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richvh

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Code:
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.
 

Stirling

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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...)
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.
 

Blood Royal

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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:
#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
}

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?
 

GurenGaaze

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it is possible to play as a house in a republic (or somewhat like that) and I am wondering if it's possible to also mod it in to play as a lowly Baron almost the same way or something?? like you have to wait for your opertunity to strike to get some land or marry into some places to get more land, or is all this hardcoded and can't be done?? I kinda wanted to take everything to a whole new stage and start my family in a Baron and work my way upwards like Jimena does :3
if it's possible could you somewhat lead me to what to do??

also never played as a republic, but I guess the idea is kinda the same??

Thanks in advance :)
 

richvh

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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.

The modifiers affect only the event they're coded in, so you'd have to check all the events in the file, and apply the modifier to each as appropriate.

@glennandre22: 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.
 

Blood Royal

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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.

Ahhh, never quite got how the common/on_action file worked, but starting to see it now. Should be easy enough to add certain traits with a modifier of 0.1 to the battle event then to reduce the death rate of the super-villains then.

Thanks, as always!
 

Enlil

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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.

I consider the thrills spent as a minor baron in the HRE for the past 250 years the funnest of my life!
 

theBowerer

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So, I wanted to mod in a republic of Denmark. I change all the castles to cities through the provinces file, and the created a character and gave him those counties, two duchies and kingdom. However, it says that he is a) lowborn, b) apparently immortal (839 years old) and c) that I can't play republics even though I have the DLC and can play Venice. Any advise? Here is my code:
Code:
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"
			}
}
 

richvh

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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)
 

theBowerer

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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)

Thanks!
 

General_Grant

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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.
 

fanoI

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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 happens :eek:o

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:
 

PyroAce2

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I'm having trouble tinkering with the map. I've got my new island showing up and functioning, so long as I don't mess with the province map. When I introduce my new province map, the whole map becomes unplayable - it shows no provinces and there is a weird shadow outline of the landmasses that is slightly out of place with the actual terrain map.

Any idea what would cause that?

I've attached a download link to the mod, which is a submod of Elder Kings .. I want to add a large continent for my own purposes. https://www.dropbox.com/s/iyt6s0pq58l4i04/Acemod.zip

At this point, I've got it set to just have 3 provinces until I can confirm everything is loading as intended. I've tried using 3 large provinces to cover the continent (as is shown in the link) and I've also tried with 3 small provinces a large wasteland. Both give the same issue - a massive greyed out world. Removing provinces.bmp from the mod (and allowing the default EK one to load) reverses the problem and still shows my new continent as unselectable land, so the issue is definitely with what I've done to provinces.bmp. I've tried remaking it from scratch and got the same exact issue, so I am at a loss.
 
Last edited:

richvh

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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.

No, republics are hard-coded to use the (Renaissance Italian) merchant clothing.

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 happens :eek:o

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:

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
		}
 
Last edited:

General_Grant

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No, republics are hard-coded to use the (Renaissance Italian) merchant clothing.
How does the Game of Thrones mod have merchant republics not affected by this, then?
 

richvh

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They must have modded the merchant clothing strip... or rather, replaced it.
 

fanoI

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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
		}

Sadly the flag is not, apparently, set as the HRE Emperor's event doesn't have the tooltip "Kaiser XXX becomes XXX new liege".
Maybe my solution is too complex? IMHO it should be a more simple way :confused: