

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How does "on_become_doge" actually work? I just made an event to see why an event wasn't triggering and the event triggered about 5 times before I got tired of it. I am not going to rule out that I screwed up royally, so here are the relevant chunks of code:
Code:
on_become_doge = {
    events = {
        pat.11
    }
}
Code:
character_event = {
    id = pat.11
   
        option = {
        name = "EVTOPTA38000" # Go to the moneylenders - Favorable terms

        wealth = 200
   
    }
}

I expected it to fire once when I inherited a merchant republic, not every day or so. Is there a better on action to use for having things happen when a new doge gets elected?

You need to include "is_triggered_only = yes" as it otherwise will trigger on every event pulse for every character that's eligible (which, with no trigger block, is every character).