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Bad_Haggis

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Noob question 101 here, but what causes blank events to fire when you start a game? I'm getting them now, despite not editing any events to the best of my knowledge.
 

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Noob question 101 here, but what causes blank events to fire when you start a game? I'm getting them now, despite not editing any events to the best of my knowledge.
a lot of things could trigger it though :p
sometimes a missing bracket the validator didn't catch. sometimes a typo with cultures. sometimes mistaken scoping.
best way to detect the problem is to methodically "undo" stuff you did (I'm assuming you did a typo when making culture files with SOLAM :p)
 

Bad_Haggis

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:head+desk:

I don't even think I've integrated the cultural changes yet, there's a load of people with no-culture wondering around currently. Meh, I'll just go through everything then.

Edit: There's 2 blank events, does that mean that there's two problems?
 

Konstantinos XV

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I've figured that if I wish to do some changes to political setup regardless of where the player is, I should do a hidden narrative event to do things for me. It works fine and well.

However I want to notify players of what happened if they have titles within a certain part of the map (e.g. Tartaria or Russia). And I can't seem to be able to setup conditions defining the recipient. There's a specific triggered_only event with description and everything just for the player notification-narrative. I've tried everything: firing it as a character event and as a narrative event, putting title conditions in the hidden event that triggers it, putting titles and conditions in the event itself. And a slew of other things to no avail.

Some code snippets (as I was trying different things, code was becoming progressively more weird :) ) below. The hidden event:
Code:
narrative_event = {
	id = FVTG_KNZ.2
	hide_window = yes

	trigger = {
		year = 1000
		NOT = { is_title_active = d_pskov }
	}
	<...>
	immediate = {
		d_novgorod = {
			kingdom = {
			#dejure_liege_title =
				d_pskov = {
					de_jure_liege = prev
				}
			}
		}
		activate_title = { title = d_pskov status = yes }
		c_pskov = { de_jure_liege = d_pskov }
		c_velikiye_luki = { de_jure_liege = d_pskov }

		e_russia = {
			any_realm_title = {
				AND = {
					only_playable = yes
					higher_tier_than = COUNT
				}
				narrative_event = { id = FVTG_KNZ.3 }
			}
		}
		#if = {
		#	limit = {
		#		AND = {
		#			only_playable = yes
		#			any_realm_title = {
		#				de_jure_liege_or_above = e_russia
		#			}
		#		}
		#	}
		#	character_event = { id = FVTG_KNZ.3 }
		#}
	}
	
	option = {
		name = OK
	}	
}
The narrative event:
Code:
narrative_event = {
	id = FVTG_KNZ.3
	title = EVTNAME_KNZ.3
	desc = EVTDESC_KNZ.3
	picture = GFX_evt_rus_principality_established
	
	is_triggered_only = yes
	only_playable = yes
	any_realm_title = {
		de_jure_liege_or_above = e_russia
	}
	
	option = {
		name = EVTOPTA_KNZ.3
		custom_tooltip = EVTOPTA_KNZ.3_TT
	}
}
 

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:head+desk:

I don't even think I've integrated the cultural changes yet, there's a load of people with no-culture wondering around currently. Meh, I'll just go through everything then.

Edit: There's 2 blank events, does that mean that there's two problems?
... I don't know :p
a single bracket error or typo can make as many as a hundred blank events, while a shetton of errors can result in only one :laugh:
 

Dhop84

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I think you can try this

Code:
title_court_jester = {
   grant_title = ROOT
}

Of course, you will have to check first to make sure the title is not taken. so:

Code:
liege = {
   any_courtier = {
      if = {
         limit = {NOT = {has_minor_title = title_court_jester }}
         title_court_jester = {
            grant_title = ROOT
         }
      }
   }
}
Thanks for that but how do i decide who gets the title ?? The aim is as byzantine emperor i would like to be able to bestwo a minor title on a fellow ruler how is this done ??
 

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... I don't know :p
a single bracket error or typo can make as many as a hundred blank events, while a shetton of errors can result in only one :laugh:

I think I've found out what it is, the character files are giving a million (or thereabouts) different errors at the moment in Validator... which is somewhat aggravating. It means I'm going to have to rip out the ones I want and integrate characters on a case by case basis, which will slow progress to practically a standstill.

