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Garbon

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Is there an easy way to check which realm spawned a succesful adventurer and then have sponsoring liege vassalize the adventurer?

I'm trying to create a sequence where by a kingdom (or empire) level liege can sponsor a duchy adventure and then if successful that liege gets the conquered duchy as a vassal (so sort of outsourced conquest if you will for the kingdom).

I've been trying a few different things but stuck on a functional way to keep track of original liege and set that old liege as succesful adventurers liege post-conquest assuming still valid tier above duchy level.

Any thoughts?
I finally had a flash of inspiration and realised that I can flag the liege and then scope to that character on adventurer success to have them set the adventurer as a defacto vassal (+clear the chraracter flag). Works like a charm!

I think I need to change it to a title flag though as otherwise if liege dies before adventure is succesful then there is no one around to vassalize them (whereas in theory new primary title holder of former liege is valid choice). And I guess I also should adjust CB to clear the liege flag if say adventurer is unsuccesful (not landed).
 

GodModder

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Been making some province modifiers/flags and trying to add them via console command to test out their effects in the game. For some reason I can't get the console command to work, and I've tried vanilla flags to make sure it's not just the flag being wrong. I've also tried out clr_prov_flag as well, to see if that yields some insight, and that doesn't work either.

For instance, clr_prov_flag [flag] [province ID], typing in "clr_prov_flag smugglers_ring 1910" doesn't work, nor does "clr_prov_flag smugglers_ring c_sutai". I've checked and double-checked that the flag names, province tags, province ID numbers, and everything are right. I'm stumped. I know I've gotten the province flag commands to work before, but this is seriously hampering my testing ability. Anyone know what I'm doing wrong?
 

Silversweeeper

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Been making some province modifiers/flags and trying to add them via console command to test out their effects in the game. For some reason I can't get the console command to work, and I've tried vanilla flags to make sure it's not just the flag being wrong. I've also tried out clr_prov_flag as well, to see if that yields some insight, and that doesn't work either.

For instance, clr_prov_flag [flag] [province ID], typing in "clr_prov_flag smugglers_ring 1910" doesn't work, nor does "clr_prov_flag smugglers_ring c_sutai". I've checked and double-checked that the flag names, province tags, province ID numbers, and everything are right. I'm stumped. I know I've gotten the province flag commands to work before, but this is seriously hampering my testing ability. Anyone know what I'm doing wrong?

While you certainly could have added a flag named "smugglers_ring" (or whatever) and that should be clearable using clr_prov_flag (or clr_province_flag, if you're doing it using something other than the console), a modifier is not a flag, and it is thus correctly not cleared when you tell the game to remove an identically named flag.

Having it set up in such a manner that you could clear modifiers (or other non-flags, e.g. traits for characters) with clr_<scope>_flag would be a very bad setup; nothing prevents someone from using the same name for a modifier and a flag (and sometimes it is very useful to use similarly named flags and modifiers since that makes it much easier to find related things), and it's very possible they want to clear one but not the other, so the game "helpfully" inferring "They probably meant the modifier, so I should clear that" would result in issues whenever someone correctly tells the game "Clear this flag [but leave the modifier alone]".
 

Herakles8910

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Does anyone happen to have a full list a of the "fancier" scopes usable as targets (as opposed to the simple relative scopes such as ROOT, FROM, PREV, etc.) mentioned in the patch notes for patch 3.0.?
The liege, top_liege, employer, and capital "fancier" scopes are mentioned in the patch 3.0 patch notes, of which can be used as a target scope for triggers and effects, but are there more "fancier" scopes than this?
 

Silversweeeper

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Does anyone happen to have a full list a of the "fancier" scopes usable as targets (as opposed to the simple relative scopes such as ROOT, FROM, PREV, etc.) mentioned in the patch notes for patch 3.0.?
The liege, top_liege, employer, and capital "fancier" scopes are mentioned in the patch 3.0 patch notes, of which can be used as a target scope for triggers and effects, but are there more "fancier" scopes than this?

Even excluding event_targets, there are quite a few scopes, and though not all of them will work in every context (e.g. an artefact does not have a real_father) it's likely stuff that takes fancy scopes can take most scopes that are valid in a certain context.
 

