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richvh

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1. When changing a file that has a 00_ in it, such as 00_cb_types, or 00_religions...
Is it "safe" to simply create a new my_cb_types or should I add this to a copy of the original file?
For cb_types, you can safely use a new file, since all cb_types are independent.
For religions and cultures, if your new religion/culture is in a new religion_group or culture_group, you can safely use a new title.
For pretty much any other case, you're best off copying over the file and modifying it. If the file type has nested entries, modify the file unless you can isolate your entries from all others. If it doesn't, you can safely use separate files in most cases.

2. When modding Landed Titles (Iceland), I did this.

<snip>

Is this right, or should I have copied over the whole file, and manually inserted my changes?
See above.
3. I would like to make a few events but this is like Spanish to me, I don't "get" it one bit.
What files do I have to change to add one simple event? (.gfx, localization, etc)?
Example: I want to make an event that if your religion is "Solar", and your wife gets pregnant, you can attempt to "Bless" the unborn child.
70% chance to fail, kill the mother.
30% chance to succeed, give the child (upon birth) Traitname, and remove this same Traitname from Father.

Thanks for any assistance given.

One simple event? Since you can put text inline in event desc and option name lines, potentially just the event file you put the event in. For an event involving a custom religion, you also have to modify the religions file and localization for at least the religion _desc. For an event involving custom traits, you have to add your trait into a trait file, add an icon for the trait in gfx/, and add a spriteType definition in a .gfx file in interface that links the trait to the icon, plus localization for the trait _desc at least (and as long as you have to do localization anyway, might as well add in the event desc and option name, plus religion and trait localization.) And sounds like you actually need two events for that, one on pregnancy, one on birth. (Your example is not a simple event.)

Sol El and Sol Ena are to have been killed by Lundi El Luna. Lundi El Luna was in turn killed by Thadian.

In game, it says "died a natural death".

How do I make these characters show how they died? What am I missing?

Instead of:
Code:
		death=yes 
		death_reason = death_battle
		killer = 1000332003
use:
Code:
		death={ 
			death_reason = death_battle
			killer = 1000332003
		}

Is there a "scopes" tutorial anywhere? I'm having the most difficulty just scoping to the person I'm trying too.

My current problem involves having an event scope to a random courtier in the realm, with a specific trait, in the "option" area.

Thanks for any help in advance!

For a courtier in your court?
Code:
trigger = {
	any_courtier = {
		trait = xxx
	}
}
random_courtier = {
	limit = {
		trait = xxx
	}
	<do stuff>
}
For a courtier in your realm (i.e., in your court or your vassals' courts, but not your liege's court), use any_realm_character and random_realm_character instead. Use is_ruler = no as a secondary trigger/limit if you need to exclude vassals.
 
Last edited:

jursamaj

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While here, I have another question about death_cause.

<snip>

Sol El and Sol Ena are to have been killed by Lundi El Luna. Lundi El Luna was in turn killed by Thadian.

In game, it says "died a natural death".

How do I make these characters show how they died? What am I missing?
In the vanila files, it looks like this:
Code:
	1161.1.1={
		death = {
			death_reason = death_battle
			killer = 191730
		}
	}

<Rich beat me to it. :blush:>
 

Hibernian

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Is there a way to make a certain culture (or culture group) more resistant to foreign rule?

That is, is it possible to set a culture to have a higher revolt risk if their county is ruled by a character that is not of their culture?


I know that general "non-accepted culture" revolt risk is controlled from the Static Modifiers file, but how would I set up some cultures to be more resistant than others? (Like, say I want some mountain people to be much more likely to keep revolting from foreign rulers).
 

starwarsfan541

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Code:
### Nowruz

# Invitation Sent
character_event = {
	id = ZOR.500
	desc =*EVTDESC_ZOR_500
	picture = GFX_evt_synagogue
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	hide_from = yes
	
	option = {
		name = EVTOPTA_ZOR_500
		any_vassal = {
			limit = {
				religion_group = zoroastrian_group
				age = 16
				prisoner = no
				war = no
				NOT = { trait = incapable }
			}
			character_event = { id = ZOR.501 days = 2 tooltip = EVTTOOLTIP_ZOR_501 }
		}
		custom_tooltip = { text = nowruz_invitations_sent }
		hidden_tooltip = { character_event = { id = ZOR.503 days = 10 } }
		hidden_tooltip = { character_event = { id = ZOR.504 days = 12 } }
	}
}

