Code:
potential = {
NOT = {
title = b_jarnhus
}
}
potential = {
NOT = {
title = b_jarnhus
}
}
ought to work in buildings. Unless your post contained a typo which your building code didn't, you left off the title = part.Code:potential = { NOT = { title = b_jarnhus } }
I'm looking for something similar. I found a reference to Rickinator9's clean vanilla events mod in the Lord of the Rings mod, but can't find that actual fileset, unfortunately.Is there a list somewhere of events to remove so you can avoid blank popups when you remove the vanilla religions (catholic, etc...) and empires (golden horde, etc...)
#On-action combat event: Killed in action
character_event = {
id = 242
desc = EVTDESC242
picture = GFX_evt_death
border = GFX_event_normal_frame_war
is_triggered_only = yes
trigger = {
NOT = { trait = berserker }
}
weight_multiplier = {
days = 1
modifier = {
factor = 1.5
trait = brave
}
modifier = {
factor = 0.5
trait = craven
}
modifier = {
trait = clubfooted
factor = 1.25
}
It's an on_action random_event, and the modifiers affect the weight assigned to the event in common/on_actions/. Modifiers higher than one increase the weight (make the event more likely to fire), modifiers between 0 and 1 decrease the weight (make it less likely to fire), a modifier of 0 would disable the event.I'm trying to drastically reduce the odds of certain mod super-villains dying in battle.
I can see that the actual death in battle event is battle_events.txt and it goes something like this:
Then there's an immediate part where the character dies, and an option that goes "Alas".
Now I would think that just adding a modifier such as
modifier = {
trait = { awn_gorgon }
factor = 0.1
}
would make it very unlikely that he dies in battle - BUT, the event says "is_triggered_only"? How can a modifier work on an event that is triggered only? And why is there a trigger in the event at all, for that matter...
So - question: Does anyone know how to make some traits less likely to die in battle? And is it enough to just make a modifier to that battle_events.txt first event?
It's an on_action random_event, and the modifiers affect the weight assigned to the event in common/on_actions/. Modifiers higher than one increase the weight (make the event more likely to fire), modifiers between 0 and 1 decrease the weight (make it less likely to fire), a modifier of 0 would disable the event.
No, it is not possible to play as a baron in a way analogous to a patrician. The only way to play as a baron is to also have a higher titular title (duke or above.) Reportedly pretty boring though to play as a baron, as the events aren't scripted for them.
727212= {
name="Helgi"
religion="norse_pagan"
culture=norse"
dynasty=2051226
father=709358
martial=10
diplomacy=30
intrigue=22
learning=12
stewardship=37
add_trait = "midas_touched"
add_trait = "greedy"
add_trait = "gregarious"
add_trait = "lustful"
add_trait = "hedonist"
add_trait = "ambitious"
add_trait = "honest"
add_trait = "fertile"
785.12.31={
birth="785.12.31"
}
}
You need to make 5 family palaces (baronies with entries in landed_titles and title history entries of holding_dynasty = xxx (one must be 2051226 to match the character above) all of whom have k_denmark (or whatever the top title is for your republic) or it isn't playable from start.
Sounds like you have the other requirements met (duchy or above holding port city as capital)
narrative_event = {
id = commune.1
title = "EVTNAMEcommune.1"
desc = "EVTDESCcommune.1"
picture = GFX_evt_roman_emperor_salute
is_triggered_only = yes
option = {
name = "EVTOPTAcommune.1"
k_roman_republic = {
grant_title = ROOT
copy_title_laws = d_commune_of_rome
}
d_commune_of_rome = {
destroy_landed_title = THIS
}
give_nickname = nick_the_glorious
hidden_tooltip = {
activate_title = { title = d_commune_of_rome status = no }
}
if = {
limit = {
AND = {
independent = no
e_hre = { holder_scope = { is_liege_or_above = THIS } }
}
}
set_global_flag = the_commune_of_roman_vassal_of_hre
}
any_playable_ruler = {
limit = {
OR = {
has_landed_title = e_hre
has_landed_title = e_byzantium
ai = no
}
}
narrative_event = { id = commune.99 }
}
}
}
narrative_event = {
id = commune.99
title = "EVTNAMEcommune.99"
desc = "EVTDESCcommune.99"
picture = GFX_evt_roman_emperor_salute
is_triggered_only = yes
option = {
name = "EVTOPTAcommune.99"
trigger = {
NOT = {
has_landed_title = e_hre
has_landed_title = e_byzantium
}
}
}
# OK The Roman Republic exists and is our vassal, Excellent :-)
option = {
name = "EVTOPTBcommune.99"
