• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Kimberly

Lt. General
31 Badges
Sep 16, 2012
1.694
400
  • Crusader Kings II
  • Semper Fi
  • Heir to the Throne
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Victoria 3 Sign Up
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
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.

Are you sure? The way I interpret the file, you've got it the wrong way round. "Normal" pregnancies happen, and then they trigger an event that causes the announcement, trait, and potentially other effects. I think the overall pregnancy and birth mechanics do not require those events to be triggered.
 

crukin

Captain
34 Badges
Apr 13, 2013
305
102
  • Europa Universalis IV: Res Publica
  • Stellaris
  • Cities: Skylines Deluxe Edition
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Victoria 3 Sign Up
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Prison Architect
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • BATTLETECH: Flashpoint
  • Age of Wonders III
  • BATTLETECH
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: Pre-order
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV
When creating characters in history/characters/filename.txt is there any way to set the graphical culture like you can in savegames? I want the culture and graphical_culture to be different.
 

rlopez1605

Second Lieutenant
16 Badges
May 6, 2007
182
0
rlopez1605.blog.com
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
Are you sure? The way I interpret the file, you've got it the wrong way round. "Normal" pregnancies happen, and then they trigger an event that causes the announcement, trait, and potentially other effects. I think the overall pregnancy and birth mechanics do not require those events to be triggered.

I'm beginning to think you're right. There is no spouse to spouse impregnation that I can find. I can make an event that impregnates under certain stipulations (I already have and it works) but I don't think there is any way to over-ride the actual pregnancy that takes place internally. The vanilla birth events for spouse to spouse are all 'after the fact' from what I've found. The other events do impregnate within the event itself.
 

rlopez1605

Second Lieutenant
16 Badges
May 6, 2007
182
0
rlopez1605.blog.com
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
When creating characters in history/characters/filename.txt is there any way to set the graphical culture like you can in savegames? I want the culture and graphical_culture to be different.

You set the graphical culture by the culture file. From what I've seen so far, the parent culture group graphics are for the buildings and the individual culture graphics are for the characters. I do have culture with muslim buildings and western faces and hair.
 

Teutonic_Thrash

Diadochi King
95 Badges
Sep 6, 2011
2.785
399
  • Pillars of Eternity
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Sengoku
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings Complete
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Europa Universalis III Complete
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Europa Universalis III Complete
  • Hearts of Iron IV: La Resistance
  • Victoria 2
  • 500k Club
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris: Federations
I think he's asking if individual characters can have a different graphical culture to the rest of their culture.
Also, I'm reposting this:
How do you make a character a regent for another character?
 

fargoniac

Queen of Manxwall
44 Badges
May 6, 2011
1.100
115
  • Crusader Kings II: Charlemagne
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Magicka
  • Heir to the Throne
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings III
  • Crusader Kings II: Reapers Due
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Parklife
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Prison Architect
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines
Code:
5555588887 = {
	name="Olympos"	
	culture = hellenic
	divine_blood = yes
}

5555588888 = {
	name="Primordial"	
	culture = hellenic
	divine_blood = yes
}

5555588889 = {
	name="Titane"	
	culture = hellenic
	divine_blood = yes
}

5555588890 = {
	name="Anemoi"	
	culture = hellenic
	divine_blood = yes
}

5555588891 = {
	name="Stellar"	
	culture = hellenic
	divine_blood = yes
}

5555588892 = {
	name="Nichioi"	
	culture = hellenic
	divine_blood = yes
}

5555588893 = {
	name="Kolchis"	
	culture = hellenic
	divine_blood = yes
}

5555588894 = {
	name="Tritonide"	
	culture = hellenic
	divine_blood = yes
}

5555588895 = {
	name="Chthonos"	
	culture = hellenic
	divine_blood = yes
}

5555588896 = {
	name="Hydroi"	
	culture = hellenic
	divine_blood = yes
}

5555588897 = {
	name="Okeanide"	
	culture = hellenic
	divine_blood = yes
}

5555588898 = {
	name="Moirai"	
	culture = hellenic
	divine_blood = yes
}

5555588899 = {
	name="Parcai"	
	culture = hellenic
	divine_blood = yes
}
These dynasties I created work just fine, but divine_blood = yes isn't allowing inbreeding. Any ideas on why?
 