At least it'll be playable again (unless it's something else causing the errors :blink:, in which case I'll just cry for a bit).
 

cybrxkhan

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I think I've found out what it is, the character files are giving a million (or thereabouts) different errors at the moment in Validator... which is somewhat aggravating. It means I'm going to have to rip out the ones I want and integrate characters on a case by case basis, which will slow progress to practically a standstill.

At least it'll be playable again (unless it's something else causing the errors :blink:, in which case I'll just cry for a bit).

Fortunately a lot of the errors in the history files you come across in the Validator can be safely ignored. Unfortunately you still have to sift through all of them, because sometimes real issues are hidden in the whole pile.
 

Five_X

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Following this guide: http://ckiiwiki.com/Religion_modding

It says to look for "generalstuff.gfx" in the gfx/interface folder. I can't seem to find this at all; does anyone know where it is? I've checked for it, but it's absolutely not there.
 

Aardvark Bellay

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Following this guide: http://ckiiwiki.com/Religion_modding

It says to look for "generalstuff.gfx" in the gfx/interface folder. I can't seem to find this at all; does anyone know where it is? I've checked for it, but it's absolutely not there.

The interface folder in main game folder, not the, in the wiki article, aforementiond interface one in gfx.
 

Dhop84

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I have a title i want only women to have its a kinda nun thing so any ideas how i make it so only women have this title and ive tried is_female = yes

Code:
c_hegumenos_constantinople = {
	
	color={ 50 50 50 }
	color2={ 255 255 255 }
	
	capital = 496	 #Byzantion (Constantinople)
    culture = greek
	
	 title = "Hegumenos"
	  foa = "HEGUMENOS_FOA"
      title_prefix = "HEGUMENOS_OF"
	
	# Always exists
	landless = yes
	
  allow = {
        OR = {
           religion = orthodox
            is_female = yes
    }
	
	# Cannot be held as a secondary title
	primary = yes


}
 
Last edited:

Opera

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I have a title i want only women to have its a kinda nun thing so any ideas how i make it so only women have this title and ive tried is_female = yes

Code:
c_hegumenos_constantinople = {
	
	color={ 50 50 50 }
	color2={ 255 255 255 }
	
	capital = 496	 #Byzantion (Constantinople)
    culture = greek
	
	 title = "Hegumenos"
	  foa = "HEGUMENOS_FOA"
      title_prefix = "HEGUMENOS_OF"
	
	# Always exists
	landless = yes
	
  allow = {
        OR = {
           religion = orthodox
            is_female = yes
    }
	
	# Cannot be held as a secondary title
	primary = yes


}
As I read it, it means than you have to be either orthodox or female. Switch the OR for an AND.
 

unmerged(112259)

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Ok i'll see if i can get an answer to this.

In health_events.txt (CKII\events)

line 916 #Wounded and line 1099 #Incapable. Are those sections related to the battle events your chars get when in battle? And if so what factor determines how likely those events will be?

I ask as off the last patch (1.103) i can't often get through a few battles without my army leaders getting either 'Wounded' or 'Incapable'. So i'm looking for a way to reduce the current rate of occurrence.

Is it due to the value held in 'mean_time_to_happen' (where a higher value means less frequent) or 'modifier = factor =' section of that code (where a lower value means less frequent, i think)?

Edit: Actually the 'Incapable' battle event seems to be from the battle event 'receives a blow to the head' so the chance of that event firing is probably somewhere else?

Edit2: Ok to change the chance of events received in battle, Maimed/Incapable/Serious head Injury etc, that is all in battle_events.txt (CKII\events). I'm going to guess at these values to mod:

factor = 1.5 - (a value over 1 = an increase in chance, so 1.8 here would make it more likely than default, 1.1 less likely)
trait = brave

or

factor = 0.6 - (a value under 1 = less likely to happen, so a 0.9 makes it more likely, 0.1 less likely)
trait = craven
 
Last edited: