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Vortiman

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I don't know about patrician respect to tell the truth but there are a lot of other ways to increase the respect of others with traits. Depends on what type of respect you're looking for. There are things in traits that can affect ai_honor, ai_zeal, etc... and can be applied to traits. You can look around for same_opinion_if_same_religion, same_opinion, liege_opinion, spouse_opinion, etc... There's a bunch of them you can use.

How do I see a list of these?
 

rlopez1605

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How do I see a list of these?

I'm not really sure about a 'list' per se... What I did was go to all of the event modifiers and opinion modifiers and traits and got a bunch from there. Uh...00_traits.txt , triggered_modifiers.txt , I've seen some I've also used from opinion_modifiers folder... etc...
 

riknap

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a quick question:
what happens if on_actions references an event that isn't on file?
 

riknap

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Nothing most likely. Why?
it was for a mod compatibility thing. I'm porting VIET events to LI, but not all entirely (since they won't all fit the setting completely without alterations). Some of the on_actions trigger for events I'm too lazy to determine if I added the .txt file in or not :laugh: (e.g. "Generic Muslim events? what file is that in? :laugh: )

Basically I'm trying to create an autocratic republic wherein one family is guaranteed the election. Is this possible?
I don't think it's possible to affect the election system directly via events.
still, you could influence it by increasing the prestige effect in elections by a lot... and adding decisions that give the doge prestige.
but that's a rather pitiful workaround though :laugh:
 

riknap

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Two questions:
Where would I find revolt risk modifiers related to culture and religion?

I've disabled de jure assimilation in defines.lua, but it still seems to be occurring.
static_modifiers for the first
for the latter, maybe changing the de jure assimilation years to probably zero is necessary as well to fully disable them aside from just switching the 1/0 setting to 0?
 

Teutonic_Thrash

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static_modifiers for the first
for the latter, maybe changing the de jure assimilation years to probably zero is necessary as well to fully disable them aside from just switching the 1/0 setting to 0?
Thanks both work. They should say it a bit more clearly though in the file.
 

Vortiman

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I don't think it's possible to affect the election system directly via events.
still, you could influence it by increasing the prestige effect in elections by a lot... and adding decisions that give the doge prestige.
but that's a rather pitiful workaround though :laugh:

I suppose. What's the syntax for someone being a doge/being a patrician but not a doge?

And wouldn't you have to add a decision that gives your heir prestige, or is the prestige effect of elections based on the current head of the family's prestige?
 

rlopez1605

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I'm finding out I suck at adding in events. As in, completely.

How should an event look that gives a specific trait to all males of a specific cultural or religious group?

This should help. Question here though... Is this trait only and specifically for a religion or culture group? If so, you have to change the TRAIT and not necessarily an event. The trait must have a 'potential' code block where the potential = { OR = { culture = ? religion = ? } }

Code:
character_event = {
	id = 111111 # This is the primary key and MUST BE UNIQUE.
	desc = "EVT111111" #This is the localisation tag and a localisation must be put into a localisation file. If you wish text here, it cannot be more than 255 characters including spaces.
	picture = "GFX_Something"  # This is the picture tag.  A picture must be in the gfx folder and a pointer to the picture must be in the interface folder.
	
	only_men = yes
	trigger = {
		OR = {
			religion_group = christian # I don't know what religion group you want but this is where you put the religion group.
			culture_group = latin # I don't know what culture group you want but this is where you put the culture group.
		}
		NOT = { trait = stressed } # I don't know what trait you want to give but this is where you put the trait that, if the person already has it, the event WILL NOT trigger.
	}
	meant_time_to_happen = {
		days = 1 # This is where you put how fast you want the trigger to go.  I assume you want it to be immediately so long as the men don't have the trait.
	}
	option = {
		name = "EVTOPT111111" # Look at my notes on 'desc' above.
		add_trait = stressed # This is the command line.  It will give the trait you put here to the character.
	}
}
 

Mr Bernie

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This should help. Question here though... Is this trait only and specifically for a religion or culture group? If so, you have to change the TRAIT and not necessarily an event. The trait must have a 'potential' code block where the potential = { OR = { culture = ? religion = ? } }
Hmm, turns out my event actually looked almost identical to yours, but the trait wasn't a proper one.

