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omega20056

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Is the High Chief of Pest the independent ruler? There's no war in the messages? Is the person you're testing it on able to declare war on the character without the event (i.e. meets all the requirements)?
The High Chief of Pest is a vassal of King Boris of Bulgaria. King Arpad of the Magyars can declare war by event, but I just can't get the events to target the right area. For example, I managed to get my Bulgarian conquest event working, but it targets the Byzantine Empire as a whole instead of Serdica and Naissos.
 

Lyrecryer

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Ok thank you everyone, sorry for the bad post there, i was banging my head with the problem for too long.
 

MrParadux

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I have a question too: How can I replicate the check for how much territory of a de-jure kingdom a ruler has used in the crusade cb?
This part here:
Code:
		FROM = {
			any_realm_title = {
				de_jure_liege_or_above = PREVPREV
			}
			
			independent = yes # Don't declare Crusades on revolters - chances are high the war will invalidate
			
			[I][B]num_of_realm_counties = {
				value = 6
				title = PREV
			}[/B][/I]
		}

num_of_realm_counties just doesn't seem to work for decisions and I have no idea how to copy the effect with other methods.

Has anybody any ideas how to accomplish this? Basically I want to give all religions the ability to use the diplomatic actions "Request a Crusade" and possibly invasions and excommunications like the catholics have it, but since I am not able to access the diplmatic actions themselves, I figured I'd just use the new targetted decisions.

Edit: I have another question: Sometimes i cannot seem to keep my event or decision files in ANSI encoding; it keeps changing to UTF-8 without BOM. Can this screw with their functionality or does it not matter?
 
Last edited:

jursamaj

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I have another question: Sometimes i cannot seem to keep my event or decision files in ANSI encoding; it keeps changing to UTF-8 without BOM. Can this screw with their functionality or does it not matter?
Most files, it won't matter. The only files it will matter are those that contain 'unusual' characters. Typically, that should only be CSV files, altho there are a few odd ones in comments and non-localized strings in other files (like the names in religions.txt).

Edit: I guess I should say that many files have odd characters in comments. The .gui files use a special character to mark text colors & to put the gold symbol in. Most of the history/character/ files use non-localized strings, as does 1 history/province file, and 00_cultures.txt, 00_dynasties.txt, landed_titles.txt, 00_religions.txt, adjacencies.csv, and definition.csv
 
Last edited:

MrParadux

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Ok, thank you.

I am quite at a loss as to why this won't work:
(from a targetted decision)
Code:
	allow = {
		random_realm_province = {
			limit = {
				kingdom = {
					OR = {
						has_holder = no
						holder_scope = {
							character = ROOT
						}
					}
					num_title_realm_provs = {
						who = ROOT
						num = 6
					}
				}
			}
		}
	}

Ingame it looks like this:
(X) Flank has at least 0.0% ...ÀuVèál relative to ...ÀuVèál
and doesn't work as it should. I just copied it out of the Shia-pretender event where it works just fine. I have the same problem with an event where one condition just doesnt' work and gets displayed like this.

And I don't even have my game set to French
 

jursamaj

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Ok, thank you.

I am quite at a loss as to why this won't work:
(from a targetted decision)
Code:
	allow = {
		random_realm_province = {
			limit = {
				kingdom = {
					OR = {
						has_holder = no
						holder_scope = {
							character = ROOT
						}
					}
					num_title_realm_provs = {
						who = ROOT
						num = 6
					}
				}
			}
		}
	}

Ingame it looks like this:
(X) Flank has at least 0.0% ...ÀuVèál relative to ...ÀuVèál
and doesn't work as it should. I just copied it out of the Shia-pretender event where it works just fine. I have the same problem with an event where one condition just doesnt' work and gets displayed like this.

And I don't even have my game set to French
(I edited my prior response)

I don't know if it's causing your problem, but in any test clause (allow, potential, trigger, etc.), it should be any_realm_province, not random_realm_province, and I don't think you need the limit clause in it. Only use the random_* in effect clauses (immediate, option, etc.).