trigger = {
has_landed_title = e_hre
}
#liege = { set_de_facto_liege = FROM }
# TODO check for submission global flag
#k_roman_republic = { holder_scope = { set_de_facto_liege = FROM } }
# With these lines enabled the Kaiser doesn't vassalizes us anymore!
#if = {
# limit = {
# has_global_flag = the_commune_of_roman_vassal_of_hre
# }
# set_defacto_vassal = FROM
#}
set_defacto_vassal = FROM
}
option = {
name = "EVTOPTCcommune.99"
trigger = {
has_landed_title = e_byzantium
}
# Byzantium loses prestige because the pretender in the West
# is reforming "The Roman Republic"
# "real" thing
prestige = -100
}
}
Is there a way to turn the Republic specific clothes off so the characters uses their default cultural clothing instead? They are allright for Italians but look absolutly out of place for most other cultures.
I continue to have problems with the event that creates "The Roman Republic", if we are HRE vassals we become indipendent, IMHO I continue to think this should not happen and so it is a game bug, but by the way I'm trying to find a Kludge to make it works!
This code works but as you could imagine it is wrong if we are not vassal of HRE:
Code:narrative_event = { id = commune.1 title = "EVTNAMEcommune.1" desc = "EVTDESCcommune.1" picture = GFX_evt_roman_emperor_salute is_triggered_only = yes option = { name = "EVTOPTAcommune.1" k_roman_republic = { grant_title = ROOT copy_title_laws = d_commune_of_rome } d_commune_of_rome = { destroy_landed_title = THIS } give_nickname = nick_the_glorious hidden_tooltip = { activate_title = { title = d_commune_of_rome status = no } } if = { limit = { AND = { independent = no e_hre = { holder_scope = { is_liege_or_above = THIS } } } } set_global_flag = the_commune_of_roman_vassal_of_hre } any_playable_ruler = { limit = { OR = { has_landed_title = e_hre has_landed_title = e_byzantium ai = no } } narrative_event = { id = commune.99 } } } } narrative_event = { id = commune.99 title = "EVTNAMEcommune.99" desc = "EVTDESCcommune.99" picture = GFX_evt_roman_emperor_salute is_triggered_only = yes option = { name = "EVTOPTAcommune.99" trigger = { NOT = { has_landed_title = e_hre has_landed_title = e_byzantium } } } # OK The Roman Republic exists and is our vassal, Excellent :-) option = { name = "EVTOPTBcommune.99" trigger = { has_landed_title = e_hre } #liege = { set_de_facto_liege = FROM } # TODO check for submission global flag #k_roman_republic = { holder_scope = { set_de_facto_liege = FROM } } # With these lines enabled the Kaiser doesn't vassalizes us anymore! #if = { # limit = { # has_global_flag = the_commune_of_roman_vassal_of_hre # } # set_defacto_vassal = FROM #} set_defacto_vassal = FROM } option = { name = "EVTOPTCcommune.99" trigger = { has_landed_title = e_byzantium } # Byzantium loses prestige because the pretender in the West # is reforming "The Roman Republic" # "real" thing prestige = -100 } }
As you can see I've tried to set a flag in the first event if we are vassals of HRE and then test in the Emperor event... sadly enabling the test nothing happenso
I've tried to use "liege" that should scope the HRE Emperor... but sadly it doesn't work in this case as when I press the button I'm independent and so the event returned to myself :rofl:
"liege_of" seems to do nothing, too...
Thanks for you help, this the last blocker to release the next version of "The Commune of Rome" so :laugh:
if = {
limit = {
AND = {
independent = no
e_hre = { holder_scope = { [COLOR="#FF0000"]ROOT = { is_liege_or_above = FROM }[/COLOR] } }
}
}
set_global_flag = the_commune_of_roman_vassal_of_hre
}
How does the Game of Thrones mod have merchant republics not affected by this, then?No, republics are hard-coded to use the (Renaissance Italian) merchant clothing.
No, republics are hard-coded to use the (Renaissance Italian) merchant clothing.
Code:if = { limit = { AND = { independent = no e_hre = { holder_scope = { [COLOR="#FF0000"]ROOT = { is_liege_or_above = FROM }[/COLOR] } } } } set_global_flag = the_commune_of_roman_vassal_of_hre }
On Mac, BBEdit will do the same search. As for Validator, it should be hard to set up in Wine...Notepad++ will search all files in a folder (and sub-folders) for a string. Validator will report duplicate IDs. (If you're not running Windows, you're on your own though.)