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Helox

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I have a problem with adding a new trait into the game. I can get it's effects working but it shows up on characters as just a blank spot so you cant see if you have it or read what it is. When I added the traits I added them in the trait.txt, added a new image in gfx/traits by copy and rename another trait as well as added 2 lines in the localisation.
 

unmerged(208745)

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I have a problem with adding a new trait into the game. I can get it's effects working but it shows up on characters as just a blank spot so you cant see if you have it or read what it is. When I added the traits I added them in the trait.txt, added a new image in gfx/traits by copy and rename another trait as well as added 2 lines in the localisation.

You gotta interface the new icons you gave your traits, you can see how if you go into the interface folder and look up the traits.gfx file.
 

riknap

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riknap

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So you're saying that if I am not a patrician I would be able to mod them?
only patricians can have family palace holdings, if that's what you're asking.
granted, something about your comment feels off :D
 

Orinsul

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Can I have an event fire if a specific character [by ID] is dead?
And if so how

If that doesn't work, how can it fire if a specific trait is only held by someone dead [as the character in question has a unique trait.]


Also can you target an if = { on the grounds of their highest attribute?
 
Last edited:

Darkgamma

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Can I have an event fire if a specific character [by ID] is dead?
And if so how

If that doesn't work, how can it fire if a specific trait is only held by someone dead [as the character in question has a unique trait.]


Also can you target an if = { on the grounds of their highest attribute?
Cache the unique trait then scope to it.
 

rlopez1605

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How do Family Palaces work? Can I mod a palace to give it to non-republican dynasties?

Yes but in a round-about way. You have to make buildings that equal the buildings of fp_ in the castle, city or temple code block. Instead of fp_, it can be copied (sort of) into ca_, ct_ or tp_.
EXAMPLE
Instead of:
Code:
	fp_mansion_1 = {
		desc = fp_mansion_1_desc
		build_cost = 200
		build_time = 1095
		ai_creation_factor = 110
		
		levy_size = 0.1
		tax_income = 2
		
		start = {
			year = 1066
		}
	}
in the family_palace code block...
You can do this...
Code:
	ct_mansion_1 = {
		desc = ct_mansion_1_desc
		build_cost = 200
		build_time = 1095
		ai_creation_factor = 110
		
		levy_size = 0.1
		tax_income = 2
		
		start = {
			year = 1066
		}
	}
in the city code block.
You'll still need to localize it though but essentially it will work as a city building
 
Last edited:

rlopez1605

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Can I have an event fire if a specific character [by ID] is dead?
And if so how

If that doesn't work, how can it fire if a specific trait is only held by someone dead [as the character in question has a unique trait.]


Also can you target an if = { on the grounds of their highest attribute?

The first question is "I don't know"
The second question is "I don't understand the question"... If you're asking it to trigger to a live character that has a relationship to a dead character's trait, that depends on the relationship... example father_even_if_dead = { trait = sometrait }. You may be able to do it that way.
The third question is "Yes"... if = { limit = { martial = 20 } } do something }.
 

Kimberly

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The second question is "I don't understand the question"... If you're asking it to trigger to a live character that has a relationship to a dead character's trait, that depends on the relationship... example father_even_if_dead = { trait = sometrait }. You may be able to do it that way..

Couldn't you do an any_character with the unique trait and check to see whether that character is dead?
 

Darkgamma

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Couldn't you do an any_character with the unique trait and check to see whether that character is dead?
Too CPU-intensive, I believe - the cached trait option I proposed (for example "fair = { etc... }", where fair has the chunk "cached = yes" inside of itself) works just as well but only less intensively
 

rlopez1605

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Couldn't you do an any_character with the unique trait and check to see whether that character is dead?

the scope any_character seems to be non-existent. The character has to have some type of relationship to something or someone. I'm going to search for a bol variable is_dead and see if something exists but I have not seen that anywhere yet.

EDIT: dead characters DO have to have a relationship to someone... There isn't anything I've found that can scope to all characters that are dead without the character having some relationship with someone or something.
 
Last edited:

oritemis

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Went another route and it got a bit more complicated but it is doable. I went through an event. I'm just not strong enough on changing scopes. Maybe when I get stronger on it I'll be able to do it right out of a decision. As it stands, I did a decision and shot an event out. A few minor quirks to do here but I'll get those fixed as I work on them.

DECISION IS:
Code:
decisions = {
	assign_salerno = {
		potential = {
			tier = duke
			has_landed_title = c_salerno
		}
		allow = {
		}
		effect = {
			create_character = {
				attributes = {
					diplomacy = 20
					martial = 10
					stewardship =10
					intrigue = 5
					learning = 10
				}
				age = 20
				religion = ROOT
				culture = ROOT
				dynasty = random
				trait = grey_eminence
				trait = fair
				trait = genius
				trait = poet
				trait = fashion
				trait = charitable
				trait = diligent
				trait = kind
				trait = patient
				trait = honest
				trait = gregarious
				trait = trusting
				trait = sociable
				trait = observant
				trait = calm
				trait = loyal
				trait = bible
				trait = idealistic
				trait = constant
				trait = oldfashioned
				trait = lively
				trait = eloquent
				trait = friendly
				trait = goodintuition
				trait = reliable
				trait = graceful
				trait = quipster
				trait = submissive
				trait = magnetic
				trait = tolerant
				trait = optimistic
				trait = funny
				trait = melodious_voice
			}
			new_character = {
				character_event = { id = 2000000000 }
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
}

THE EVENTS ARE:
Code:
character_event = {
	id = 2000000000
	desc = "GAIN SALERNO"
	picture = "GFX_evt_vassal_gains_county"

	is_triggered_only = yes

	option = {
		name = "I am going to be given Salerno"
		liege = {
			character_event = { id = 2000000001 }
		}
	}
}
character_event = {
	id = 2000000001
	desc = "GAIN SALERNO"
	picture = "GFX_evt_vassal_gains_county"

	is_triggered_only = yes
	option = {
		name = "I will give her Salerno"
		random_demesne_title = {
			limit = {
				title = c_salerno
			}
			grant_title = FROM
		}
	}
}

Good new is... THIS WORKS... Bad news is... IT'S MORE WORK THAN I THOUGHT. This is going to take quite some time to do all of the counties and even longer if baronies also.

rlopez1605, awesome!!

Have you done for every county and barony already? Maybe we can use a script to generate it.
 

rlopez1605

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For event-based pregnancies, like cheating on your spouse, I suppose so. Not regular pregnancies, though.

Actually, regular pregnancies are event-based. You can find them in the birth_events.txt file and can modify them to have that become a pre-requisite. I'll be doing something with that pretty soon on my mod too.