Thanks a lot, i didn't see you had changed the post :laugh:See the post above you...
Thanks a lot, i didn't see you had changed the post :laugh:
Ive deleted the options and the immediate and still the same outcome ?My approach:
- Delete all follow-up events (don't want to debug the wrong event, would we?)
- Determine whether the problem lies in the trigger, immediate or options (I always comment out the mtth part, but that's not really necessary most of the time)
So empty the options and immediate; does it fire correctly (even though the options do nothing)
If it does, add in the immediate section and see whether it breaks.
Do the same thing for the options.
It's a really big event and it should be completely doable to at least find out which section it does. If you have determined that adding Option A will break the event, we have much less of a bulky text to debug
Edit: Are you sure demesne_size = 1 and reverse opinion are conditions?
I have never seen them before, so I am not sure how they are normally used.
ROOT = {
character_event = {
id=NormInv.3
}
Ive deleted the options and the immediate and still the same outcome ?
Any way to speed up the Dejure drift by a decision/event?
I have a weird error in one of my events that causes any character in the game to get a blank event with no options with the first 10 days of playing. This is often due to a missing close bracket but I've been through the file like 10 times and there isn't an problem with the brackets. After a lot of work I managed to tract the source down to the following command:
Code:ROOT = { character_event = { id=NormInv.3 }
Removing this from the immediate effect section of the code stops the blank event firing but unfortunately also prevents my event from working. At the moment I'm testing some work around events but if anyone has any idea what the hell could have caused this problem I'd be really grateful to hear them.
You could try firing events with a console command likeIve deleted the options and the immediate and still the same outcome ?
event captain.2
One of my mods adds some phantom decisions "allow", "ai_will_do", "Prestige" etc. Sounds like an ordinary broken decision file, right? Thing is - the mod has no decision files. Has anyone ever encountered anything like it?
Thanks mate il give that a goYou could try firing events with a console command like
to figure out which event is broken.Code:event captain.2
You can also check Documents\Paradox Interactive\Crusader Kings II\logs\setup.log
Search for your event file mentioned there and see how many events the game read from it. If it's less than you expect then there's obviously some error in the file.
I have added some wars in history, how should I name them so that next war using the same cb would continue with the same numbering?
Example, I have war named '1st Northern War' and '2nd Northern War' in history, when I declare the same war in game I get '1st Northern War' again, but I want to get '3rd Northern War'.
And another question - how can I add more defenders to war through events? I know of 'join_defender_wars' command, but it's impossible to target specific war with it.
Do holy wars have some hard-coded property regarding the is_valid statement? Even though the statement only mentions religions, in my mod they still invalidate if the de jure lieges change...
As far as I know the wars should not invalidate, as the religions of FROM and ROOT do not change and they are still not in the same realm, but for some reason changing de jure structure still invalidates the wars.
Do can_use or can_use_title for some reason still make a holy war invalidate?
At least it's not the 'holy_war = yes' statement. As other casus bellis using this do not exhibit the same invalidation...
That's annoying (bit I did find some options about it I did changeAFAIK, the only way to do it is through the defines.lua. You can make a modifier and hence make a huge event workaround to get the same result. But that may be a lot of work for a small feat.
That was precisely the case. Fortunately, I write down all the titles I dismiss or replace.Jep I had it multiple times. It's not necessarily when one of your decisions are broken, it can just as well be that your changes (in my case, removed titles) break the vanilla decisions (in my case, decisions containing those titles int he potential/allow).
Is there a way to prevent Patriarch usurping Constantinople (Hagia Sophia ofc)? Because I want him be in Rome only, but that bastard always usurping Constantinople temple
I can't find where is it in events
add_consort command works in history files, with any luck it may also work in normal events.Does anyone know how to script concubines? I have examined save game files and searched the web, yet I can't seem to find any solution. Save game files have characters with title="title_ruler_consort" declarations and consort=<id> lines, but the Validator doesn't like it when I use such constructs in my character files.