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omega20056

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Is there anything in the potential = { block? If there isn't then it should show up for everybody. It's better if you move everything to allow so you can see which condition is making it unavailable for Jews.



It's most likely definition.csv. What changes did you make to it?



Can you post the modifier itself?

Here it is. It's only meant to give the bonuses to the top liege, but I don't know how to model that in-game.

Code:
imperial_rule = {
	retinuesize = 500
	city_vassal_tax_modifier = 0.5
	castle_vassal_tax_modifier = 0.5
	temple_vassal_tax_modifier = 0.5
	icon = 11
}
It does work, but the liege only gets the bonuses from their demense provinces (It gives vassals the bonuses from their provinces instead of the liege, essentially).
 

ThePatriot1776

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Is this correct?

Code:
decisions = {

	welcome_muslims = {
		potential = {
		allow = {
			always = yes
			NOT = { 
				religion_group = muslim
				has_character_modifier = expelled_muslims_timer
			}
			has_character_modifier = expelled_muslims
			primary_title = { higher_tier_than = DUKE }
		
			effect = {
			remove_character_modifier = expelled_jewish
			custom_tooltip = {
				text = muslims_are_welcome
			}
			hidden_tooltip = {
				character_event = { id = ExIs.104 }
			}
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0.1 # Less likely to do it
			}
			modifier = {
				factor = 0
				trait = zealous
			}
		}
		}
		
	}
	
	expel_muslims = {
		potential = {
		allow = {
			always = yes
			effect = {
			NOT = { 
				religion_group = muslim
				has_character_modifier = negative_money
				trait = incapable
				any_realm_province = { religion_group = muslim }
			}
			independent = yes
			age = 16
			prisoner = no
		}
			if = {
				limit = { has_character_modifier = borrowed_from_jews }
				remove_character_modifier = borrowed_from_jews
			}
			add_character_modifier = {
				name = expelled_muslims
				duration = -1
				inherit = yes
			}
			custom_tooltip = {
				text = muslims_are_expelled
			}
			hidden_tooltip = {
				character_event = { id = ExIs.103 }
				add_character_modifier = {
					name = expelled_muslims_timer
					duration = 7300
					hidden = yes
				}
			}
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0.001 # Less likely to do it
			}
			modifier = {
				factor = 0
				any_courtier = {
					religion_group = muslim
					reverse_opinion = { who = ROOT value = 20 }
				}
			}
			modifier = {
				factor = 0
				any_spouse = {
					religion_group = muslim
				}
			}
			modifier = {
				factor = 0
				any_child = {
					religion_group = muslim
				}
			}
			modifier = {
				factor = 0
				trait = kind
			}
			modifier = {
				factor = 1.2
				trait = zealous
				trait = arbitrary
			}
			modifier = {
				factor = 1.2
				has_character_modifier = borrowed_from_jews
				trait = greedy
			}
		}
	}
		}
		
}
 

DC123456789

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Here it is. It's only meant to give the bonuses to the top liege, but I don't know how to model that in-game.

Code:
imperial_rule = {
	retinuesize = 500
	city_vassal_tax_modifier = 0.5
	castle_vassal_tax_modifier = 0.5
	temple_vassal_tax_modifier = 0.5
	icon = 11
}
It does work, but the liege only gets the bonuses from their demense provinces (It gives vassals the bonuses from their provinces instead of the liege, essentially).

Try scoping to top_liege, I guess? I have no idea if that would actually work though.

Is this correct?

Code:
decisions = {

	welcome_muslims = {
		potential = {
		allow = {
			always = yes
			NOT = { 
				religion_group = muslim
				has_character_modifier = expelled_muslims_timer
			}
			has_character_modifier = expelled_muslims
			primary_title = { higher_tier_than = DUKE }
		
			effect = {
			remove_character_modifier = expelled_jewish
			custom_tooltip = {
				text = muslims_are_welcome
			}
			hidden_tooltip = {
				character_event = { id = ExIs.104 }
			}
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0.1 # Less likely to do it
			}
			modifier = {
				factor = 0
				trait = zealous
			}
		}
		}
		
	}
	
	expel_muslims = {
		potential = {
		allow = {
			always = yes
			effect = {
			NOT = { 
				religion_group = muslim
				has_character_modifier = negative_money
				trait = incapable
				any_realm_province = { religion_group = muslim }
			}
			independent = yes
			age = 16
			prisoner = no
		}
			if = {
				limit = { has_character_modifier = borrowed_from_jews }
				remove_character_modifier = borrowed_from_jews
			}
			add_character_modifier = {
				name = expelled_muslims
				duration = -1
				inherit = yes
			}
			custom_tooltip = {
				text = muslims_are_expelled
			}
			hidden_tooltip = {
				character_event = { id = ExIs.103 }
				add_character_modifier = {
					name = expelled_muslims_timer
					duration = 7300
					hidden = yes
				}
			}
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0.001 # Less likely to do it
			}
			modifier = {
				factor = 0
				any_courtier = {
					religion_group = muslim
					reverse_opinion = { who = ROOT value = 20 }
				}
			}
			modifier = {
				factor = 0
				any_spouse = {
					religion_group = muslim
				}
			}
			modifier = {
				factor = 0
				any_child = {
					religion_group = muslim
				}
			}
			modifier = {
				factor = 0
				trait = kind
			}
			modifier = {
				factor = 1.2
				trait = zealous
				trait = arbitrary
			}
			modifier = {
				factor = 1.2
				has_character_modifier = borrowed_from_jews
				trait = greedy
			}
		}
	}
		}
		
}

You need to close the potential bracket (i.e. put potential = {})
 

ThePatriot1776

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Try deleting each line one by one and running the mod again to see which line ones are causing the CTD and weird tooltips.

I rewrote the code and it now shows up correctly for Jews.

Code:
decisions = {
		
		expel_muslims = {
			allow = {
				OR = {
						religion_group = jewish_group
						primary_title = { higher_tier_than = DUKE }
					}
						
				NOT = {
						religion_group = muslim_group
						trait = incapable
						any_realm_province = {religion_group = muslim_group }
						}
				independent = yes
				age = 16
				prisoner = no
				
				effect = { 
					if = { limit = { has_character_modifier = borrowed_from_jews }
					remove_character_modifier = borrowed_from_jews
					add_character_modifier = {
						name = expelled_muslims
						duration = -1
						inherit = yes
					}
				}
				custom_tooltip = {
					text = muslims_are_expelled
					}
				hidden_tooltip = {
					character_event = { id = ExIs.103 }
					add_character_modifier = {
						name = expelled_muslims_timer
						duration = 7300
						hidden = yes
						}
					}
					
				ai_will_do = {
					factor = 1
					
					modifier = {
						factor = 0
						any_courtier = {
							religion_group = muslim_group
							reverse_opinion = { who = ROOT value = 20 }
						}
					}
					
					modifier = {
						factor = 0
						any_spouse = {
							religion_group = muslim_group
						}
					}
					
					modifier = {
						factor = 0
						any_child = {
							religion_group = muslim_group
							}
						}
					
					modifier = {
						factor = 0
						trait = kind
					}
					
					modifier = {
						factor = 1.2
						trait = zealous
						trait = arbitrary
					}
					
					modifier = {
						factor = 1.2
						has_character_modifier = borrowed_from_jews
						trait = greedy
					}
				}
			}
		}
	}
	
	welcome_muslims = {
		allow = { 
			OR = {
				religion_group = jewish_group
				has_character_modifier = expelled_muslims
				}
				
			NOT = {
				religion_group = muslim_group
				has_character_modifier = expelled_muslims_timer
				has_character_modifier = expelled_muslims
				primary_title = { higher_tier_than = DUKE }
			 }
			 
			 effect = {
				remove_character_modifier = expelled_muslims
				custom_tooltip = {
					text = muslims_are_welcome
					}
				hidden_tooltip = {
					character_event = { id = ExIs.104 }
				}
				
				ai_will_do = {
					factor = 1
					
					modifier = {
					factor = 0.1 #Less likely to do it
					}
					
					modifier = {
						factor = 0
						trait = zealous
					}
				}
			}
		}
	}
}
}

There are some minor errors like for Expel Muslims in the tooltip: NOT_REALM_PROVINCE_STARTS: Is with an (X) before it and Flank has at lease 0.0% (symbols) relative to (symbols). For Welcome it's the flank message and title higher than. I removed the title higher than call in the script. I still have no idea where the other errors come from.
 