A-D.

Colonel
25 Badges
Apr 16, 2013
835
32
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
Code:
5555588887 = {
	name="Olympos"	
	culture = hellenic
	divine_blood = yes
}

5555588888 = {
	name="Primordial"	
	culture = hellenic
	divine_blood = yes
}

5555588889 = {
	name="Titane"	
	culture = hellenic
	divine_blood = yes
}

5555588890 = {
	name="Anemoi"	
	culture = hellenic
	divine_blood = yes
}

5555588891 = {
	name="Stellar"	
	culture = hellenic
	divine_blood = yes
}

5555588892 = {
	name="Nichioi"	
	culture = hellenic
	divine_blood = yes
}

5555588893 = {
	name="Kolchis"	
	culture = hellenic
	divine_blood = yes
}

5555588894 = {
	name="Tritonide"	
	culture = hellenic
	divine_blood = yes
}

5555588895 = {
	name="Chthonos"	
	culture = hellenic
	divine_blood = yes
}

5555588896 = {
	name="Hydroi"	
	culture = hellenic
	divine_blood = yes
}

5555588897 = {
	name="Okeanide"	
	culture = hellenic
	divine_blood = yes
}

5555588898 = {
	name="Moirai"	
	culture = hellenic
	divine_blood = yes
}

5555588899 = {
	name="Parcai"	
	culture = hellenic
	divine_blood = yes
}
These dynasties I created work just fine, but divine_blood = yes isn't allowing inbreeding. Any ideas on why?

Did you add the appropriate modifiers to the religions?

psc_marriage = yes
bs_marriage = yes (brother/sister)
pc_marriage = yes (parent/child)
cousin_marriage = yes

these are the ones you need to add under the specific religions in the maindirectory->common->religions->00_religions.txt
Code:
	catholic = {
		graphical_culture = westerngfx

		icon = 1
		color = { 0.8 0.8 0.6 }
		
		crusade_name = "CRUSADE"
		scripture_name = THE_BIBLE
		god_names = {
			GOD_GOD GOD_THE_LORD GOD_JESUS GOD_THE_BLESSED_VIRGIN
		}
		
		investiture = yes
		can_excommunicate = yes
		can_grant_divorce = yes
		can_grant_invasion_cb = invasion
		can_grant_claim = yes
		can_call_crusade = yes
		psc_marriage = yes
		bs_marriage = yes
		pc_marriage = yes
		cousin_marriage = yes
	}
 

riknap

Inactive Custodian of the Light
70 Badges
Feb 27, 2011
6.574
197
steamcommunity.com
  • Sengoku
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Magicka
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Crusader Kings II: Charlemagne
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Crusader Kings II
  • Divine Wind
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV: Cadet
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • War of the Roses
  • Warlock 2: The Exiled
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
does anyone know how to script a trigger in such a way that it fires when the father of the character dies?
 

Meneth

Crusader Kings 3 Programmer
153 Badges
Feb 9, 2011
10.056
5.378
www.paradoxwikis.com
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Holy Knight (pre-order)
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normand 44 Sign-up
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH: Flashpoint
  • Crusader Kings II: Conclave
  • Surviving Mars
  • Cities: Skylines Industries
  • Stellaris: Galaxy Edition
  • BATTLETECH
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Humanoids Species Pack
  • Prison Architect
  • Crusader Kings II: The Old Gods
  • Cities: Skylines - Campus
  • Hearts of Iron IV: No Step Back
  • BATTLETECH - Digital Deluxe Edition
  • Crusader Kings Complete
  • Cities: Skylines - Parklife
  • Europa Universalis IV
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • 500k Club
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis III Complete
  • Cities: Skylines - Mass Transit
  • Europa Universalis III Complete
  • Cities: Skylines - Green Cities
  • Teleglitch: Die More Edition
  • Europa Universalis IV: Rule Britannia
does anyone know how to script a trigger in such a way that it fires when the father of the character dies?
trigger = {
NOT = { has_character_flag = dead_father }
father_even_if_dead = { is_alive = no }
}
 