Notice in the event you copied it from, the trigger has any_realm_province={ <stuff here> }, while the immediate has random-realm_province={ limit={ <same stuff here> } <do things here> }
 
Last edited:

MrParadux

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Thank you, random_realm_province did indeed not work in this test clause. And limit seems to screw with things if used in a test clause: So it is not only not needed, but not allowed in test clauses. So at least everything is getting displayed properly.
It still doesn't work and get's displayed like this:
(*) Realm Province:
_(*) Kingdom
__(*) At least 0 Counties within the Kingdom of Galicia in Realm

The Kingdom of Galicia-part obviously changes depending on the target, but somehow it always says "0 Counties". I tried both num = 6 and count = 6 with the same result.


Edit: Triggering the Shia uprising event (39640) which uses the exact same lines as a trigger displays the same "0 Counties" thing in the console. So maybe this function itself doesnt work?
 
Last edited:

krazyorange

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Hello. I'm designing a mod for myself just to add a few flavor traits. The mod shows up in the launcher, the game runs perfectly fine, but none of the new traits are showing up in the Ruler Designer, or in-game for that matter (on a new character designed for this purpose). To test, I changed a few localisation texts to see if that would show up, but they didn't. It's like the mod is loaded but it's not overwriting anything. Any suggestions?

Thanks
 

JonStryker

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Hello. I'm designing a mod for myself just to add a few flavor traits. The mod shows up in the launcher, the game runs perfectly fine, but none of the new traits are showing up in the Ruler Designer, or in-game for that matter (on a new character designed for this purpose). To test, I changed a few localisation texts to see if that would show up, but they didn't. It's like the mod is loaded but it's not overwriting anything. Any suggestions?

Thanks

Did you add all the icons to the traits? If you don't characters might have that trait you just don't see it ;)
 

ccopeland02

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I am having a problem adding new traits to the game. I have added two so far and the first one I have had no issues with. The second one however does not show up when I add it to a character. It modifies opinions and stats as necessary, but is invisible. So something is wrong with its definition in my interface file, but I cannot figure out what.

This is my traits interface file:

spriteTypes = {
spriteType = {
name = "GFX_trait_initiate"
textureFile = gfx/traits/initiate.tga"
noOfFrames = 1
norefCount = yes
effectFile = gfx/FX/buttonstate.lua"
}
spriteType = {
name = "GFX_trait_seeker"
textureFile = gfx/traits/seeker.tga"
noOfFrames = 1
norefCount = yes
effectFile = gfx/FX/buttonstate.lua"
}
}

Thing is if I remove the second trait's definition here and put it into a new interface file it works fine. Why won't it work here though?
 

omega20056

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Why is the following province being shown as de jure when it's not?

2015-01-08_00005.jpg
 
Last edited:

starwarsfan541

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Is remove_religion_modifier or remove_religion_authority valid commands? I want to be able to remove religion modifiers as well as add them for a system of events I am planning.
 

krazyorange

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Did you add all the icons to the traits? If you don't characters might have that trait you just don't see it ;)

I did that properly, yes. Is there any special call to make new traits show up in the RD?
 

secretfire

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Question. I'm looking around at the events files. I've tinkered with mods on this game in only the most basic ways (largely via winmerge to hack mods together).

I'm considering, for my own amusement, trying to add in a simple event to zun_pagan_reformed religion, so that it could take some inspiration from the Indian religions it will surely reign over at that point, and have reincarnation. At this point, I'm mostly looking at the VIET Immersion code for this, and the actual RoI code, and trying to figure out what they did. I am not trying to get it to -work- right now (too ambitious, hah!) - I'm just looking for feedback from You People Who Do This Stuff to see if everything below LOOKS ok, then I might start thinking about how to get it in the game.

My notes:

1. I think I am using the concept of 'namespace' correctly, but I don't really understand it. Let me know if I've fubard it up.

2. I'm only trying to make this work for reformed zunism, as I think it'd draw quite a bit on the religions of India, at least as much as stealing from the Abrahamic faiths, which is primarily only what reformed Norse pagans do.

