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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.
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.
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.
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.
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?
}
}
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?
}
}
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
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
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
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.
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)