Herakles8910

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Even excluding event_targets, there are quite a few scopes, and though not all of them will work in every context (e.g. an artefact does not have a real_father) it's likely stuff that takes fancy scopes can take most scopes that are valid in a certain context.
Really? Nearly all singular, non-random scopes (that are applicable context-wise of the current scope) can be used as fancy scopes targets for triggers and effects? Does anyone happen to know for certain which scopes apply? There's not any more special, exclusive fancy scopes out there (like the "capital" fancy scope, which is not a scope that can be called as an individual scoping block, where "capital_scope" has to be used instead)? I've always been relying exclusively on simple relative scopes (and event_targets and direct ID references when applicable) when scripting as a way to use scopes as targets for triggers and effects. If this is the case for what can be used as a fancy scope then it would really change things.
 

Whizzer

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Really? Nearly all singular, non-random scopes (that are applicable context-wise of the current scope) can be used as fancy scopes targets for triggers and effects? Does anyone happen to know for certain which scopes apply? There's not any more special, exclusive fancy scopes out there (like the "capital" fancy scope, which is not a scope that can be called as an individual scoping block, where "capital_scope" has to be used instead)? I've always been relying exclusively on simple relative scopes (and event_targets and direct ID references when applicable) when scripting as a way to use scopes as targets for triggers and effects. If this is the case for what can be used as a fancy scope then it would really change things.

I won't claim to have a complete list, but I've tested of all the following to either work, or (usually) not work. The game complains about using some of these fancy scopes with certain triggers/effects, and not every trigger/effect supports all suitable fancy scopes, so always test if your script works. The Validator knows about most, if not all of these, but can't tell you which trigger/effect supports which fancy scopes.

These do work:
religion_scope
true_religion_scope
secret_religion_scope
secret_religious_cult

culture_scope
gfx_culture_scope

family_palace
realm
faction_claimant
location
county (from province scope)
crownlaw_title
defacto_liege_title
dejure_liege_title
clan_title
primary_title

wonder_owner
society

betrothed
consort
current_heir
educator
highest_ranked_relative
job_chancellor
job_marshal
job_treasurer
job_spiritual
job_spymaster
killer
liege
liege_before_war
lover
mother
mother_even_if_dead
player_heir
spouse
supported_claimant
top_liege
location
suzerain
true_father
true_father_even_if_dead
regent

least_populous_clan_vassal
least_populous_clan_vassal_except_me
least_prestigious_clan_vassal
least_prestigious_clan_vassal_except_me
most_populous_clan_vassal
most_populous_clan_vassal_except_me
most_prestigious_clan_vassal
most_prestigious_clan_vassal_except_me
strongest_clan_vassal
strongest_clan_vassal_except_me
weakest_clan_vassal
weakest_clan_vassal_except_me




These don't work
dynasty_head
employer
host
most_popular_vassal
plot_target_char
religion_head
rightful_religious_head_scope
plot_target_province
quest_target
parent_religion
parent_religion_head
father_of_unborn
parent_religion
parent_religion_head
succ_law_title
plot_target_title
 
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Herakles8910

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I won't claim to have a complete list, but I've tested of all the following to either work, or (usually) not work. The game complains about using some of these fancy scopes with certain triggers/effects, and not every trigger/effect supports all suitable fancy scopes, so always test if your script works. The Validator knows about most, if not all of these, but can't tell you which trigger/effect supports which fancy scopes.

These do work:
religion_scope
true_religion_scope
secret_religion_scope
secret_religious_cult

culture_scope
gfx_culture_scope

family_palace
realm
faction_claimant
location
county (from province scope)
crownlaw_title
defacto_liege_title
dejure_liege_title
clan_title
primary_title

wonder_owner
society

betrothed
consort
current_heir
educator
highest_ranked_relative
job_chancellor
job_marshal
job_treasurer
job_spiritual
job_spymaster
killer
liege
liege_before_war
lover
mother
mother_even_if_dead
player_heir
spouse
supported_claimant
top_liege
location
suzerain
true_father
true_father_even_if_dead
regent

least_populous_clan_vassal
least_populous_clan_vassal_except_me
least_prestigious_clan_vassal
least_prestigious_clan_vassal_except_me
most_populous_clan_vassal
most_populous_clan_vassal_except_me
most_prestigious_clan_vassal
most_prestigious_clan_vassal_except_me
strongest_clan_vassal
strongest_clan_vassal_except_me
weakest_clan_vassal
weakest_clan_vassal_except_me




These don't work
dynasty_head
employer
host
most_popular_vassal
plot_target_char
religion_head
rightful_religious_head_scope
plot_target_province
quest_target
parent_religion
parent_religion_head
father_of_unborn
parent_religion
parent_religion_head
succ_law_title
plot_target_title
Thank you so much for this list Whizzer. I'll play around with them to test them for certain and for the specific triggers/effects I need.
 