3. I can't tell...but it looks as if the RoI code was only designed to let men reincarnate from other men. I removed the 'only men' bit, but I'm not sure how to tell if, indeed, only men are 'reincarnateable' and if thats the case, how to fix it. Its not that I'm not used to logical statements, or have not seen psuedocode, I have a math degree...but its been a decade since I've used it or done any coding. Sorry. :( Ideally, I'd want males or females to be valid subjects and targets for reincarnation.

4. Once the below looks good, I'm going to have to figure out how to make descriptions for the below, I guess, and what other files I'd have to modify. I'd want to do this the 'right' way, which I'd define as 'whatever is the easiest for other modders to work with so I form good habbits, and whatever has the most compatability'

5. This is just for my personal use, I'm just trying to tinker. Though if I get it to work, I'll let anyone steal it. (only fair, right?)

Thanks! Sorry if any of this is stupid.

Code:
# [on_birth] Child might be a reincarnation
# Duplicate event RoI.10000 for the religion check and to have Celtic specific text on chained event

namespace = RoZ

character_event = {
	id = RoZ.1
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		has_dlc = "Rajas of India"
		OR = {
			religion = zun_pagan_reformed
		}
		OR = {
			father = {
				ai = no
				is_reincarnated = no
				father_even_if_dead = {
					OR = {
						is_alive = no
						father_even_if_dead = {
							is_alive = no
						}
					}
				}
				NOT = {
					any_sibling = {
						is_reincarnated = yes
					}
				}
			}
			mother = {
				ai = no
				is_reincarnated = no
				father_even_if_dead = {
					OR = {
						is_alive = no
						father_even_if_dead = {
							is_alive = no
						}
					}
				}
				NOT = {
					any_sibling = {
						is_reincarnated = yes
					}
				}
			}
		}
		NOT = {
			any_sibling = {
				is_reincarnated = yes
			}
		}
	}
	
	option = {
		name = OK
		if = {
			limit = {
				father = { 
					ai = no
				}
			}
			if = {
				limit = {
					father = {
						father_even_if_dead = {
							father_even_if_dead = {
								is_alive = no
							}
						}
					}
				}
				father = {
					father_even_if_dead = {
						father_even_if_dead = {
							ROOT = {
								set_reincarnation = THIS
							}
						}
					}
				}
			}
			if = {
				limit = {
					is_reincarnated = no
				}
				father = {
					father_even_if_dead = {
						ROOT = {
							set_reincarnation = THIS
						}
					}
				}
			}
			
			father = {
				character_event = {
					id = RoZ.2
					days = 3
				}
			}
		}
		if = {
			limit = {
				mother = { ai = no }
				is_reincarnated = no
			}
			if = {
				limit = {
					mother = {
						father_even_if_dead = {
							father_even_if_dead = {
								is_alive = no
							}
						}
					}
				}
				mother = {
					father_even_if_dead = {
						father_even_if_dead = {
							ROOT = {
								set_reincarnation = THIS
							}
						}
					}
				}
			}
			if = {
				limit = {
					is_reincarnated = no
				}
				mother = {
					father_even_if_dead = {
						ROOT = {
							set_reincarnation = THIS
						}
					}
				}
			}
			
			mother = {
				character_event = {
					id = RoZ.2
					days = 3
				}
			}
		}
	}
}

# Reincarnation: Player notices the similarities
character_event = {
	id = RoZ.2
	desc =*EVTDESCRoZ.2
	picture = GFX_evt_sun_temple
	border = GFX_event_narrative_frame_religion
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTARoZ.2 # Yes, clearly
		
		hidden_tooltip = {
			FROM = {
				add_trait = reincarnation
				character_event = {
					id = RoI.10002 # Back to RoI event chain, which is not Indian specific.
					days = 912
				}
			}
		}
	}
	
	option = {
		name = EVTOPTBRoZ.2 # Nonsense!
		
		hidden_tooltip = {
			FROM = {
				set_reincarnation = 0
			}
		}
	}
}

# [on_yearly_childhood_pulse] Reincarnation: Youth picks up a personality trait from the previous life
# Duplicate event RoI.10010 for the religion check
character_event = {
	id = RoZ.3
	desc =*EVTDESC_RoI_10010
	picture = GFX_evt_sun_temple
	border = GFX_event_narrative_frame_religion
	
	is_triggered_only = yes
	
	trigger = {
		OR = {
			religion = zun_pagan_reformed
		}
		has_dlc = "Rajas of India"
		has_character_flag = reincarnation_education
		NOT = { personality_traits = 5 }
		reincarnation_scope = {
			ROOT = {
				can_copy_personality_trait_from = PREV
			}
		}
	}
	
	option = {
		name = EVTOPTA_RoI_10010
		reincarnation_scope = {
			ROOT = {
				copy_random_personality_trait = PREV
			}
		}
		hidden_tooltip = {
			if = {
				limit = {
					father = {
						ai = no
					}
				}
				father = {
					character_event = {
						id = RoI.10011
						days = 2
					}
				}
			}
			if = {
				limit = {
					mother = {
						ai = no
					}
				}
				mother = {
					character_event = {
						id = RoI.10011
						days = 2
					}
				}
			}
			if = {
				limit = {
					guardian = {
						ai = no
					}
				}
				guardian = {
					character_event = {
						id = RoI.10011
						days = 2
					}
				}
			}
		}
	}
 

richvh

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Why is the following province being shown as de jure when it's not?

View attachment 121697

Um? You aren't showing the duchy de jure map, so it isn't being shown as de jure that I can tell, assuming you're talking about Hereti. If you're talking about some other province, you'd best be specific, and show the de jure map.
 

omega20056

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Um? You aren't showing the duchy de jure map, so it isn't being shown as de jure that I can tell, assuming you're talking about Hereti. If you're talking about some other province, you'd best be specific, and show the de jure map.
The three provinces under the emirate are the de jure vassals. Hereti isn't, yet it still shows up inside the selection box.

http://i.imgur.com/JqlKikE.jpg
 

starwarsfan541

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Question. I'm looking around at the events files. I've tinkered with mods on this game in only the most basic ways (largely via winmerge to hack mods together).

I'm considering, for my own amusement, trying to add in a simple event to zun_pagan_reformed religion, so that it could take some inspiration from the Indian religions it will surely reign over at that point, and have reincarnation. At this point, I'm mostly looking at the VIET Immersion code for this, and the actual RoI code, and trying to figure out what they did. I am not trying to get it to -work- right now (too ambitious, hah!) - I'm just looking for feedback from You People Who Do This Stuff to see if everything below LOOKS ok, then I might start thinking about how to get it in the game.

My notes:

1. I think I am using the concept of 'namespace' correctly, but I don't really understand it. Let me know if I've fubard it up.

2. I'm only trying to make this work for reformed zunism, as I think it'd draw quite a bit on the religions of India, at least as much as stealing from the Abrahamic faiths, which is primarily only what reformed Norse pagans do.

3. I can't tell...but it looks as if the RoI code was only designed to let men reincarnate from other men. I removed the 'only men' bit, but I'm not sure how to tell if, indeed, only men are 'reincarnateable' and if thats the case, how to fix it. Its not that I'm not used to logical statements, or have not seen psuedocode, I have a math degree...but its been a decade since I've used it or done any coding. Sorry. :( Ideally, I'd want males or females to be valid subjects and targets for reincarnation.

4. Once the below looks good, I'm going to have to figure out how to make descriptions for the below, I guess, and what other files I'd have to modify. I'd want to do this the 'right' way, which I'd define as 'whatever is the easiest for other modders to work with so I form good habbits, and whatever has the most compatability'

5. This is just for my personal use, I'm just trying to tinker. Though if I get it to work, I'll let anyone steal it. (only fair, right?)

Thanks! Sorry if any of this is stupid.