riknap

Inactive Custodian of the Light
70 Badges
Feb 27, 2011
6.574
197
steamcommunity.com
  • Sengoku
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Magicka
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Crusader Kings II: Charlemagne
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Crusader Kings II
  • Divine Wind
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV: Cadet
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • War of the Roses
  • Warlock 2: The Exiled
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
trigger = {
NOT = { has_character_flag = dead_father }
father_even_if_dead = { is_alive = no }
}

ah, so that's still basically checking the character's stats right?
then, would it be possible for the trigger to also check the father's stats?
for example, I only want an event that will trigger if the father who died has, say diplomacy > 20
would this be the correct form:
Code:
trigger = {
	NOT = { has_character_flag = dead_father } #is this a vanilla character flag, or should it be made myself?
	father_even_if_dead = { 
		is_alive = no
		diplomacy = 20 #ie. is this scoped to the father correctly?
	}
}
 

Meneth

Crusader Kings 3 Programmer
153 Badges
Feb 9, 2011
10.056
5.378
www.paradoxwikis.com
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Holy Knight (pre-order)
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normand 44 Sign-up
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH: Flashpoint
  • Crusader Kings II: Conclave
  • Surviving Mars
  • Cities: Skylines Industries
  • Stellaris: Galaxy Edition
  • BATTLETECH
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Humanoids Species Pack
  • Prison Architect
  • Crusader Kings II: The Old Gods
  • Cities: Skylines - Campus
  • Hearts of Iron IV: No Step Back
  • BATTLETECH - Digital Deluxe Edition
  • Crusader Kings Complete
  • Cities: Skylines - Parklife
  • Europa Universalis IV
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • 500k Club
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis III Complete
  • Cities: Skylines - Mass Transit
  • Europa Universalis III Complete
  • Cities: Skylines - Green Cities
  • Teleglitch: Die More Edition
  • Europa Universalis IV: Rule Britannia
ah, so that's still basically checking the character's stats right?
then, would it be possible for the trigger to also check the father's stats?
for example, I only want an event that will trigger if the father who died has, say diplomacy > 20
would this be the correct form:
Code:
trigger = {
    NOT = { has_character_flag = dead_father } #is this a vanilla character flag, or should it be made myself?
    father_even_if_dead = { 
        is_alive = no
        diplomacy = 20 #ie. is this scoped to the father correctly?
    }
}
Should work fine, yeah.
You need to set that flag so the event won't fire repeatedly (unless you want that, I suppose).
 

riknap

Inactive Custodian of the Light
70 Badges
Feb 27, 2011
6.574
197
steamcommunity.com
  • Sengoku
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Magicka
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Crusader Kings II: Charlemagne
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Crusader Kings II
  • Divine Wind
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV: Cadet
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • War of the Roses
  • Warlock 2: The Exiled
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Should work fine, yeah.
You need to set that flag so the event won't fire repeatedly (unless you want that, I suppose).
thanks! :D
the event concept was something about erecting a monument in honour of a great father, so for that purpose it should fire once :laugh:
 

riknap

Inactive Custodian of the Light
70 Badges
Feb 27, 2011
6.574
197
steamcommunity.com
  • Sengoku
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Magicka
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Crusader Kings II: Charlemagne
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Crusader Kings II
  • Divine Wind
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV: Cadet
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • War of the Roses
  • Warlock 2: The Exiled
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Your dead father demands infinite monuments!
I'm pretty sure I wasn't making a North Korea mod, so no. :rofl:

mind if I ask another question?
I'm having trouble figuring out why the events from childhood_personality_traits.txt are no longer triggering.
The only change I did was adding a separate file in the on_actions folder that adds in events from a separate mod (well, VIET) to the on_yearly_childhood_pulse scope. I checked and there are no conflicting id's (not that there should be).

