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burny26

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You're still using namespaces wrong. They're for event IDs, you can put anything you want in the desc and name fields. And it's probably crashing because you haven't defined events EVTIM.10 and EVTIM.12
Code:
namespace = EVTIM
character_event = {
	id = EVTIM.1
	desc = "EVTIM.1”
	picture = GFX_evt_crusaders

	ai = no							
	prisoner = no
	mean_time_to_happen = {
		months = 480					
		modifier = {
			factor = 1.5
			trait = slow
		}
		modifier = {
			factor = 0.90
			trait = quick
		}
		modifier = {
			factor = 0.75
			trait = genius
		}
	}
	
	option = {
		name = "EVTIM.2”
		add_trait = charimmortal
	}
	option = {
		name = "EVTIM.3”
		remove_trait = charimmortal
	}
	option = {
		name = "EVTIM.4”
	}
}

character_event = {
	id = EVTIM.5
	desc = "EVTIM.5”
	picture = GFX_evt_crusaders
	trigger = {
		trait = fiximmortal
	}
	
	option = {
		name = "EVTIM.6”
		add_trait = charimmortal
		remove_trait = fiximmortal
	}
}

character_event = {
	id = EVTIM.7
	desc = "EVTIM.7”
	picture = GFX_evt_crusaders
	trigger = {
		trait = charimmortal
	}

	option = {
		name = EVTIM.8
		random_list = {
			70 = {
            			character_event = {
					id = EVTIM.10
				}
			}
			30 = {
				character_event = {
					id = EVTIM.12
				}
			}
		}
	}
	option = {
		name = EVTIM.9
	)
}
character_event = {
	id = EVTIM.10
	is_triggered_only = yes
	option = {
		name = OK
	}
}
character_event = {
	id = EVTIM.12
	is_triggered_only = yes
	option = {
		name = OK
	}
}
Renamed your existing events (so there is no possibility of ID conflicts, as long as no one else is using the EVTIM namespace) and added dummy events for the missing EVTIM.10 and EVTIM.12 events.



County localization is from the province tag, so search for the PROV_xxx line that has the county name in a localization field.

Thx modgod ^^


EDIT : Apparently I have to copy the entire file (text1.csv) text to my modfolder/localisation and edit the entry in the copy?
I thought it would be possible to just add
PROV472;EpicEpirus;Épieros;Épieros;;Épieros;;;;;;;;;x

in a csvfile i created from scratch ?
 
Last edited:

richvh

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Put your edited line in a .csv file that comes earlier (in ASCII order) than the file the original line was in.
 

JohnnyMacintosh

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Okay maybe I need to explain a bit more. Lets say the top liege is an italian catholic. The duke is lets say a greek orthodox. When a bishop or mayor dies under the duke, the new one becomes a greek catholic, instead of a greek orthodox. By default, a randomly generated guy takes the culture of the county/immediate liege and the religion of the top liege. I want to change it so the randomly generated guy takes both the culture AND religion of the immediate liege.

Shameless bump. This has been bugging me all day, I cant seem to find where to edit this...
 

jursamaj

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Now when I launch the game with my mod, it crashes. Chances are I screwed up with the whole namespace IDs. I've never used that before, so I don't know what's wrong with it. Here's my whole events page, I tried to integrate the rest of the page to use the namespace format you gave me. Pretty sure I messed up really badly though.
Code:
namespace = EVTIM
character_event = {
	id = 1234567
	desc = "EVTIM.1”
	...
Your quotes still appear to be wonky.
 

richvh

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Back again. How do I make this:
Code:
random_list = {
			70 = {
            			character_event = {
					id = EVTIM.10
				}
			}
			30 = {
				character_event = {
					id = EVTIM.11
				}
			}
display the player will die at 30, and live at 70?
Rather than random_list and events, try this:
Code:
random = {
   chance = 30
   death = yes
}

More generally,
Code:
random_list = {
			70 = {
            			character_event = {
					id = EVTIM.10
					tooltip = EVTIM.10_tooltip
				}
			}
			30 = {
				character_event = {
					id = EVTIM.11
					tooltip = EVTIM.11_tooltip
				}
			}
 

Stirling

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Hi,

My mod ignores Message Settings completely and never sends any popup messages at all.