# Invitation Received
character_event = {
	id = ZOR.501
	desc =*EVTDESC_ZOR_501
	picture = GFX_evt_synagogue
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_ZOR_501
		ai_chance = {
			factor = 80
			modifier  = {
				factor = 0.1
				ai = yes
				trait = in_hiding
			}
			modifier = {
				factor = 0
				NOT = {	opinion = { who = ROOT value = -20 } }
			}
		}
		custom_tooltip = { text = nowruz_accepted }
		set_character_flag = attending_nowruz
		set_character_flag = do_not_disturb
		hidden_tooltip = { character_event = { id = ZOR.503 days = 8 } }
		hidden_tooltip = { character_event = { id = ZOR.599 days = 20 } } # Safety catch flag clearing
		if = {
			limit = { trait = in_hiding	}
			remove_trait = in_hiding
			add_character_modifier = {
				name = went_out_of_hiding_timer
				duration = 180
				hidden = yes
			}
			hidden_tooltip = { character_event = { id = CM.6400 } } # Notify plotters and family
		}
	}
	option = {
		name = EVTOPTB_ZOR_501
		ai_chance = {
			factor = 20
		}
		FROM = {
			opinion = {
				modifier = opinion_refused_nowruz
				who = ROOT
			}
		}
		custom_tooltip = { text = nowruz_declined }
		hidden_tooltip = {
			FROM = { character_event = { id = ZOR.502 } }
		}
	}
}

# Invitation Refused
character_event = {
	id = ZOR.502
	desc =*EVTDESC_ZOR_502
	picture = GFX_evt_synagogue
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_ZOR_502
		opinion = {
			modifier = opinion_refused_nowruz
			who = FROM
		}
	}
}

# Nowruz Feast Begins
character_event = {
	id = ZOR.503
	desc =*EVTDESC_ZOR_503
	picture = GFX_evt_synagogue
	border = GFX_event_normal_frame_religion
	
	hide_from = yes
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_ZOR_503
	}
}

# Nowruz Feast Ends (Host)
character_event = {
	id = ZOR.504
	desc =*EVTDESC_ZOR_504
	picture = GFX_evt_synagogue
	border = GFX_event_normal_frame_religion
	
	hide_from = yes
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_ZOR_504
		any_vassal = {
			limit = { has_character_flag = attending_nowruz }
			opinion = {
				modifier = opinion_nowruz
				who = ROOT
			}
		}
		hidden_tooltip = {
			any_vassal = {
				limit = { has_character_flag = attending_nowruz }
				character_event = { id = ZOR.505 }
			}
		}
		add_character_modifier = {
			name = held_nowruz_timer
			duration = 1825
			hidden = yes
		}
		prestige = 100
		piety = 100
		clr_character_flag = holding_nowruz
		clr_character_flag = do_not_disturb
	}
}

# Nowruz Feast Ends (Guest)
character_event = {
	id = ZOR.505
	desc =*EVTDESC_ZOR_505
	picture = GFX_evt_synagogue
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_ZOR_504
		clr_character_flag = attending_nowruz
		clr_character_flag = do_not_disturb
	}
}

This chain will not work, I get the first event and it says the second event goes out to the vassals, but nothing after that, ran through the validator and saw localization issues (havent done them yet)

Really cant understand why these wont work
 

olupien

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Is there any way to allow more "houses" in the republic UI? I believe I have seen a mod with 6 or 7 patrician families in one republic before...can someone point out what I would need to modify to edit the maximum number of houses allowed on the republic screen?
 

thadian

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What is this? I found it in localizations.

tribal_title_prince_c_indian;Rajkumar;Rajkumar;Radschkumar;;Rajkumar;;;;;;;;;x;;;;;;;;;;;;
tribal_title_prince_female_c_indian;Rajkumari;Rajkumari;Radschkumari;;Rajkumarí;;;;;;;;;x;;;;;;;;;;;;
 

LDRevolution

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can someone help me with this event?


Code:
character_event = {
	id = knight.9
	desc = "EVTDESCknight.8" # enough money pay them bla bla
	picture = "GFX_knighted"

	is_triggered_only = yes

	option = {
		trigger = {
			NOT = { d_hawkorder = { has_holder = yes } }
		}
		name = EVTOPTA_KOS_HO # The name of the Order
		d_hawkorder = {
			gain_title = ROOT
			hidden_tooltip = {
				succession = succ_appointment
			}
		}
		set_global_flag = hawk_order_founded
	}
}


for some reason when triggering the event I never get the title, if it counts the title is set as an inactive mercenary title.
 

Parha

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Ok, so I made this event
Code:
#Wife asks husband to preserve her virginity

#Wife message
character_event = {
	id = M.8
	desc = “MD8”
	picture = "GFX_evt_quarrel"

	capable_only = yes
	prisoner = no
	
	is_triggered_only = yes
	
	trigger = {
		is_married = yes
		has_trait maiden
                is_female = yes
                NOT = { 
                       OR = {
                             trait = lustful
                             trait = hedonist
                       }
                }
		spouse = {
			prisoner = no
			is_alive = yes
			is_abroad = no
			at_location = ROOT
			is_female = no
			NOT = {
				opinion = { who = ROOT value = -50 }
			}
		}
	}
	
	mean_time_to_happen = {
		days = 5
		modifier = {
			factor = 0.1
			has_trait = homosexual
			factor = 0.1
			has_trait = celibate
			factor = 0.5
			has_trait = chaste
		}
	}
	
	option = {
		name = “MO8” #I ask tell my husband
	}
]
How do I make an event fire for her husband which lets him turn down or accept her offer?
 

richvh

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Have you defined you namespace at the top of the file?
Code:
	option = {
		name = “MO8” #I ask tell my husband
		spouse = {
			character_event = {
				id = M.9
				days = 3	#optional delay
				random = 3	#optional additional random delay
			}
		}
	}
Code:
character_event = {
	id = M.9
	desc = <whatever>
	picture = <whatever>
	is_triggered_only = yes

	option = {
		name = <whatever>	#husband accepts
		<effects go here>
	}
	option = {
		name = <whatever>	#husband refuses
		<effects go here>
	}
}
 

Blood Royal

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Where is it listed who can use the prepared invasion?

It's not done via decision, so it's not in there... i did a search for "preparing_to_invade" in the entire vanilla folder, but only 4 files came up:

The localisation, opinion modifiers, the misc_old_gods event file, and cb_types, which really doesn't make sense... there must be somewhere else that sets who can actually use that option via the diplomacy window?

I thought it might just be for any religion that can raid, but I tried loading up as one and giving myself 5000 prestige, but no, no option to prepare to invade. Very strange!

EDIT: Never mind, it is "allow_viking_invasion = yes" in the religion file
 
Last edited:

starwarsfan541

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Code:
### Nowruz

# Invitation Sent
character_event = {
	id = ZOR.500
	desc =*EVTDESC_ZOR_500
	picture = GFX_evt_synagogue
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	hide_from = yes
	
	option = {
		name = EVTOPTA_ZOR_500
		any_vassal = {
			limit = {
				religion_group = zoroastrian_group
				age = 16
				prisoner = no
				war = no
				NOT = { trait = incapable }
			}
			character_event = { id = ZOR.501 days = 2 tooltip = EVTTOOLTIP_ZOR_501 }
		}
		custom_tooltip = { text = nowruz_invitations_sent }
		hidden_tooltip = { character_event = { id = ZOR.503 days = 10 } }
		hidden_tooltip = { character_event = { id = ZOR.504 days = 12 } }
	}
}

# Invitation Received
character_event = {
	id = ZOR.501
	desc =*EVTDESC_ZOR_501
	picture = GFX_evt_synagogue
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_ZOR_501
		ai_chance = {
			factor = 80
			modifier  = {
				factor = 0.1
				ai = yes
				trait = in_hiding
			}
			modifier = {
				factor = 0
				NOT = {	opinion = { who = ROOT value = -20 } }
			}
		}
		custom_tooltip = { text = nowruz_accepted }
		set_character_flag = attending_nowruz
		set_character_flag = do_not_disturb
		hidden_tooltip = { character_event = { id = ZOR.503 days = 8 } }
		hidden_tooltip = { character_event = { id = ZOR.599 days = 20 } } # Safety catch flag clearing
		if = {
			limit = { trait = in_hiding	}
			remove_trait = in_hiding
			add_character_modifier = {
				name = went_out_of_hiding_timer
				duration = 180
				hidden = yes
			}
			hidden_tooltip = { character_event = { id = CM.6400 } } # Notify plotters and family
		}
	}
	option = {
		name = EVTOPTB_ZOR_501
		ai_chance = {
			factor = 20
		}
		FROM = {
			opinion = {
				modifier = opinion_refused_nowruz
				who = ROOT
			}
		}
		custom_tooltip = { text = nowruz_declined }
		hidden_tooltip = {
			FROM = { character_event = { id = ZOR.502 } }
		}
	}
}

# Invitation Refused
character_event = {
	id = ZOR.502
	desc =*EVTDESC_ZOR_502
	picture = GFX_evt_synagogue
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_ZOR_502
		opinion = {
			modifier = opinion_refused_nowruz
			who = FROM
		}
	}
}

# Nowruz Feast Begins
character_event = {
	id = ZOR.503
	desc =*EVTDESC_ZOR_503
	picture = GFX_evt_synagogue
	border = GFX_event_normal_frame_religion
	
	hide_from = yes
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_ZOR_503
	}
}

