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xRedster

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Try this:
Code:
character_event = {
	id = 1000187002
	desc = EVTDESC1000187002
		
	trigger = {
		ai = yes
		NOT = { has_global_flag = startup_done }
	}
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.01
			always = yes
		}
	}
	immediate = {
		set_global_flag = startup_done
		any_independent_ruler  = {
			any_realm_title = {
				location = {
					remove_province_modifier = religious_unrest
				}
			}
		}
		ROOT = {
			any_realm_title = {
				location = {
					remove_province_modifier = religious_unrest
				}
			}
		}
	}
	option = {
		name = EVTOPTA1000187002
	}
}
Just save it in a text file and put it in the game files. Or, even better, grab a mod folder and .mod file and put the file in there under events.
You could just use the mod folder and .mod file of my own mod and just clear every file in the folder, so you only add in this event file.
(Changing game files can be tricky, so I recommend using a mod folder and file placed in the documents ck2 mod folder.)

I tried both ways, but it doesn't seem to be working in game. Or at least not as intended? I start up the game, load up my character and show the Revolt Map. I fast forward and no event fires for me. There was only one instance (When I put it in a mod file) that only one of my neighboring empires seemed to suddenly lose most of its revolt risk after day 1 but after a good year, nothing else happens for the rest of the world.

It's most likely just me doing something wrong. But I save it in a text format, place it in an empty mod folder (Your DD lite mod) and load it all up via the launcher. I then select my savegame, play, and wait. Nothing.
 

Nivve

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I tried both ways, but it doesn't seem to be working in game. Or at least not as intended? I start up the game, load up my character and show the Revolt Map. I fast forward and no event fires for me. There was only one instance (When I put it in a mod file) that only one of my neighboring empires seemed to suddenly lose most of its revolt risk after day 1 but after a good year, nothing else happens for the rest of the world.

It's most likely just me doing something wrong. But I save it in a text format, place it in an empty mod folder (Your DD lite mod) and load it all up via the launcher. I then select my savegame, play, and wait. Nothing.

Ah, I left the ai in the trigger. Change the 'ai = yes' to 'ai = no'.
My event is hidden this way (an ai character gets the event), when I made the event I didn't yet know there was a 'hide_window' command.

If it indeed doesn't work I can make an intermediate event, but I don't see why it shouldn't work directly (as it works as a single event in my mods..)
 

xRedster

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Ah, I left the ai in the trigger. Change the 'ai = yes' to 'ai = no'.
My event is hidden this way (an ai character gets the event), when I made the event I didn't yet know there was a 'hide_window' command.

If it indeed doesn't work I can make an intermediate event, but I don't see why it shouldn't work directly (as it works as a single event in my mods..)

Okay well I think it must be something I'm doing wrong on my end. I changed the ai trigger, saved it, loaded it up but still nothing happens. Tried to load up as a couple different rulers, too, but no dice. I'm really sorry for bothering you with this and for my incompetence with modding files. I took your DD lite mod, emptied out the folder and placed the text file for the event in there.

...That -should- work right?
 

Hotl3looded

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Is there a condition for genetic traits (strong, dwarf, genius, etc.) like the "lifestyle_traits = 1"? I want to trigger an event if a character doesn't have any genetic traits but I don't want to list them all -_-
 

Nivve

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Okay well I think it must be something I'm doing wrong on my end. I changed the ai trigger, saved it, loaded it up but still nothing happens. Tried to load up as a couple different rulers, too, but no dice. I'm really sorry for bothering you with this and for my incompetence with modding files. I took your DD lite mod, emptied out the folder and placed the text file for the event in there.

...That -should- work right?

Maybe I should have been clearer, but you need to have the event in an 'events' folder. Otherwise the game doesn't know what to do with it.
 

xRedster

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Maybe I should have been clearer, but you need to have the event in an 'events' folder. Otherwise the game doesn't know what to do with it.

Well herp derp that was stupid of me.

I put it in an events folder and the event fires in-game now. But once I click the only option available nothing changes. All provinces keep their religious_unrest modifier. I'm so desperate...
 