I tried it with this:
Code:
character_event = {
	id = amazon_male_disinherit
	desc = "EVTamazon_male_disinherit01"
	picture = "GFX_evt_birth"

	only_men = yes
	trigger = {
		OR = {
			religion_group = amazonism
			culture_group = amazon
		}
		NOT = { trait = amazon_male } 
	}
	meant_time_to_happen = {
		days = 1 
	}
	option = {
		name = "EVTamazon_male_disinherit02"
		add_trait = amazon_male 
	}
}
for this trait:
Code:
amazon_male = {
	sex_appeal_opinion = -15
	diplomacy = -5
	stewardship = -2
	intrigue = -2
	
	customizer = no
	
	cannot_inherit = yes

	potential = { 
			OR = { 	
				culture_group = amazon 
				religion_group = amazonism
			}
		}

}

The idea is to add in a matriarchal culture that autodisinherits men and defaults to true cognatic succession, but with this setup, I haven't seen it fire so far (I added an icon amazon_male.dds copied from the celibate icon, so it would show up if it fired properly, right? Also looking at DLC events, non-purely-numerical events seem to be possible, or is it the IDing that screws it up?)
 

rlopez1605

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Hmm, turns out my event actually looked almost identical to yours, but the trait wasn't a proper one.

I tried it with this:
Code:
character_event = {
	id = amazon_male_disinherit
	desc = "EVTamazon_male_disinherit01"
	picture = "GFX_evt_birth"

	only_men = yes
	trigger = {
		OR = {
			religion_group = amazonism
			culture_group = amazon
		}
		NOT = { trait = amazon_male } 
	}
	meant_time_to_happen = {
		days = 1 
	}
	option = {
		name = "EVTamazon_male_disinherit02"
		add_trait = amazon_male 
	}
}
for this trait:
Code:
amazon_male = {
	sex_appeal_opinion = -15
	diplomacy = -5
	stewardship = -2
	intrigue = -2
	
	customizer = no
	
	cannot_inherit = yes

	potential = { 
			OR = { 	
				culture_group = amazon 
				religion_group = amazonism
			}
		}

}

The idea is to add in a matriarchal culture that autodisinherits men and defaults to true cognatic succession, but with this setup, I haven't seen it fire so far (I added an icon amazon_male.dds copied from the celibate icon, so it would show up if it fired properly, right?)

HEY!! You're almost copying me. I'm working on an 'all woman' world. Even the men are 'women'... hehehe...
You have to put a pointer to a '.gfx' file in 'interface so that it knows what picture to look for. Go to your mod's interface folder. If you don't have one, you gotta make one and put in a new file, you can call it 'my_traits.gfx'. You really only need to add one entry to that file.
Code:
spriteTypes = {

	spriteType = {
		name = "GFX_trait_amazon_male"
		texturefile = "gfx/traits/amazon_male.tga"
		noOfFrames = 1
		norefcount = yes
		effectFile = "gfx/FX/buttonstate.lua"
	}
}
After that, it should show up. Do not change the .tga extension on the pointer. Leave it as is while still keeping the picture as .dds extension.

Eh... Make sure that the picture is in 'your_mod\gfx\traits'. If it is not, then change the pointer to the right folder. the pointer is the 'texturefile =' line.

EH... YOU FORGOT A LINE OF CODE... Your potential should also have 'is_female = no' otherwise, women are going to get this also.

ONE MORE THING!!! On your potential and your code, are you sure it's 'OR' or should it be both? In other words, if the person has the correct religion but not the correct culture, will that person receive the event? The way it is written, the answer to this would be yes. If they have to have both be true, you need to take off the 'OR' code block on both the potential in the trait and the trigger in the event.

You might also wish to make another event that triggers to men that have the trait but changes their culture or religion and, by them doing so, would trigger the event to take off the trait?
 
Last edited:

mp84

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I posted this as it's own thread, but considering how quickly it's moving from the first page, I think it may be post it here instead:

I'm trying to find out if there's a command/condition that tracks the Dynastic Prestige, as this is essentially what I want to do below:

Basically is there a command/condition that's able to track Dynastic Prestige in your current game? (like dyn_prestige or dynastic_prestige?)