For reference's sake, here are the on_actions from the two separate files

Code:
on_yearly_childhood_pulse = {
	random_events = {
		# Childhood Personality Events
		
		#Age 6-16, aiming to get at least 4 traits before adult.
		10 = 1500
		10 = 1510
		10 = 1520
		10 = 1530
		10 = 1540
		10 = 1550
		10 = 1560
		10 = 1570
		10 = 1580
		10 = 1590
		10 = 1600
		10 = 1610
		10 = 1620
		10 = 1630
		10 = 1632
		10 = 1640
		10 = 1650
		10 = 1660
		10 = 1670
		10 = 1680
		10 = 1690
		10 = 1700
		10 = 1710
		10 = 1720
		10 = 1730
		10 = 1732
		10 = 1965
		5 = 1000030000
		5 = 1000030002
		5 = 1000030004
		5 = 1000030006
		5 = 1000030008
		5 = 1000030010
		5 = 1000030012
		5 = 1000030014
		5 = 1000030016
		5 = 1000030018
		5 = 1000030020
		5 = 1000030022
		5 = 1000030024
		5 = 1000030026
		5 = 1000030028
		1000 = ffhumours.0      ######### ADDED BY ASH (12 archetypes)
		
		#Toddler flavour events (age 2-5), not very common, but some will get them.
		10 = 1900 
		10 = 1901
		10 = 1902
		10 = 1903
		10 = 1904
		
		#Young children flavour events, (age 6-10), not very common, but some will get then..
		20 = 1905
		20 = 1906
		20 = 1907
		20 = 1908
		20 = 1909
		20 = 1910
		20 = 1911
		20 = 1912
		
		#Youngsters flavour events (age 11-15), not very common, but some will get then..
		10 = 1913
		10 = 1914
		10 = 1915
		10 = 1916
		10 = 1917
		10 = 1918
		10 = 1919
		10 = 1920
		10 = 1921
		10 = 1922
		10 = 1923
		10 = 1924
		10 = 1925
		10 = 1926
		10 = 1927
		10 = 1928
		10 = 1929
		10 = 1930
		10 = 1931
		10 = 1932
		10 = 1933
		10 = 1934
		10 = 1935
		
		1500 = 0
	}
}

and

Code:
on_yearly_childhood_pulse = {
	random_events = {
		#VIET Childhood Flavor Events
		20 = 1000109317
		20 = 1000109318
		20 = 1000109319
		20 = 1000109320
		#VIET Love
		10 = 1000109337
		#Alcohol generic
		10 = 1000109360
	}
}

any idea why the events are no longer triggering? (incidentally, only the "Alcohol generic" events are triggering btw it would seem).
I'm having trouble detecing any code error. The files are properly present btw, so I doubt it's because the on_actions triggers can't "see" them
 

Meneth

Crusader Kings 3 Programmer
153 Badges
Feb 9, 2011
10.056
5.378
www.paradoxwikis.com
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Holy Knight (pre-order)
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normand 44 Sign-up
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH: Flashpoint
  • Crusader Kings II: Conclave
  • Surviving Mars
  • Cities: Skylines Industries
  • Stellaris: Galaxy Edition
  • BATTLETECH
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Humanoids Species Pack
  • Prison Architect
  • Crusader Kings II: The Old Gods
  • Cities: Skylines - Campus
  • Hearts of Iron IV: No Step Back
  • BATTLETECH - Digital Deluxe Edition
  • Crusader Kings Complete
  • Cities: Skylines - Parklife
  • Europa Universalis IV
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • 500k Club
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis III Complete
  • Cities: Skylines - Mass Transit
  • Europa Universalis III Complete
  • Cities: Skylines - Green Cities
  • Teleglitch: Die More Edition
  • Europa Universalis IV: Rule Britannia
I'm pretty sure I wasn't making a North Korea mod, so no. :rofl:

mind if I ask another question?
I'm having trouble figuring out why the events from childhood_personality_traits.txt are no longer triggering.
The only change I did was adding a separate file in the on_actions folder that adds in events from a separate mod (well, VIET) to the on_yearly_childhood_pulse scope. I checked and there are no conflicting id's (not that there should be).