Nivve

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Code:
decisions = {
	remove_unrest = {
		potential = {
			ai = no
		}
		allow = {
			always = yes
		}
		effect = {
			any_independent_ruler  = {
				any_demesne_title = {
					location = {
						remove_province_modifier = no_liege
					}
				}
				any_vassal = {
					any_demesne_title = {
						location = {
							remove_province_modifier = no_liege
						}
					}
				}
			}
			ROOT = {
				any_demesne_title = {
					location = {
						remove_province_modifier = no_liege
					}
				}
				any_vassal = {
					any_demesne_title = {
						location = {
							remove_province_modifier = no_liege
						}
					}
				}
			}
		}
	}
}
This one should work.
Just replace the modifier for the one you want, it has this one for testing purposes.
(It will lag a bit when hovering over the button, so take that into account).

Edit: The fact that it didn't work was because any_realm_title doesn't work for commands... yay p'dox consistency...
 

xRedster

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Alright we're getting close here. It seems to semi-work. When I click on it, it doesn't remove -all- of the provinces' modifiers. Only some of them. I tried loading a char that had most of its lands affected by it and fired the event. Their personal demesne was rid of it, as were -some- of the provinces of their vassals, but the other provinces in their realm still had the modifier.
 

richvh

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Try this:
Code:
decisions = {
	remove_unrest = {
		potential = {
			ai = no
		}
		allow = {
			always = yes
		}
		effect = {
			any_independent_ruler  = {
				any_demesne_title = {
					location = {
						remove_province_modifier = no_liege
					}
				}
				any_vassal = {
					any_demesne_title = {
						location = {
							remove_province_modifier = no_liege
						}
					}
					any_vassal = {
						any_demesne_title = {
							location = {
								remove_province_modifier = no_liege
							}
						}
						any_vassal = {
							any_demesne_title = {
								location = {
									remove_province_modifier = no_liege
								}
							}
						}
					}
				}
			}
			ROOT = {
				any_demesne_title = {
					location = {
						remove_province_modifier = no_liege
					}
				}
				any_vassal = {
					any_demesne_title = {
						location = {
							remove_province_modifier = no_liege
						}
					}
					any_vassal = {
						any_demesne_title = {
							location = {
								remove_province_modifier = no_liege
							}
						}
						any_vassal = {
							any_demesne_title = {
								location = {
									remove_province_modifier = no_liege
								}
							}
						}
					}
				}
			}
		}
	}
}
That allows for 3 level of vassals under the top liege controlling provinces.
 

Nivve

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Try this:
...snip...
That allows for 3 level of vassals under the top liege controlling provinces.

Of course... stupid me. I am still with the shattered world setup... how easy it is to overlook such things.
Thanks :)
 

richvh

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Yes, it should. You won't see the event (though you could trigger one off that event for the liege, which you will see... assuming you're the only player.)
 

xRedster

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Of course... stupid me. I am still with the shattered world setup... how easy it is to overlook such things.
Thanks :)

Try this:
Code:
decisions = {
	remove_unrest = {
		potential = {
			ai = no
		}
		allow = {
			always = yes
		}
		effect = {
			any_independent_ruler  = {
				any_demesne_title = {
					location = {
						remove_province_modifier = no_liege
					}
				}
				any_vassal = {
					any_demesne_title = {
						location = {
							remove_province_modifier = no_liege
						}
					}
					any_vassal = {
						any_demesne_title = {
							location = {
								remove_province_modifier = no_liege
							}
						}
						any_vassal = {
							any_demesne_title = {
								location = {
									remove_province_modifier = no_liege
								}
							}
						}
					}
				}
			}
			ROOT = {
				any_demesne_title = {
					location = {
						remove_province_modifier = no_liege
					}
				}
				any_vassal = {
					any_demesne_title = {
						location = {
							remove_province_modifier = no_liege
						}
					}
					any_vassal = {
						any_demesne_title = {
							location = {
								remove_province_modifier = no_liege
							}
						}
						any_vassal = {
							any_demesne_title = {
								location = {
									remove_province_modifier = no_liege
								}
							}
						}
					}
				}
			}
		}
	}
}
That allows for 3 level of vassals under the top liege controlling provinces.

Thank you both SO much for this! I can play again! Woohoo! <3
 

jursamaj

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Is there a condition for genetic traits (strong, dwarf, genius, etc.) like the "lifestyle_traits = 1"? I want to trigger an event if a character doesn't have any genetic traits but I don't want to list them all -_-
I don't see it used anywhere in the vanilla files, but in the executable there is a 'congenital_traits'. Try testing that against a number.
 

richvh

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how do i get the game to use my modded title history instead of the vanilla version ?

In your mod file, put this line:
Code:
replace_path = history/titles
and put your mod in the mod folder in the Documents tree.
 

FreeSoc

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What program (ideally free) would people recommend for making trait icons?