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sdijkens

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Hey,
There have been a few questions I asked on the quick question thread that weren't solved. They probably got buried underneath other questions. :p
So I figured that they might not be "quick questions" and decided to make a new thread.

1) SOLVED How does one make a nomad realm correctly? It seems like adding historical_nomad=yes to a county's title history works but it seems like historical_nomad=yes is never (edit: not always) used in vanilla files, which made me wonder am i doing it wrong?

2) Is it possible to remove a county adjacency without adding an impassable region on the border? (I'm guessing this isn't possible but it doesn't hurt to ask i figured)

3) SOLVED Laws... How do you give an imprisonment/execution reason against subjects with specific traits to the title holder. And how do you make a law give bonuses such as global_tax_modifier (I know, this is a character modifier and not a law modifier), there must be a creative way of adding modifiers to laws beside the standard

4) SOLVED What is the difference between pass_effect and effect? I keep seeing it in laws files.

5) SOLVED What does hide_new = yes do?

6) SOLVED How to check if a barony title exists?

EDIT:

7) SOLVED What is meant by "playable" on the wiki? Like in: any_playable_character. I see it a lot, does it include theocracies? or merchant counts, barons, courtiers etc? I know these are in game not "playable" but something makes me think they could be included in these scopes.

8) SOLVED If "playable" really means "playable" does that mean the only way to scope to any theocracy ruler is by using any_character = { limit = { is_theocracy = yes } }? :eek: I do not believe that could be the case so I am probably wrong.

ac97bd8ed626f555147011a1e86b69d8ceff31f467558df75776083062c53810.jpg
 
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Nouni

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4) IIRC, "effect" is the stuff that's active while you have the law such as modifiers; "pass effect" is stuff that fires when the law is changed to that one, such as opinion modifiers and events informing the character's vassals of the change.

6) You could try either
Code:
B_yourbarony =
{Has_holder = yes}
Or
Code:
B_yourbarony =
{ always = yes }

I'm not on the computer tho so I can't test those out to be sure.
 
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ngppgn

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2) Is it possible to remove a county adjacency without adding an impassable region on the border? (I'm guessing this isn't possible but it doesn't hurt to ask i figured)

I don't know, but in any case impasable regions (even 1-pixel-wide ones) are a good way to let your players know that they can't pass. Otherwise, they would get a bit confused and think it's a but, don't you think?
 
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Arko

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2)no. but the opposite is possible (adding any adjacency you want -even teleport link if you want to- )
 
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sdijkens

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What are you talking about? It is mentioned 47 times in history\titles.

But it is commented out right? I'm not sure its a question from quite a while ago. I know for sure some nomad counties have it commented out and are still nomad. (eg. Kipchak)

EDIT: You're right, it is used quite a few times, I didn't know of the "find in all files" function back then :p Anyway I'm still wondering how certain counties are still nomad while having it commented out.

I don't know, but in any case impasable regions (even 1-pixel-wide ones) are a good way to let your players know that they can't pass. Otherwise, they would get a bit confused and think it's a but, don't you think?

Yeah but that makes the borders look ugly in this case :p Ah well it's mostly an aesthetic issue anyway.
 
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ngppgn

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2)no. but the opposite is possible (adding any adjacency you want -even teleport link if you want to- )

What Is the format for that? I thought you could only add straits (from land to land through one sea province) and portages (from river to river fhrough one land province).

What would be the general format then for an arbitrary adjacency from x yo y regardless of what's in between?
 

Arko

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IIRC you just put "0" value or leave blank the "through" value.
 
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blackninja9939

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  1. As far as I am aware in vanilla behaviour, if you do not change the defines to always have nomads appear, then they work in that if a character has the tribal government but fulfills the conditions to be a nomad then they become one however if they have historical_nomad = yes in their title then they are made one anyway.
  2. Already answered
  3. Reasons to imprison and execute etc can only be done in opinion modifiers so you would need to scope to all characters in the law givers realm that have that trait and add an opinion with the imprison etc reason to them all. For the global_tax_modifier have the pass_effect add a character modifier with a the modifier.
  4. I believe that effect is the modifiers of the law and pass_effect is what happens once the law is passed initially. Although I am not entirely sure on that as in AGOT events triggered from a law passing are sometimes but in the effect block so I am not 100% sure if there is a meaningful difference.
  5. Hide a newly created character
  6. b_xyz = { always = yes}, always = yes is a good way to check if a scope exists if there is no appropriate condition to check for it
  7. A playable character is one that is count tier or above, or a patrician and is not a landless rebel. So it eliminate courtiers, non patrician barons and people with rebel titles. A ruler character the same as playable but to a lesser restriction in that it checks for holding any title at all.
  8. No see above, if you only want theocracy characters of count and above use playable else use rulers.
Hope that helps, sorry some of the answers are not totally conclusive but the information to fully answer them is nowhere that I know of.
 