# Nowruz Feast Ends (Host)
character_event = {
	id = ZOR.504
	desc =*EVTDESC_ZOR_504
	picture = GFX_evt_synagogue
	border = GFX_event_normal_frame_religion
	
	hide_from = yes
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_ZOR_504
		any_vassal = {
			limit = { has_character_flag = attending_nowruz }
			opinion = {
				modifier = opinion_nowruz
				who = ROOT
			}
		}
		hidden_tooltip = {
			any_vassal = {
				limit = { has_character_flag = attending_nowruz }
				character_event = { id = ZOR.505 }
			}
		}
		add_character_modifier = {
			name = held_nowruz_timer
			duration = 1825
			hidden = yes
		}
		prestige = 100
		piety = 100
		clr_character_flag = holding_nowruz
		clr_character_flag = do_not_disturb
	}
}

# Nowruz Feast Ends (Guest)
character_event = {
	id = ZOR.505
	desc =*EVTDESC_ZOR_505
	picture = GFX_evt_synagogue
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_ZOR_504
		clr_character_flag = attending_nowruz
		clr_character_flag = do_not_disturb
	}
}

This chain will not work, I get the first event and it says the second event goes out to the vassals, but nothing after that, ran through the validator and saw localization issues (havent done them yet)

Really cant understand why these wont work

Bumping this, anyways just remembered I couldnt get my bema feast to work either, any mods that add in new feasts to look at?
 

richvh

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[cdode]desc =*EVTDESC_ZOR_500[/code]

See that star? In your text editor it looks like a space, but isn't. Get rid of it, in all description lines. It's what's keeping your events from firing.
 

starwarsfan541

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[cdode]desc =*EVTDESC_ZOR_500[/code]

See that star? In your text editor it looks like a space, but isn't. Get rid of it, in all description lines. It's what's keeping your events from firing.

Okay, just backspaced all of them out, going to test
Code:
desc =EVTDESC_ZOR_505

EDIT: It worked great, thanks so much

Now the hard part the localization.....
 

omega20056

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Could someone tell me why these two events are melding into each other? The first event has three options instead of two (It's taking one from the second event) and the second event won't work at all.

Code:
# Pilgrimage Samaritan

character_event = {
	id = PA.10176
	desc = EVTDESCPA.10176
	picture = GFX_evt_bloody_man

        trigger = {
	        has_character_flag = yazidi_pilgrimage
                NOT = { has_character_flag = pilgrimage_samaritan }
        }

	mean_time_to_happen = {
		months = 1
	}

        option = {
                name = "Help him."
                set_character_flag = pilgrimage_samaritan
                piety = 20
                custom_tooltip = {
                        help_samaritan
                }
                ai_chance = { 
			factor = 5
			modifier = {
				factor = 5
				trait = kind
			}
			modifier = {
				factor = 0
				trait = cruel
			}
                }			
	}
        option = {
                name = "Leave him."
                set_character_flag = pilgrimage_samaritan
                piety = -20
                custom_tooltip = {
                        ignore_samaritan
                }
                ai_chance = { 
			factor = 5
			modifier = {
				factor = 5
				trait = cruel
			}
			modifier = {
				factor = 0
				trait = kind
			}	
                 }						
	  }
   } 

# Pilgrimage Beggar

character_event = {
	id = PA.10177
	desc = EVTDESCPA.10177
	picture = GFX_evt_market
        trigger = {
	        has_character_flag = yazidi_pilgrimage
                NOT = { has_character_flag = pilgrimage_beggar }
        }

	mean_time_to_happen = {
		months = 2
	}

        option = {
                name = "Here you go."
                set_character_flag = pilgrimage_beggar
                piety = 20
                wealth = -10
                ai_chance = { 
			factor = 5
			modifier = {
				factor = 5
				trait = kind
			}
			modifier = {
				factor = 0
				trait = cruel
			}
                }			
			}
        option = {
                name = "Don't touch me!"
                set_character_flag = pilgrimage_beggar
                prestige = 20
                piety = -20
                ai_chance = { 
			factor = 5
			modifier = {
				factor = 5
				trait = cruel
			}
			modifier = {
				factor = 0
				trait = kind
			}	
                 }						
	  }
   }
 

richvh

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custom_tooltip = { text = xxx } is the correct syntax.
 

Hibernian

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Should I ask this question in the general forum, if you no one here has an answer?

Is there a way to make a certain culture (or culture group) more resistant to foreign rule?

That is, is it possible to set a culture to have a higher revolt risk if their county is ruled by a character that is not of their culture?


I know that general "non-accepted culture" revolt risk is controlled from the Static Modifiers file, but how would I set up some cultures to be more resistant than others? (Like, say I want some mountain people to be much more likely to keep revolting from foreign rulers).
 

havenost

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Does anyone know how to change the default succession type from gravelkind to lets say feudal elective or tanistry?

Someone told before that all you had to do was edit the succession.txt and edit the allow/potential parameters... but I don't think its works because when I substituted the succession type from the gravelkind code to feudal_elective, everyone was still gravelkind.

Code:
effect = {
			succession = gravelkind
		}

Code:
effect = {
			succession = feudal_elective
		}