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Meneth

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Quick question - what exactly is the point of immediate? If it is used, does that basically mean the effects within immediate are executed before the event even fires, or does it mean the effect will happen the moment the event fires?
The moment it fires, so you can have the options be based on what happens in the immediate (using IFs and such in there can give good results).
It can also be important for multiplayer, as there events don't pause the game. So if there's something that should happen instantly when the event triggers, use immediate.
 

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immediate effects will fire at the moment the event fires.
We use it in several places for AI only events and events that the player shouldn't really be seeing.
Do note that there's also hide_window = yes, in case you didn't already know of it.
It's pretty great.
 

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In a title what does this Mean ???
Code:
 allow = { always = no
ive seen it in the code for a title
It means it cannot be created through normal means. It may be creatable via event, or might never exist unless present at campaign start.
 

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To ask for an opinion . Ive created the patriarch of constantinople title to come about if whoever has control of constantinople itself is catholic should i have the landless = yes primary = yes in it ??

Code:
d_latin_patriarch_constantinople = {
        color={ 145 99 39 }
        color2={ 255 255 255 }
        capital = 496 #constantinople

        title = "PATRIARCH"
        foa = "PATRIARCHATE_FOA"
       title_prefix = "PATRIARCHATE_OF"
        
          dignity = 100 

           allow = {
        OR = {
            religion = catholic
        }
            liege = {
            has_landed_title = b_byzantion
                        religion = catholic

        landless = yes

        primary = yes
        

            }
        }
    }
Landless means that a holder will be generated if it doesn't have one.
Primary means it'll be the holder's primary title at all times.

You almost certainly don't want landless, and you probably don't want primary.
 

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I get ya so if i have landless = yes then the title will more or less always exist if it has land or not and as for primary why wouldnt i want that ??
Primary would make the Latin Empire for example show up as Patriarchy of Constantinople instead on the map, I believe.
 

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Similar to my previous question,

Is it possible to give a title a religion specific name? I've got the culture specific naming down but I'm wondering if I can make the HRE name change based on the religion of the holder and I can't work out how as typing catholic= "Holy Roman Empire" doesn't do it....(I already modded the base name to German Empire)
You can change it via event, but not automatically like that sadly.
In an event you can use "set_name = whatever", and then just have that trigger when it isn't Catholic to make it the German Empire (or the other way around).
 

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Computer says no. I've run your methods (which seemed very good) in multiple variants and nah it doesn't work unfortunately. Thanks for trying at least!
has_law sadly does not work in the job_titles file. I reported it earlier this month, though the bug has to my knowledge been present since release.
 

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What does the "hidden_tooltip" mean?
Do I have to use it for chain events?
It's used to make effects not show up in the event option. It's useful if you're applying things to a lot of people for example, so that the text doesn't become incredibly long.
 

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How do you change what the size of a realm can be to prepare an invasion? It's very stupid that I can't invade someone because they have 41 holdings. >:/

I mean, 60 would be fine.
It's in defines.lua: MAX_PREP_INV_TARGET_HOLDINGS = 40, -- The target must control at the most this many holdings within the target kingdom to be a valid prepared invasion target
 

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I'm working on a Patrician fix for my No Hassles Vassals mod. I am trying to find a condition that will exclude a Patrician's "House" title, because the game recognizes it as a barony. My last attempt was:
Code:
                    random_demesne_title = {
                        limit = {
                            is_merchant_republic = no
                            is_titular = no
                            is_republic = no
                            is_theocracy = no
                            tier = baron
                            NOT = { tier = count }
                            is_capital = no
                        }
But it is still giving away the House title. Any help is appreciated =)
is_feudal = yes

Looks like what you'd want given that you're excluding cities, temples, and trying to exclude family palaces. So replace the first four lines of the limit with that.
 

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Here's a question: What exactly does 'congenital = yes' on traits mean? Does this go alongside inherit_chance?
It means it can be inherited. By adding inherit_chance as well you're telling that out of 100 births, x children will inherit the trait.
 

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When creating a random character in an event, is it possible to add a claim or autogenerate a wife (as you can do with the ruler designer)?
Use the new_character scope after creating the character, and you can do pretty much anything you want from there.
 

Meneth

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I see an add_spouse in your wiki, but no description.

Code:
        new_character = {
            add_spouse = ???
        }

Sorry, I'm really bad at this coding stuff, and it's a miracle I actually got my current events to work perfectly. :confused:

Should I just add a new create_random_X, then use the scope, and add the spouse as PREVPREV?
Pretty much; the target of add_spouse is who you want to marry the character to.
 

Meneth

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Oh dear, no matter what I do, the event ends up marrying to the player character.

I had this:
Code:
        activate_title = { title = d_kohen_gadol status = yes}
        create_random_priest = {
            dynasty = 1000052012
            female = no
            min_age = 20
            religion = jewish
            culture = mizrahim
            random_traits = no
            trait = mastermind_theologian
        }
        new_character = {
            d_kohen_gadol = {
                grant_title = PREV
                }
            b_jerusalem = {
                grant_title = PREV
                      }
            set_defacto_liege = ROOT
        }
        create_random_intriguer = {
            female = yes
            min_age = 20
            religion = jewish
            culture = mizrahim
            trait = midas_touched
        }
        new_character = {
            add_spouse = PREVPREV
        }
I changed it to thus, thinking the set_defacto_liege = ROOT gave the problem, but it doesn't work either:
Code:
        activate_title = { title = d_kohen_gadol status = yes}
        create_random_priest = {
            dynasty = 1000052012
            female = no
            min_age = 20
            religion = jewish
            culture = mizrahim
            random_traits = no
            trait = mastermind_theologian
        }
        new_character = {
            d_kohen_gadol = {
                grant_title = PREV
                }
            b_jerusalem = {
                grant_title = PREV
                      }
            create_random_intriguer = {
                female = yes
                min_age = 20
                religion = jewish
                culture = mizrahim
                trait = midas_touched
            }
            new_character = {
                add_spouse = PREVPREV
            }
            set_defacto_liege = ROOT
        }

What am I doing wrong? :confused:

I'm beginning to think that code either doesn't work or somehow works.
You have a PREV too many. add_spouse = PREV should work.
 

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But wouldn't they marry themselves, in that case? Compare with grant_title = PREV, which gave the title to the male.
No, add_spouse = THIS would make them marry themselves. PREV is the previous scope, not the current one.