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Ofaloaf

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I already knew that, but I can't figure out what's the "through" number I have to put. What is it? Where do I get it?
The "through" number is the ID of the sea province that the straight goes over. Barring anything else, you could get that province's RGB value in paint or something, then search definitions.csv for that r;g;b; value, then the ID number associated with that will be the ID you need.
 

Captain Gars

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Apparently it overrides some error-checking in set religion that allows you to change religion of a the leader of a holy order, a religious head or a rebel leader.
 

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Is there any way to change what the 5 bookmarks at game start actually are? And by that I mean actually change the bookmarks, not just relocalization. I thought I had a neat solution to adapt it to the mod, but then realized that the first two of the five bookmarks require DLC and not everyone has that stuff yet, which makes that bit more clunky.
 

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Hello!
I'm working on a mod aiming to iron out certain immersion-breaking events that often happen in the game, unfortunately I'm not able to figure out how to do a few of the more advanced things.
Any help is greatly appreciated!

Here's the issues I'm having, and what I'd like to change:

  • The Teutonic Order is often gifted land everywhere in the world at once, I've often seen the order have land in Scandivavia, Hungary, Russia and Germany all at once! What I'd like help with is how to modify the events to restrict the TO to request land only if it has NO land or if the land is within a de jure kingdom the TO has territory in already! I'm unsure on how to scope this in the event without breaking it.
  • I'd also like to eliminate the 'exiled kingdom' issue. Say that the Empire of Francia inherits Asturias, and then loses all de jure Asturian land to the muslims (which cannot usurp or form Asturias). In this case Asturias will float around inside of Francia forever. I'd like help making an event that within a set time destroys any non-titular title that does not control any of its de jure territory.

Thank you!
 

rageair

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Code:
<province where TO could be granted a holding> = {
   kingdom = {
      d_teutonic_order = {
         OR = {
            holder_scope = {
               NOT = {
                  demesne_size = 1
               }
            }
            any_demesne_title = {
               limit = {
                  lower_tier_than = duke
               }
               location = {
                  kingdom = {
                     title = PREVPREVPREV
                  }
              }
          }
      }
   }
}
The other one I don't think can be done.

Thank you! I'll run a test game and see if it works!
 

Ofaloaf

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Can on_actions reference a nonexistant event without the game soiling itself? I'd like to figure out if a few events are the source of a CTD error, and it'd be much easier if I could just comment-null the entire file(s) and leave at that rather than tracking down every relevant event entry in on_actions as well.
 

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I'd have a question regarding scopes:
I was trying to make some changes on the diploresponse event of a successful marriage proposition, but for some reason the new_character scope does not work. The way I see it it should target the spouse which was requested and, seeing the tooltip, it would seem so, but any command or event attached to it does not fire.
For example: let us say I want to marry a ruler to character X, I forward the request through the arrange marriage option, then wait a few days and receive the letter with the confirmation. The way I want to mod the event is to act upon character X right after, but even if the game seems to have scoped it correctly, any action I try to mod in doesn't work.
I'll put the code and a screenshot so that it is more clear:

Code:
diploresponse_event = {
	id = 216
	desc = "EVTDESC216"

	major = no
	is_friendly = yes
	is_triggered_only = yes

	# trigger = { ai = no }

	option = {
		name = "Married."
	}
	option = {
		name = "Not Married."
		ROOT = { remove_spouse = spouse }
		new_character = { move_character = FROM
				character_event = { id = test.0001 } }
	}
}
In-game rendition:
2014-11-08_00001.jpg

This is just an example with an event and a command, but neither works: the tooltip shows that the new_character in question (Andregoto) has been recognized as scope, but, when I click on the option, she doesn't receive the event (which is not broken, I checked and even tried with vanilla's) nor she moves to the court of her previous liege. At the same time, commands and events seem to work otherwise just fine for the other actors involved (ROOT/Assur divorces just fine and I've made other tests to check both lieges similarly). What am I doing wrong?
 

Silfae

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Thanks, but sadly I had already tried both, if remove_spouse is inserted inside new_character it stops working as well. I've tried again right now directly coping your code, but same result.Same thing if I make it an immediate event.
With ROOT being able to carry the divorce, the only real problem (at least for what I'm trying to test) it's at least getting the other spouse back to her/his court.
I could somewhat understand if the game was unable to scope for the character, but since it does and even shows that it will operate the action upon the selected character, it escapes me where the problem should be... Maybe it's a problem with the new_character scope itself? In the same event if I change the scope to ROOT, FROM or the receiver, it works as intended, only with new_character it goes null.
 