Code:
# [on_birth] Child might be a reincarnation
# Duplicate event RoI.10000 for the religion check and to have Celtic specific text on chained event

namespace = RoZ

character_event = {
	id = RoZ.1
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		has_dlc = "Rajas of India"
		OR = {
			religion = zun_pagan_reformed
		}
		OR = {
			father = {
				ai = no
				is_reincarnated = no
				father_even_if_dead = {
					OR = {
						is_alive = no
						father_even_if_dead = {
							is_alive = no
						}
					}
				}
				NOT = {
					any_sibling = {
						is_reincarnated = yes
					}
				}
			}
			mother = {
				ai = no
				is_reincarnated = no
				father_even_if_dead = {
					OR = {
						is_alive = no
						father_even_if_dead = {
							is_alive = no
						}
					}
				}
				NOT = {
					any_sibling = {
						is_reincarnated = yes
					}
				}
			}
		}
		NOT = {
			any_sibling = {
				is_reincarnated = yes
			}
		}
	}
	
	option = {
		name = OK
		if = {
			limit = {
				father = { 
					ai = no
				}
			}
			if = {
				limit = {
					father = {
						father_even_if_dead = {
							father_even_if_dead = {
								is_alive = no
							}
						}
					}
				}
				father = {
					father_even_if_dead = {
						father_even_if_dead = {
							ROOT = {
								set_reincarnation = THIS
							}
						}
					}
				}
			}
			if = {
				limit = {
					is_reincarnated = no
				}
				father = {
					father_even_if_dead = {
						ROOT = {
							set_reincarnation = THIS
						}
					}
				}
			}
			
			father = {
				character_event = {
					id = RoZ.2
					days = 3
				}
			}
		}
		if = {
			limit = {
				mother = { ai = no }
				is_reincarnated = no
			}
			if = {
				limit = {
					mother = {
						father_even_if_dead = {
							father_even_if_dead = {
								is_alive = no
							}
						}
					}
				}
				mother = {
					father_even_if_dead = {
						father_even_if_dead = {
							ROOT = {
								set_reincarnation = THIS
							}
						}
					}
				}
			}
			if = {
				limit = {
					is_reincarnated = no
				}
				mother = {
					father_even_if_dead = {
						ROOT = {
							set_reincarnation = THIS
						}
					}
				}
			}
			
			mother = {
				character_event = {
					id = RoZ.2
					days = 3
				}
			}
		}
	}
}

# Reincarnation: Player notices the similarities
character_event = {
	id = RoZ.2
	desc =*EVTDESCRoZ.2
	picture = GFX_evt_sun_temple
	border = GFX_event_narrative_frame_religion
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTARoZ.2 # Yes, clearly
		
		hidden_tooltip = {
			FROM = {
				add_trait = reincarnation
				character_event = {
					id = RoI.10002 # Back to RoI event chain, which is not Indian specific.
					days = 912
				}
			}
		}
	}
	
	option = {
		name = EVTOPTBRoZ.2 # Nonsense!
		
		hidden_tooltip = {
			FROM = {
				set_reincarnation = 0
			}
		}
	}
}

# [on_yearly_childhood_pulse] Reincarnation: Youth picks up a personality trait from the previous life
# Duplicate event RoI.10010 for the religion check
character_event = {
	id = RoZ.3
	desc =*EVTDESC_RoI_10010
	picture = GFX_evt_sun_temple
	border = GFX_event_narrative_frame_religion
	
	is_triggered_only = yes
	
	trigger = {
		OR = {
			religion = zun_pagan_reformed
		}
		has_dlc = "Rajas of India"
		has_character_flag = reincarnation_education
		NOT = { personality_traits = 5 }
		reincarnation_scope = {
			ROOT = {
				can_copy_personality_trait_from = PREV
			}
		}
	}
	
	option = {
		name = EVTOPTA_RoI_10010
		reincarnation_scope = {
			ROOT = {
				copy_random_personality_trait = PREV
			}
		}
		hidden_tooltip = {
			if = {
				limit = {
					father = {
						ai = no
					}
				}
				father = {
					character_event = {
						id = RoI.10011
						days = 2
					}
				}
			}
			if = {
				limit = {
					mother = {
						ai = no
					}
				}
				mother = {
					character_event = {
						id = RoI.10011
						days = 2
					}
				}
			}
			if = {
				limit = {
					guardian = {
						ai = no
					}
				}
				guardian = {
					character_event = {
						id = RoI.10011
						days = 2
					}
				}
			}
		}
	}

Couldnt you just modify the RoI file and add in the zun pagan reformed to the trigger?

Anyways, it looks right to me