DC123456789

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You haven't closed the allow section; there should be a closing bracket the line after "prisoner = no". There's a lot of other closing brackets you're missing as well, I think; this is where indenting properly really helps.
 

ThePatriot1776

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You haven't closed the allow section; there should be a closing bracket the line after "prisoner = no". There's a lot of other closing brackets you're missing as well, I think; this is where indenting properly really helps.

According to Notepad++ and The Validator, every bracket is closed. It shows up and doesn't CTD since I rewrote it. It just has some weird errors in the tooltip and that's it.
 

DC123456789

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I only added "Bhutan" in line 1440. I tried adding it in 1439 instead and adjusting provinces.bmp accordingly however that didn't fix it.

Do the provinces actually exist ingame?
Also, aren't the separators supposed to be semicolons, not commas?

That might work, but how would I do it? Would I insert it into the event itself?

Try this:

Code:
imperial_rule = {
	owner = {
		top_liege = {
			retinuesize = 500
		}
	}
	city_vassal_tax_modifier = 0.5
	castle_vassal_tax_modifier = 0.5
	temple_vassal_tax_modifier = 0.5
	icon = 11
}

No guarantees that it'll actually work.
 

DC123456789

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According to Notepad++ and The Validator, every bracket is closed. It shows up and doesn't CTD since I rewrote it. It just has some weird errors in the tooltip and that's it.

Your closing brackets are all the wrong place. You don't close everything at the end, you close each section once all the stuff you want in it is done. Right now your effect and ai_will_do are inside your allow part, so the game is getting really confused.
 

ThePatriot1776

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Your closing brackets are all the wrong place. You don't close everything at the end, you close each section once all the stuff you want in it is done. Right now your effect and ai_will_do are inside your allow part, so the game is getting really confused.

Ahh okay, well, here is the newest version.

Code:
decisions = {
		
		expel_muslims = {
			allow = {}
				OR = {
						religion_group = jewish_group
						primary_title = { higher_tier_than = DUKE }
					}
						
				NOT = {
						religion_group = muslim_group
						trait = incapable
						any_realm_province = {religion_group = muslim_group }
						}
				independent = yes
				age = 16
				prisoner = no
								
				effect = { 
					if = { limit = { has_character_modifier = borrowed_from_jews }
					remove_character_modifier = borrowed_from_jews
					add_character_modifier = {
						name = expelled_muslims
						duration = -1
						inherit = yes
						}
					}
				}
				
				custom_tooltip = {
					text = muslims_are_expelled
					}
				hidden_tooltip = {
					character_event = { id = ExIs.103 }
					add_character_modifier = {
						name = expelled_muslims_timer
						duration = 7300
						hidden = yes
						}
					}
					
				ai_will_do = {
					factor = 1
					
					modifier = {
						factor = 0
						any_courtier = {
							religion_group = muslim_group
							reverse_opinion = { who = ROOT value = 20 }
						}
					}
					
					modifier = {
						factor = 0
						any_spouse = {
							religion_group = muslim_group
						}
					}
					
					modifier = {
						factor = 0
						any_child = {
							religion_group = muslim_group
							}
						}
					
					modifier = {
						factor = 0
						trait = kind
					}
					
					modifier = {
						factor = 1.2
						trait = zealous
						trait = arbitrary
					}
					
					modifier = {
						factor = 1.2
						has_character_modifier = borrowed_from_jews
						trait = greedy
					}
				}
			}
	
	welcome_muslims = {
		allow = { }
			OR = {
				religion_group = jewish_group
				has_character_modifier = expelled_muslims
				}
				
			NOT = {
				religion_group = muslim
				has_character_modifier = expelled_muslims_timer
				has_character_modifier = expelled_muslims
				}
			 
			 effect = {
				remove_character_modifier = expelled_muslims
				custom_tooltip = {
					text = muslims_are_welcome
					}
				hidden_tooltip = {
					character_event = { id = ExIs.104 }
				}
			}	
				
				ai_will_do = {
					factor = 1
					
					modifier = {
					factor = 0.1 #Less likely to do it
					}
					
					modifier = {
						factor = 0
						trait = zealous
					}
				}
			}
	}
 

Silversweeeper

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Is it possible to mod the pagan homeland attrition so that it applies to tribal land instead (with other tribals not suffering attrition and feudal/republican realms suffering attrition)?
 

DC123456789

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Ahh okay, well, here is the newest version.

Code:
decisions = {
		
		expel_muslims = {
			allow = {}
				OR = {
						religion_group = jewish_group
						primary_title = { higher_tier_than = DUKE }
					}
						
				NOT = {
						religion_group = muslim_group
						trait = incapable
						any_realm_province = {religion_group = muslim_group }
						}
				independent = yes
				age = 16
				prisoner = no
								
				effect = { 
					if = { limit = { has_character_modifier = borrowed_from_jews }
					remove_character_modifier = borrowed_from_jews
					add_character_modifier = {
						name = expelled_muslims
						duration = -1
						inherit = yes
						}
					}
				}
				
				custom_tooltip = {
					text = muslims_are_expelled
					}
				hidden_tooltip = {
					character_event = { id = ExIs.103 }
					add_character_modifier = {
						name = expelled_muslims_timer
						duration = 7300
						hidden = yes
						}
					}
					
				ai_will_do = {
					factor = 1
					
					modifier = {
						factor = 0
						any_courtier = {
							religion_group = muslim_group
							reverse_opinion = { who = ROOT value = 20 }
						}
					}
					
					modifier = {
						factor = 0
						any_spouse = {
							religion_group = muslim_group
						}
					}
					
					modifier = {
						factor = 0
						any_child = {
							religion_group = muslim_group
							}
						}
					
					modifier = {
						factor = 0
						trait = kind
					}
					
					modifier = {
						factor = 1.2
						trait = zealous
						trait = arbitrary
					}
					
					modifier = {
						factor = 1.2
						has_character_modifier = borrowed_from_jews
						trait = greedy
					}
				}
			}
	
	welcome_muslims = {
		allow = { }
			OR = {
				religion_group = jewish_group
				has_character_modifier = expelled_muslims
				}
				
			NOT = {
				religion_group = muslim
				has_character_modifier = expelled_muslims_timer
				has_character_modifier = expelled_muslims
				}
			 
			 effect = {
				remove_character_modifier = expelled_muslims
				custom_tooltip = {
					text = muslims_are_welcome
					}
				hidden_tooltip = {
					character_event = { id = ExIs.104 }
				}
			}	
				
				ai_will_do = {
					factor = 1
					
					modifier = {
					factor = 0.1 #Less likely to do it
					}
					
					modifier = {
						factor = 0
						trait = zealous
					}
				}
			}
	}

Your closing bracket for allow should be after all the conditions, not right after the opening bracket.

Also, indenting properly would make your code much easier to read and catch your mistakes.
 

ThePatriot1776

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Is this better?

Code:
decisions = {		
	expel_muslims = {
		allow = {
			OR = {
				religion_group = jewish_group
				primary_title = { higher_tier_than = DUKE }
				}
					
			NOT = {
				religion_group = muslim
				trait = incapable
				any_realm_province = {religion_group = muslim }
				}	
	independent = yes
	age = 16
	prisoner = no
	}							
	effect = { 
		if = { limit = { has_character_modifier = borrowed_from_jews }
		remove_character_modifier = borrowed_from_jews
		add_character_modifier = {
		name = expelled_muslims
		duration = -1
		inherit = yes
		}
	}
}
				
	custom_tooltip = {
		text = muslims_are_expelled
	}
	hidden_tooltip = {
		character_event = { id = ExIs_103 }
		add_character_modifier = {
		name = expelled_muslims_timer
		duration = 7300
		hidden = yes
	}
}
					
	ai_will_do = {
		factor = 1
				
	modifier = {
		factor = 0
		any_courtier = {
			religion_group = muslim
			reverse_opinion = { who = ROOT value = 20 }
		}
	}
					
	modifier = {
		factor = 0
		any_spouse = {
			religion_group = muslim
		}
	}
					
	modifier = {
		factor = 0
		any_child = {
			religion_group = muslim
		}
	}
					
	modifier = {
		factor = 0
		trait = kind
	}
					
	modifier = {
		factor = 1.2
		trait = zealous
		trait = arbitrary
		}
					
	modifier = {
		factor = 1.2
			has_character_modifier = borrowed_from_jews
			trait = greedy
		}
	}
}
		

	
	welcome_muslims = {
		allow = { 
			OR = {
				religion_group = jewish_group
				has_character_modifier = expelled_muslims
				}
				