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sdijkens

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  1. As far as I am aware in vanilla behaviour, if you do not change the defines to always have nomads appear, then they work in that if a character has the tribal government but fulfills the conditions to be a nomad then they become one however if they have historical_nomad = yes in their title then they are made one anyway.
  2. Already answered
  3. Reasons to imprison and execute etc can only be done in opinion modifiers so you would need to scope to all characters in the law givers realm that have that trait and add an opinion with the imprison etc reason to them all. For the global_tax_modifier have the pass_effect add a character modifier with a the modifier.
  4. I believe that effect is the modifiers of the law and pass_effect is what happens once the law is passed initially. Although I am not entirely sure on that as in AGOT events triggered from a law passing are sometimes but in the effect block so I am not 100% sure if there is a meaningful difference.
  5. Hide a newly created character
  6. b_xyz = { always = yes}, always = yes is a good way to check if a scope exists if there is no appropriate condition to check for it
  7. A playable character is one that is count tier or above, or a patrician and is not a landless rebel. So it eliminate courtiers, non patrician barons and people with rebel titles. A ruler character the same as playable but to a lesser restriction in that it checks for holding any title at all.
  8. No see above, if you only want theocracy characters of count and above use playable else use rulers.
Hope that helps, sorry some of the answers are not totally conclusive but the information to fully answer them is nowhere that I know of.

Thanks a lot! This pretty much answers all my questions!
Regarding 8.) however, the problem is there is no such scope as "rulers" according to the wiki. Just these scopes:

any_independent_ruler (I want the ones not independent as well)
any_playable_ruler (this appearently doesn't include baron theocracies like you said)
ruler (this only scopes to the ruler of a province according to the wiki)
any_realm_lord (only inside a specific realm)
any_province_lord (again for a province)

So is there a scope missing on the wiki, am I interpreting something incorrectly or is it really just possible with using any_character?
 

blackninja9939

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Thanks a lot! This pretty much answers all my questions!
Regarding 8.) however, the problem is there is no such scope as "rulers" according to the wiki. Just these scopes:

any_independent_ruler (I want the ones not independent as well)
any_playable_ruler (this appearently doesn't include baron theocracies like you said)
ruler (this only scopes to the ruler of a province according to the wiki)
any_realm_lord (only inside a specific realm)
any_province_lord (again for a province)

So is there a scope missing on the wiki, am I interpreting something incorrectly or is it really just possible with using any_character?
You can just use multiple scopes:
Code:
any_independent_ruler = {
    effects
    any_realm_lord = {
        effects
    }
}
This scopes to all independent rulers and does the effect then scopes to all their realm lords and does the effect
 
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sdijkens

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You can just use multiple scopes:
Code:
any_independent_ruler = {
    effects
    any_realm_lord = {
        effects
    }
}
This scopes to all independent rulers and does the effect then scopes to all their realm lords and does the effect

True... Seems a bit redundant but if it's more efficient than any_character = {is_theocracy} (which I bet it is) and if there aren't any specific scopes for it, then i guess I'll have to deal with it :p Thanks for all your help, cheers!
 

sdijkens

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I forgot about a question that I asked a long while ago (I asked it yesterday on the quick questions again, but I fear it's going to get buried again, so i'll ask it here as well :p).

9) How do you make a make a High/Low-Priority message like the ones that show up in the message feed?
 

sdijkens

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Add notification = yes to an event and it will appear as a notification in the side

I tried that for a few times now and I haven't been able to get that notification = yes to work :confused: So I wasn't sure if it was the right command.

Here is an example of something I tried:
Code:
character_event = {
    id = winds.1003
    hide_window = yes
    desc = "EVTDESC55011"
  
    notification = yes
    major = yes
    is_triggered_only = yes
  
    major_trigger = {
        only_rulers = yes
        religion_group = four_winds
        has_character_flag = not_participating_windfest
    }
    immediate = {
        #do stuff
    }
}
I think I tried this with hide_window = no as well.
 

blackninja9939

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I tried that for a few times now and I haven't been able to get that notification = yes to work :confused:
Here is an example of something I tried:
Code:
character_event = {
    id = winds.1003
    hide_window = yes
    desc = "EVTDESC55011"
  
    notification = yes
    major = yes
    is_triggered_only = yes
  
    major_trigger = {
        only_rulers = yes
        religion_group = four_winds
        has_character_flag = not_participating_windfest
    }
    immediate = {
        #do stuff
    }
}
I think I tried this with hide_window = no as well.
Well you have hide_window = yes which would probably be an issue with it not appearing at all. If it is not that then it may be having the event be a major one
 
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sdijkens

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Well you have hide_window = yes which would probably be an issue with it not appearing at all. If it is not that then it may be having the event be a major one

Apparently I never tried using notification = yes without hide_window = yes whenever I tried to get notification = yes to work, man I feel stupid now haha :p (especially considering how much time i spend fiddling around with notification = yes since i was convinced it was the right command).

Anyway thanks a lot once again! :p
 

ngppgn

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You can just use multiple scopes:
Code:
any_independent_ruler = {
    effects
    any_realm_lord = {
        effects
    }
}
This scopes to all independent rulers and does the effect then scopes to all their realm lords and does the effect

Hm... I remember some versions ago that this would exclude rebel rulers. Is this still an issue? In that case, what would be a good way to also include rebel rulers?