GodModder

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While you certainly could have added a flag named "smugglers_ring" (or whatever) and that should be clearable using clr_prov_flag (or clr_province_flag, if you're doing it using something other than the console), a modifier is not a flag, and it is thus correctly not cleared when you tell the game to remove an identically named flag.

Having it set up in such a manner that you could clear modifiers (or other non-flags, e.g. traits for characters) with clr_<scope>_flag would be a very bad setup; nothing prevents someone from using the same name for a modifier and a flag (and sometimes it is very useful to use similarly named flags and modifiers since that makes it much easier to find related things), and it's very possible they want to clear one but not the other, so the game "helpfully" inferring "They probably meant the modifier, so I should clear that" would result in issues whenever someone correctly tells the game "Clear this flag [but leave the modifier alone]".
I knew I was missing something obvious. Flags != modifiers.

I was making and trying to test modifiers.

But, I don't see any console commands for setting or clearing province modifiers. Googling tells me there isn't any such command. I was positive I've used one for province modifiers before, but now I'm not so sure.
I won't claim to have a complete list, but I've tested of all the following to either work, or (usually) not work. The game complains about using some of these fancy scopes with certain triggers/effects, and not every trigger/effect supports all suitable fancy scopes, so always test if your script works. The Validator knows about most, if not all of these, but can't tell you which trigger/effect supports which fancy scopes.

These do work:
religion_scope
true_religion_scope
secret_religion_scope
secret_religious_cult

culture_scope
gfx_culture_scope

family_palace
realm
faction_claimant
location
county (from province scope)
crownlaw_title
defacto_liege_title
dejure_liege_title
clan_title
primary_title

wonder_owner
society

betrothed
consort
current_heir
educator
highest_ranked_relative
job_chancellor
job_marshal
job_treasurer
job_spiritual
job_spymaster
killer
liege
liege_before_war
lover
mother
mother_even_if_dead
player_heir
spouse
supported_claimant
top_liege
location
suzerain
true_father
true_father_even_if_dead
regent

least_populous_clan_vassal
least_populous_clan_vassal_except_me
least_prestigious_clan_vassal
least_prestigious_clan_vassal_except_me
most_populous_clan_vassal
most_populous_clan_vassal_except_me
most_prestigious_clan_vassal
most_prestigious_clan_vassal_except_me
strongest_clan_vassal
strongest_clan_vassal_except_me
weakest_clan_vassal
weakest_clan_vassal_except_me




These don't work
dynasty_head
employer
host
most_popular_vassal
plot_target_char
religion_head
rightful_religious_head_scope
plot_target_province
quest_target
parent_religion
parent_religion_head
father_of_unborn
parent_religion
parent_religion_head
succ_law_title
plot_target_title
It's very strange that some scopes would be completely broken. It removes the point of them being available.

It explains why attempts I've made to use the host scope before haven't worked. I assumed I simply didn't structure it correctly, and chose another scope in such cases that I could structure more easily.
 

Whizzer

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I knew I was missing something obvious. Flags != modifiers.

I was making and trying to test modifiers.

But, I don't see any console commands for setting or clearing province modifiers. Googling tells me there isn't any such command. I was positive I've used one for province modifiers before, but now I'm not so sure.

You can use the 'run' command instead, together with a file containing script that scopes to the desired provinces and effects to add/remove the modifiers.

It's very strange that some scopes would be completely broken. It removes the point of them being available.

It explains why attempts I've made to use the host scope before haven't worked. I assumed I simply didn't structure it correctly, and chose another scope in such cases that I could structure more easily.

It's disappointing Paradox couldn't be bothered to make all such scopes work and didn't really document any of this. Probably because they never used it themselves.
 