			NOT = {
				religion_group = muslim
				has_character_modifier = expelled_muslims_timer
				has_character_modifier = expelled_muslims
				}
			 
			 effect = {
				remove_character_modifier = expelled_muslims
				custom_tooltip = {
					text = muslims_are_welcome
					}
				hidden_tooltip = {
					character_event = { id = ExIs_104 }
				}
			}	
		}		
				ai_will_do = {
					factor = 1
					
					modifier = {
					factor = 0.1 #Less likely to do it
					}
					
					modifier = {
						factor = 0
						trait = zealous
					}
				}
			}
	}
 
Last edited:

omega20056

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Do the provinces actually exist ingame?
Also, aren't the separators supposed to be semicolons, not commas?



Try this:

Code:
imperial_rule = {
	owner = {
		top_liege = {
			retinuesize = 500
		}
	}
	city_vassal_tax_modifier = 0.5
	castle_vassal_tax_modifier = 0.5
	temple_vassal_tax_modifier = 0.5
	icon = 11
}

No guarantees that it'll actually work.
It didn't work. Is there anything else I can do?
 

Parha

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Can someone tell me why these events would make the game crash on Loading Events?
Code:
#EVENTS ARE SAFE UP TO HERE

#Husband asking Wife

character_event = {
	id = M.15
	desc = “MD15”
	picture = GFX_evt_lovers
	
	is_triggered_only = yes
	
	option = {
		name = “MO15”
		spouse = {
			character_event = {
				id = M.16
				days = 1	#optional delay
				random = 3	#optional additional random delay
			}
		}
	}
}


#Wife’s response

character_event = {
	id = M.16
	desc = “MD16”
	is_triggered_only = yes

	option = {
		name = “MO16”	#Wife accepts
                remove_trait = vigrinity_promised
		spouse = {
			  reverse_opinion = {
				             modifier = thankful
				             who = ROOT
				             years = 1
			  }
			character_event = {
				id = M.17
				days = 1	#optional delay
				random = 3	#optional additional random delay
			}
	       }
	}
	option = {
		name = “MO16ALT”	#Wife refuses
		spouse = {
			  reverse_opinion = {
				             modifier = opinion_whipped
				             who = ROOT
				             years = 1
			  }
			character_event = {
				id = M.18
				days = 1	#optional delay
				random = 3	#optional additional random delay
			}
	       }
	}
}

#Husband receives acceptance

character_event = {
	id = M.17
	desc = “MD17”
	
	is_triggered_only = yes
	
	option = {
		name = “MO17”
	}
}


#Husband receives refusal

character_event = {
	id = M.18
	desc = “MD18”
	
	is_triggered_only = yes
	
	option = {
		name = “MO18”
	}
}

#Inform husband

character_event = {
	id = M.19
	desc = “MD19”
	
	is_triggered_only = yes
	
	option = {
		name = “MO19”
		piety = -100
                spouse = {
			  reverse_opinion = {
				             modifier = hate
				             who = ROOT
				             years = 10
			  }
                         remove_trait = virginity_promised
			character_event = {
				id = M.20
				days = 1	#optional delay
                }
	}
}
}

character_event = {
	id = M.20
	desc = “MD20”
	picture = GFX_evt_lovers
	
	is_triggered_only = yes
	
	show_from_from = yes
	
	option = {
                remove_trait = maiden
		name = “MO20” 	
		if = {
			limit = {
				NOT = { age = 42 }
				fertility = 0.3
				FROM = { FROM = { fertility = 0.3 } }
				is_pregnant = no
			}
			random = {
				chance = 35
				FROM = {
					FROM = {
						ROOT = { impregnate = PREV }
					}
				}	
			}	
		}	
	}	
}
 

Romulien

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Can someone tell me why these events would make the game crash on Loading Events?

Validators complains with the quotes (i.e. “MD20” vs "MD20")
Code:
--- Error 1 of 1 ---
Parse Failure
Path: <mod>\events\test.txt
Error: Invalid smart-quote character: “
Use " instead.
Line: 7 Column: 9