It's a total conversion mod (custom map, new cultures and religions, etc.) and it works, the map loads, I can run it with the current 12 testable counties. But I get no popups when my wife dies, or if we have a child, if anyone accepts a Revocation of title, or other really major events you should have a popup for. I have tried editing the message settings so all events cause popups, then all popups with pauses, tried saving, reloading, exiting, restarting, restoring to default. It doesn't seem to work. I have to keep the message log at the bottom of the screen open to find out anything going on.

I have not created or replaced the Interface directory in my mod. Then I created an interface directory in my mod and copied the vanilla messagetypes.txt into it to sanity test it. Still nothing.

All help appreciated!
 

Blood Royal

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Hmm, I have a problem with an event, that needs to target the "main" marshall of any current enemy.

That is, the marshall of the top liege that someone is fighting.

Code:
	character_event = {
    id = adventurer.55
    title = "The Assassination"
    desc = "During the last few weeks, you have been seeking ways to kill the enemy marshall. Finally, an opportunity presents itself during a moonless night..."
    picture = "GFX_evt_shadow"
	
	is_triggered_only = yes	
	
	option = {
	name = "Quietly... stealthily..."
	FROMFROMFROM={
random_current_enemy = {
	limit = { 
	independent = yes
	}
	random_courtier = {
	limit = {
	has_job_title = marshal
	}
	character_event = { id = adventurer.58 } 
	}
	}
}
}

}

FROMFROMFROM is the ruler who hired the adventurers for the assassination mission, and it does select a random current enemy that is independent. Theres the message "ruler X will receive a message" with that rulers picture when you select the option.

The problem is, it doesn't target the marshal, and seems to do nothing in fact. The next event after the marshal gets adventurer.58 is supposed to be sent back to the player/adventurer (FROM), but that is never received either.

Can someone spot what is wrong, or have a better idea about how to target an enemy marshal of a random independent ruler that FROMFROMFROM is at war with?
 

AndreiTLC

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can somone please post the adventurer s event ?I can t seem to find i !
 

richvh

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Hmm, I have a problem with an event, that needs to target the "main" marshall of any current enemy.

That is, the marshall of the top liege that someone is fighting.

Code:
	character_event = {
    id = adventurer.55
    title = "The Assassination"
    desc = "During the last few weeks, you have been seeking ways to kill the enemy marshall. Finally, an opportunity presents itself during a moonless night..."
    picture = "GFX_evt_shadow"
	
	is_triggered_only = yes	
	
	option = {
	name = "Quietly... stealthily..."
	FROMFROMFROM={
random_current_enemy = {
	limit = { 
	independent = yes
	}
	random_courtier = {
	limit = {
	has_job_title = marshal
	}
	character_event = { id = adventurer.58 } 
	}
	}
}
}

}

FROMFROMFROM is the ruler who hired the adventurers for the assassination mission, and it does select a random current enemy that is independent. Theres the message "ruler X will receive a message" with that rulers picture when you select the option.

The problem is, it doesn't target the marshal, and seems to do nothing in fact. The next event after the marshal gets adventurer.58 is supposed to be sent back to the player/adventurer (FROM), but that is never received either.

Can someone spot what is wrong, or have a better idea about how to target an enemy marshal of a random independent ruler that FROMFROMFROM is at war with?
has_job_title = job_marshal is the correct check for the marshal slot.

If I mod the starting date and make it earlier, will I have to program all the different counts or will the game pull them from the history files?
It will pull them from the history files... if the history files have holders programmed in at that earlier date. You'll only be able to select someone to play that actually has a holder in the history files at the start date. All other active titles will get random holders once the game starts, and you'll be able to switch and play as one of them after that.
 

Aardvark Bellay

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Hi,

My mod ignores Message Settings completely and never sends any popup messages at all....

Might sound like a silly question, but you did place:

user_dir = "Myoverhaulmod"

in your *.mod file, right ?

Rather, you put some replace_path = into it that cause the trouble ?
No idea really, just blind brainstorming guess_wörk on my own.
 

richvh

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In building definitions, what exactly does extra_tech_building_start do? Is it a required field, or optional?

(Working on updating a long-dormant mod.)
 

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