For reference's sake, here are the on_actions from the two separate files

Code:
on_yearly_childhood_pulse = {
    random_events = {
        # Childhood Personality Events
        
        #Age 6-16, aiming to get at least 4 traits before adult.
        10 = 1500
        10 = 1510
        10 = 1520
        10 = 1530
        10 = 1540
        10 = 1550
        10 = 1560
        10 = 1570
        10 = 1580
        10 = 1590
        10 = 1600
        10 = 1610
        10 = 1620
        10 = 1630
        10 = 1632
        10 = 1640
        10 = 1650
        10 = 1660
        10 = 1670
        10 = 1680
        10 = 1690
        10 = 1700
        10 = 1710
        10 = 1720
        10 = 1730
        10 = 1732
        10 = 1965
        5 = 1000030000
        5 = 1000030002
        5 = 1000030004
        5 = 1000030006
        5 = 1000030008
        5 = 1000030010
        5 = 1000030012
        5 = 1000030014
        5 = 1000030016
        5 = 1000030018
        5 = 1000030020
        5 = 1000030022
        5 = 1000030024
        5 = 1000030026
        5 = 1000030028
        1000 = ffhumours.0      ######### ADDED BY ASH (12 archetypes)
        
        #Toddler flavour events (age 2-5), not very common, but some will get them.
        10 = 1900 
        10 = 1901
        10 = 1902
        10 = 1903
        10 = 1904
        
        #Young children flavour events, (age 6-10), not very common, but some will get then..
        20 = 1905
        20 = 1906
        20 = 1907
        20 = 1908
        20 = 1909
        20 = 1910
        20 = 1911
        20 = 1912
        
        #Youngsters flavour events (age 11-15), not very common, but some will get then..
        10 = 1913
        10 = 1914
        10 = 1915
        10 = 1916
        10 = 1917
        10 = 1918
        10 = 1919
        10 = 1920
        10 = 1921
        10 = 1922
        10 = 1923
        10 = 1924
        10 = 1925
        10 = 1926
        10 = 1927
        10 = 1928
        10 = 1929
        10 = 1930
        10 = 1931
        10 = 1932
        10 = 1933
        10 = 1934
        10 = 1935
        
        1500 = 0
    }
}

and

Code:
on_yearly_childhood_pulse = {
    random_events = {
        #VIET Childhood Flavor Events
        20 = 1000109317
        20 = 1000109318
        20 = 1000109319
        20 = 1000109320
        #VIET Love
        10 = 1000109337
        #Alcohol generic
        10 = 1000109360
    }
}

any idea why the events are no longer triggering? (incidentally, only the "Alcohol generic" events are triggering btw it would seem).
I'm having trouble detecing any code error. The files are properly present btw, so I doubt it's because the on_actions triggers can't "see" them
Having a separate on_actions file will override all on_actions for that pulse from vanilla. So you'll have to duplicate all of those over into the new file.
 

riknap

Inactive Custodian of the Light
70 Badges
Feb 27, 2011
6.574
197
steamcommunity.com
  • Sengoku
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Magicka
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Crusader Kings II: Charlemagne
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Crusader Kings II
  • Divine Wind
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV: Cadet
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • War of the Roses
  • Warlock 2: The Exiled
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Having a separate on_actions file will override all on_actions for that pulse from vanilla. So you'll have to duplicate all of those over into the new file.
actually, the odd thing is that those are two files in the same mod folder. ie. the mod has both the (modified) 00_on_actions.txt and a separate LI_VIET_on_actions.txt in the same folder.
Since that same folder also contains separate files that add pulse events to the same scope, and they both seem to be triggering, I'm not sure that's the issue...
(though now that I think about it, it's possible the vanilla events in that scope weren't being triggered... I'll need to look into that)