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Simmy93

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SRSLY? Wanna look up maybe three posts?

SRSLY it is out of date. Hence why I was looking for another mod, preferably a major one that incorporates it. Awkward for you.
 

Nivve

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Does anyone know if there exists a trigger that checks weather a character is currently leading troops?
Thanks

In the wiki this condition is present
is_general (= yes/no). This probably makes it fire when your ruler is used as a general.

I hope it works.
 

SBolshevik

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Is it possible to change the name of a culture? (For example from "Polish" to "Mazovian")
 

SBolshevik

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Oh, and is there a trigger for a character's primary title? For example you need to set a character flag on a character whose primary title is Mazovia.
 

Lysistrata

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I'm trying to understand modifiers for events (you know, like in the proselytising events, where the chances of a different outcome are affected by traits, stats, moral authority, etc.) So how do they work, particularly for the proselytising events? Does factor chance 0.75 or 1.25 or whatever increase or decrease the chances of successfully converting the guy whose court your preacher is at? And whose moral authority/traits/stats is the game checking for?
 

Nelfe

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The modifiers increase or dicrease the mean_time_to_happen.

For example, if an event has a MTTH of 36 months, it'll fire once in every 3 years (with a 1/36 probability of firing each month).

If you add a modifier like :

Code:
modifier = {
			factor = 0.5
			trait = genius
		}

...then the MTTH will be 36*0.5 = 18, so the event will fire once in every 1,5 years (with a 1/18 probability of firing each month). And so on...

It seems you can "cumulate" the modifier :

Code:
modifier = {
			factor = 0.5
			trait = genius
		}
		modifier = {
			factor = 0.75
			trait = scholarly_theologian
		}

If the character has the two trait, the MTTH will be 36*0.5*0.75 = 13,5.
 

Nivve

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Oh, and is there a trigger for a character's primary title? For example you need to set a character flag on a character whose primary title is Mazovia.

Maybe this will work:
Code:
trigger = {
      any_demesne_title = {
           title = k_mazovia
           is_primary_holder_title = yes
     }
}
I am not sure whether the following code will work, as 'primary_title' is normally a scope, but it is much simpler:
Code:
trigger = {
     ROOT = {
          primary_title = k_mazovia
     }
}
 

Aardvark Bellay

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SRSLY it is out of date. Hence why I was looking for another mod, preferably a major one that incorporates it. Awkward for you.

It still works, just checked in game. It's in Intrigue/decisions. Doesnt work with elective though and sometimes doesnt even show.

If all you do is looking for a mod, then this is the wrong thread. Better ask in the general forum.


edit: .........or you try the two other versions posted in the thread. Like here the latest: http://forum.paradoxplaza.com/forum...Abdication&p=15664502&viewfull=1#post15664502
 
Last edited:

Chris93

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I'm trying to build a mod, it does not contain any event, but, now, when i try to play with it no event works! Neither marriages, betothrals, childrens' birth nor the other events! This is the content of my x.mod

replace_path = "history"
replace_path = "history\titles"
replace_path = "history\provinces"
replace_path = "history\wars"
replace_path = "history\diplomacy"
replace_path = "history\characters"
replace_path = "common\religions"
replace_path = "common\landed_titles"
replace_path = "common\cultures"
replace_path = "common\religions"
replace_path = "common\dynasties"
replace_path = "common\traits"
replace_path = "decisions"

What could be the cause of this bug?
 
Last edited:

maitrecarotte

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How do i add new nicknames to the game?

I only want them to be recievable via console command (i.e. no script/event/whatever needs to be done), so I assume it should be an easy thing to do.