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Abdallah10

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hello world oh my i wish i found this thread earlier
i am tring to make my first mod its a plot mod but i cant get the condition to work ----- liege of ROOT is rival to liege of FROM
i opened ck2 plots but i didnt help it is usually just the between FROM and ROOT
 
Last edited:

Silversweeeper

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hello world oh my i wish i found this thread earlier
i am tring to make my first mod its a plot mod but i cant get the condition to work ----- liege of ROOT is rival to liege of FROM
i opened ck2 plots but i didnt help it is usually just the between FROM and ROOT

Code:
ROOT = {
    independent = no # ROOT would be their own liege otherwise, and that's presumably not something you want
    liege = { # Direct liege; use any_liege if it's any, top_liege if it's just top,
        any_rival = {
            any_vassal = { # Direct vassals; use any_realm_lord if you want sub-vassals to be included
                character = FROM
            }
        }
    }
}
 
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GodModder

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Code:
ROOT = {
    independent = no # ROOT would be their own liege otherwise, and that's presumably not something you want
    liege = { # Direct liege; use any_liege if it's any, top_liege if it's just top,
        any_rival = {
            any_vassal = { # Direct vassals; use any_realm_lord if you want sub-vassals to be included
                character = FROM
            }
        }
    }
}
Even though I've done some coding for my mod already, I still have trouble understanding code sometimes. I'm trying to process how this bit of code points to the rival being the liege of FROM. Does any_vassal in this case apply to anyone in the whole world who is a vassal, and not just any_vassal of ROOT's liege?
 

Whizzer

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Even though I've done some coding for my mod already, I still have trouble understanding code sometimes. I'm trying to process how this bit of code points to the rival being the liege of FROM. Does any_vassal in this case apply to anyone in the whole world who is a vassal, and not just any_vassal of ROOT's liege?

Very few scopes concern all characters who fit a certain requirement, and they're usually easy to recognise by their name. 'any_vassal' applies only to the current scope's vassals.
 

Silversweeeper

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Even though I've done some coding for my mod already, I still have trouble understanding code sometimes. I'm trying to process how this bit of code points to the rival being the liege of FROM. Does any_vassal in this case apply to anyone in the whole world who is a vassal, and not just any_vassal of ROOT's liege?

Current scope's (i.e. FROM's liege) vassals only. If you for some reason wanted every non-independent ruler ruler everywhere, you'd need any_independent_ruler = { any_realm_lord = { <stuff you want to check> }}, but since that's a very large number of characters (assuming nomads haven't burninated lots of land) it's not something you should use unless you really have to.

As for scopes in general, they definitely take some getting used to (and even after scripting thousands of events and assorted other things I find myself needing to refer to the wiki every now and then when doing messier things), particularly when you need to stack them (or need to throw in other messy conditions to limit the scope). If you find yourself reusing the same identical messy scope, I suggest moving it to a scripted trigger, e.g.

Code:
ROOT = {
    is_froms_lovers_friends_rivals_lieges_mothers_real_father_trigger = yes
}

plus

Code:
is_froms_lovers_friends_rivals_lieges_mothers_real_father_trigger = {
    FROM= {
        any_lover = {
            any_friend = { # Maybe exclude FROM
                any_rival = {
                    liege = { # Maybe exclude PREV
                        mother = {
                            real_father = {
                                character = ROOT
                            }
                        }
                    }
                }
            }
        }
    }
}
 

GodModder

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Current scope's (i.e. FROM's liege) vassals only. If you for some reason wanted every non-independent ruler ruler everywhere, you'd need any_independent_ruler = { any_realm_lord = { <stuff you want to check> }}, but since that's a very large number of characters (assuming nomads haven't burninated lots of land) it's not something you should use unless you really have to.

As for scopes in general, they definitely take some getting used to (and even after scripting thousands of events and assorted other things I find myself needing to refer to the wiki every now and then when doing messier things), particularly when you need to stack them (or need to throw in other messy conditions to limit the scope). If you find yourself reusing the same identical messy scope, I suggest moving it to a scripted trigger, e.g.

Code:
ROOT = {
    is_froms_lovers_friends_rivals_lieges_mothers_real_father_trigger = yes
}

plus

Code:
is_froms_lovers_friends_rivals_lieges_mothers_real_father_trigger = {
    FROM= {
        any_lover = {
            any_friend = { # Maybe exclude FROM
                any_rival = {
                    liege = { # Maybe exclude PREV
                        mother = {
                            real_father = {
                                character = ROOT
                            }
                        }
                    }
                }
            }
        }
    }
}
Your first block of code gives me Spaceballs vibes. I laughed.

Thank you both for your answers.
 
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Abdallah10

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Code:
ROOT = {
    independent = no # ROOT would be their own liege otherwise, and that's presumably not something you want
    liege = { # Direct liege; use any_liege if it's any, top_liege if it's just top,
        any_rival = {
            any_vassal = { # Direct vassals; use any_realm_lord if you want sub-vassals to be included
                character = FROM
            }
        }
    }
}

its working but not as i intend let me explain
i try to make a mod that allows vassals of two independent realms , realm a and ream b to spark revolts against each other
only if the top liege of realm a is rival to top liege of realm b or if the two realms are at war
i got the revolt thing working and tested it and the war condition

success = {
capital_scope = {
add_province_modifier = {
name = heretic_stronghold
years = 3
}

}
hidden_tooltip = {
FROM = { has_flag = plot_success }
}
}

and all the vassals count and above would target the capital counties and duchies provinces of the other realm only

# Plotter scope
potential = {
is_playable = yes
higher_tier_than = BARON
is_adult = yes
prisoner = no
is_incapable = no
NOT = { trait = in_hiding }
}

# Target scope
target_potential = {

is_ruler = yes
higher_tier_than = BARON
NOT = { character = FROM }

}

# Target scope
allow = {

NOT = { same_liege = FROM }
NOT = { FROM = { is_liege_of = ROOT } }
NOT = { ROOT = { is_liege_of = FROM } }
NOT = { capital_scope = { has_province_modifier = heretic_stronghold } }

OR = {
FROM = { war_with = ROOT }
# foe condition needed here between the two top lieges of each realm ...... :(
}

OR = {
tier = COUNT
tier = DUKE
}

}

but what is messing is the is foe condition between the independent top lieges now it woks only if they are at war .....
 
Last edited:

Abdallah10

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Jan 1, 2021
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8
all thanks to allah and @Silversweeeper
a working foe condition between 2 top lieges , but it only works in " player_allow " plot section tho , that scopes to FROM instead of ROOT and " any_independent_ruler " doesn't work either if any code had the word ROOT in it , mysterious stuff

Code:
player_allow = {
      
        top_liege = {           
            any_rival = {                 
                any_independent_ruler = {   
                    any_realm_lord = { character = THIS } 
                }
            }
        }   

        
    }

Code:
ROOT = {
    independent = no # ROOT would be their own liege otherwise, and that's presumably not something you want
    liege = { # Direct liege; use any_liege if it's any, top_liege if it's just top,
        any_rival = {
            any_vassal = { # Direct vassals; use any_realm_lord if you want sub-vassals to be included
                character = FROM
            }
        }
    }
}
 

neutrondecay

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I hope someone can help me!

I'm really struggling with artifact histories. I have two artefacts - a pair of crowns. They are defined as unique in the artifacts file, and when present, function as intended. But they always appear without any prior history.

I have tried using an artifact spawn entry to give each one to the holder of the respective title, while it lasted. For the one that has a known holder in the 'present day', I have tried both an additional artifact spawn clause, and an add_artifact effect in character history - but in either case, the artifact appears to have been created on the start date. If I use add_artifact, it appears to have been created on the day the current game started, rather than the actual date of its creation, over a millennium previously. If I use only the artifact spawn method, the creation date appears correctly, but the modern holder is still shown as the first and only owner.

1) What can I do to make the item show its correct owner history from before the start date?
2) Is there a way to have the other crown be missing initially, but turn up later with its correct prior history displayed?

Thanks,

nd
 

Silversweeeper

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1) What can I do to make the item show its correct owner history from before the start date?

Aside from possibly setting the original owner with set_original_owner and setting creation date with set_creation_date (you could probably do both in an on_chronicle_start event), I don't know if you can add pre-start date history to artefacts at all, though I don't think I've ever paid attention to artefact history...

2) Is there a way to have the other crown be missing initially, but turn up later with its correct prior history displayed?

If the above works for the one that exists from the start, I see no reason why a similar approach wouldn't work for the one that's created during gameplay.