Well... there was plenty of hair in Last Tango in Paris if you know what I meanOr Colonel Kurtz:
Maybe you need to send Martin Sheen in there to kill him...
Well... there was plenty of hair in Last Tango in Paris if you know what I meanOr Colonel Kurtz:
Maybe you need to send Martin Sheen in there to kill him...
That ain't no patrician! That's the Emperor of Tamriel!
Man that's a horrible way to got out. Anyone else noticed characters in the oubliette are picking up the lunatic trait a lot more frequently now? Just today I threw 6 rebelling vassals there, within 2-3 years they were all lunatics.
I've been using the Oubliette a lot in my current game and I've not had any go crazy or become lunatics down there. I wish they would as it would be more realistic. Are you using any mods, or not using any DLC? Do you have all the DLC?
hehehehe awesomeThe year is 2016, archaeologist uncovered a secret oubliette somewhere in Europe. Local people claim there is a monster inside.
When a group of brave soldiers break in, they only found a hairless old man playing CK2. He claims to be a Patrician of a middle age republic nation.
Based on what they found, scientists published papers about hairless patrician lives forever XD
It's part of a getting lunatic trait event 6020, being in the oubliette speeds up the MTTH. No mods or DLCs needed.I've been using the Oubliette a lot in my current game and I've not had any go crazy or become lunatics down there. I wish they would as it would be more realistic. Are you using any mods, or not using any DLC? Do you have all the DLC?
# Become Lunatic
character_event = {
id = 6020
picture = GFX_evt_lunatic
border = GFX_event_normal_frame_religion
desc = {
text = EVTDESC6020
trigger = {
is_ill = no
NOT = { trait = paranoid }
NOT = { trait = zealous }
NOT = { trait = incapable }
prisoner = no
}
}
desc = {
text = EVTDESC6020_PARA
trigger = {
trait = paranoid
NOT = { trait = incapable }
}
}
desc = {
text = EVTDESC6020_FEVER
trigger = {
is_ill = yes
NOT = { trait = incapable }
}
}
desc = {
text = EVTDESC6020_ZEAL
trigger = {
trait = zealous
NOT = { trait = incapable }
}
}
desc = {
text = EVTDESC6020_PRISON
trigger = {
prisoner = yes
NOT = { trait = incapable }
}
}
desc = {
text = EVTDESC6020_COMA
trigger = { trait = incapable }
}
min_age = 10
trigger = {
NOT = {
trait = lunatic
}
OR = {
# Senile/comatose due to old age do not gain lunatic
NOT = { age = 65 }
NOT = { trait = incapable }
}
}
mean_time_to_happen = {
months = 48000 # once in 4000 years on average
modifier = {
factor = 0.003 # 12 years on average
OR = {
trait = syphilitic
has_epidemic = yes
}
}
modifier = {
factor = 0.003 # 12 years on average
prisoner = yes
has_character_modifier = the_oubliette
}
modifier = {
factor = 0.1
prisoner = yes
NOT = { has_character_modifier = the_oubliette }
NOT = { has_character_modifier = house_arrest }
}
modifier = {
factor = 0.02 # 80 years on average
trait = pneumonic
}
modifier = {
factor = 0.1 # 400 years on average
trait = ill
}
modifier = {
factor = 0.1
trait = incapable # Coma due to brain damage. Wakes up a lunatic.
}
modifier = {
factor = 0.25
trait = paranoid
}
modifier = {
factor = 0.25
trait = stressed
}
modifier = {
factor = 0.5
trait = depressed
}
modifier = {
factor = 0.5
trait = zealous
}
modifier = {
factor = 0.5
trait = inbred
}
modifier = {
factor = 0.5
trait = imbecile
}
modifier = {
factor = 0.5
trait = genius
}
modifier = {
factor = 0.75
trait = drunkard
}
}
option = {
name = {
text = EVTOPTA6020
trigger = {
is_ill = no
NOT = { trait = paranoid }
NOT = { trait = zealous }
NOT = { trait = incapable }
prisoner = no
}
}
name = {
text = EVTOPTA6020_PARA
trigger = {
trait = paranoid
NOT = { trait = incapable }
}
}
name = {
text = EVTOPTA6020_FEVER
trigger = {
is_ill = yes
NOT = { trait = incapable }
}
}
name = {
text = EVTOPTA6020_ZEAL
trigger = {
trait = zealous
NOT = { trait = incapable }
}
}
name = {
text = EVTOPTA6020_PRISON
trigger = {
prisoner = yes
NOT = { trait = incapable }
}
}
name = {
text = EVTOPTA6020_COMA
trigger = { trait = incapable }
}
add_trait = lunatic
if = {
limit = { trait = depressed }
remove_trait = depressed
}
if = {
limit = { trait = stressed }
remove_trait = stressed
}
if = {
limit = { trait = incapable }
remove_trait = incapable
}
}
}