As I would like to see if it's possible to track who are the current great houses in your game via a simple "decision" pop-up through the intrigue menu you select (maybe even sorted by living/extinct), without having to go to who you think are the Great Houses and just simply look up their prestige rating and all.

So it would be something like this: (the “do something here” part is the command/condition I need if there is one)

Code:
any_playable_ruler = {
prestige = 100
(DO SOMETHING HERE)
}

thanks,

MP
 

Mr Bernie

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ONE MORE THING!!! On your potential and your code, are you sure it's 'OR' or should it be both? In other words, if the person has the correct religion but not the correct culture, will that person receive the event? The way it is written, the answer to this would be yes. If they have to have both be true, you need to take off the 'OR' on both the potential in the trait and the trigger in the event.
First of all, thank you!
Second, yeah, so far, it should be yes in the sense that male characters "touched" by Amazonism whether cultural or religious will be barred from any inheritance (theoretically as a player I should never get the event itself, but the trait description reads "This character is directly descended from the fearsome Amazons... unfortunately, they're a man, and their prestige suffers from it. No one wants them on any throne!").

You might also wish to make another event that triggers to men that have the trait but changes their culture or religion and, by them doing so, would trigger the event to take off the trait?
Baby steps for baby's first mod ;) ! But yeah, if the mod comes to any further fruition apart from Amazons barely existing, I do want to add in male converts to another culture/religion to lose the trait.
With the exported code as is, an amazon culture will really only work for human players anyways, as it'd rely on using A LOT of matrilineal marriages, and as far as I can see, you can't set a preference for those yet, unfortunately.
 

rlopez1605

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rlopez1605.blog.com
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Is there a way to add a trait that is given to all characters holding the rank of Emperor?
I want to give them an automatic negative opinion of each other.

You have to make a trait and you have to make an event to add it.

Here you go... Other stuff have to be done to get the event to show and all, but the gist of it is this:
Code:
The TRAIT

hates_competition = {
		potential = { tier = emperor }
		same_opinion = -100
}

The EVENT
character_event = {
	id = YOUFILLIN
	desc = "YOUFILLIN"
	picture = "YOUFILLIN"
	
	only_rulers = yes
	
	trigger = {
		tier = emperor
		NOT = { trait = hates_competition }
	}
	mean_time_to_happen = {
		days = 1
	}
	option = {
                name = "YOUFILLIN"
		add_trait = hates_competition
	}
}
 

oritemis

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I'm not too strong on what you're trying to do there but I don't see you giving this person any title. You're simply stating that the unit has, as it's owner, the new character (I think that would simply be ignored since I've only seen 'owner' used on title and province scopes and not units but I'm struggling myself with cb_types myself). If you want to give the new character a title, you need to go to the title scope inside the character's scope. In other words, new_character={title={province=??? (don't know if you want the new character to have a title or the decision maker which, I believe is ROOT in this case)}} or something along those lines. The way it's written now, you're in the unit's scope (not even the new character) and you're saying that the owner of that unit is the new character (or if ROOT is the decision maker, then the decision maker).

I rewrote it a little bit if you look at the code box. Maybe this is what you might be looking for?

I just noticed something else and I'm not going to change it so that you can see it in this code box. You have new_character INSIDE the create_character code block. new_character has to be a separate code block.

rlopez1605, thank you for answering. I want to generate a decision on intrigue tab, for each owned county and barony. The effect of the decision is a new character created and the county transfered to him.
Your code generated sucessfuly the new character, but it doesn't transfer any land to the new character. Any idea? Thank you!
 

Minrog

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How do I go about removing one of the inheritance laws from the game, or prevent its use by any ruler?

It's completely ruins my games to see Bohemond of Antioch or Josecelin of Jerusalem change their law to Seniority and start poaching Duchies from their homelands because of Seniority Succession, leaving no recourse to the actual rulers besides attacking an ally for -250 prestige every 5 or 10 years. Is there a way to make Seniority work like Patrician Elective where foreign Cadet branch landholders aren't eligible?