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Thanks again, richvh, while this new combination moves the spouse, it strangely targets the other spouse as destination (nowhere if it's unlanded), rather than the original FROM. I've checked with FROMFROM too, just in case, and same result, but it finally worked by inserting all the block in a FROM scope with move_character = PREVPREV, like this:

Code:
	option = {
		name = "Not Married."
		FROM = { ROOT = { spouse = { remove_spouse = ROOT
				move_character = PREVPREV
				}
			}
		}
	}
Thanks again for the help, now let's hope the mechanic I'm trying to create will work.
 

Silfae

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Alright, another question, this should be a quick one: is there a command to remove a betrothal through event? Something like remove_spouse?
 

Silfae

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It's break_betrothal you're looking for.
Thanks, but has it been tested? Every time I try to use it it resolves to a crash to desktop.
 

Silfae

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Both add_betrothal and break_betrothal appear in the executable. Neither appears in vanilla, but several valid effects don't. (The ckiiwiki says that add_betrothal is buggy, doesn't say on break_betrothal.) How exactly are you using it? The wiki says it should be something like 'break_betrothal = FROM'.
Yes, I tried several scopes, one of which was:
Code:
ROOT = { break_betrothal = FROM }

The games scopes right, when I see the action in the tooltip it shows character X will break the betrothal with character Y, but when I click on the option, it's the game that breaks.
 

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Strange. And you're sure those 2 are betrothed?
Indeed they are. I've tested it right after betrothing every time.
 

blackninja9939

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I'd like to write a decision to would allow for the creation of an empire that is either converts to a republic or only has elective monarchy. I understand how to make a decision that can only be activated by a republic, but I'm not sure if it's possible to convert to a republic - which would also force a change of capital.
You can do one of two things: follow the new convert to republicism decision for tribes but tweak it a bit however keep in mind the capital will be made a city and have no buildings
Or copy the decision but instead of changing the current capital into a city simply giving the decision taker a city holding inside the county and making it the capital.
 

Silfae

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So, reposting about that break_betrothal thing? The command still results in a crash to desktop to me in any circumstance, has anyone any idea of cause and prevention?
 

Silfae

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I don't believe that is possible. You can change graphical culture (ethnicity), but not (as far as I know) trigger on it.
I don't know if it works on a trigger, but putting graphical_culture = [culturegfx] does work on an ai modifier, it's used in the portrait properties to check the ethnicity of a character to give or retain specific hair types. Here:

Code:
		# Does not suit African females of a Western Culture
		modifier = {
			factor = 0
			is_female = yes
			graphical_culture = africangfx
			NOT = { culture = manden }
			NOT = { culture = ethiopian }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
 

Ofaloaf

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I'm experimenting with a flag change event based off the Avaria-Pannonia-Hungary and Lombardy-Italy ones, but it doesn't seem to work properly. If I manually trigger if via the console it goes off fine, and the checks there say it's good, but otherwise it just doesn't seem to go off. What'd I do wrong?

Code:
namespace = flags

# A German Italy
narrative_event = {
	id = flags.1
	desc =*EVTDESC_FLAGS1
	title = EVTTITLE_FLAGS1
	picture = GFX_evt_book_carolingian_script

	major = yes

	only_playable = yes
	
	trigger = {
		has_landed_title = k_italy
		culture = german
		OR = {
			has_landed_title = k_germany
			has_landed_title = e_hre
			top_liege = {
				has_landed_title = e_hre
			}
		}
		NOT = { has_global_flag = a_german_italy }
	}

	major_trigger = {
		OR = {
			religion_group = christian
			culture = italian
			culture = german
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	immediate = {
		set_global_flag = a_german_italy
	}
	
	option = {
		name = EVTOPTA_FLAGS1
		trigger = {
			has_landed_title = k_italy
		}
		k_italy = {
			set_coa = k_italy_GER
		}
	}
	option = {
		name = EVTOPTB_FLAGS1
		trigger = {
			NOT = { has_landed_title = k_italy }
			culture = italian
		}
	}
	option = {
		name = EVTOPTC_FLAGS1
		trigger = {
			NOT = { has_landed_title = k_italy }
			NOT = { culture = italian }
		}
	}
}
 

Ofaloaf

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Your code reveals a * character in the desc. Delete that and see if it works, that sometimes blocks events from working.
tbh I don't know how that got in, but removing it still doesn't work. As before, if I manually trigger via console it works fine, but left alone it does not fire.