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joemann

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  1. A completely different question. If I understand correctly, MTTH and weight_multiplier do not have the same effect. However, according to the wiki you must use weight_multiplier in an on_action event (does that mean you can not use MTTH). If this is true how can I get the MTTH effect in an on_action event? Example: I would like the event to occur earlier or later (than the 180 days) in function of the character's age. MTTH seems to be made for this. I am not sure I understand the relationship between days = 180 and the modifiers in weight_multiplier.
  2. I remain confused According to the wiki: In game it seems there are three types I'll use Robert the Fox as an example Robert himself is the character I am playing: the console charinfo says "AI controlled: No" I would expect Robert's spouse Sichelgata , whom I am not playing, to be ai controlled. However the charinfo reads "AI controlled : No" Some of Robert's vassals are "AI controlled = yes", but others are not. Children and familly members are mostly but not always "AI controlled = no" All characters outside the desmense are "Ai controlled = yes". Since Robert has no liege I do not know if your liege would be AI controlled The criteria for the difference between ai controlled or not are not obvious to me. Maybe it ties in with the notion of "playable" ? According to the wiki: in script, "playable" does not actually mean that the player can play the character. What it means is: count-tier or above, or a patrician, and is not a landless rebel. Using this pre-trigger completely eliminates evaluation of the event for anyone who does not meet the criteria, meaning that the event is checked for the ~1000 playable characters in the game, rather than all ~20k However, it is obvious that, with the exception of the the player's character, the ai takes care of both the playable and the non playable characters. So if I use ai = yes does the event apply to all playable characters, i.e. , the ~1000 (minus the character I am playing) + the ~20K other characters or only to the 20K characters. My impression is that not using the ai trigger means that the event is applied to all characters regardless of whether they are AI Controlled or not. A lot of the body trait related mods which generate body traits to all characters at startup do not use the ai trigger. For the time being this suits me fine. But I still don't know how to correctly use ai =yes. Does anybody have extra information on this?
  3. Thanks Kiara! I'll experiment with this. Another quick question: if you use ai = yes according to the wiki: If yes, will only fire for ai characters If no, will only fire for the player(s). Implies only_playable = yes If you want an event to fire for all characters do you just not use the ai trigger or do you make two separate events, one with ai = yes and one with ai = no ?
  4. Thanks Herring! I would probably have missed it again after the 51st reading I have a question about MTTH and Weight Multiplier. According to the wiki : Mean time to happen (MTTH) is a measure of how much time it takes, on average, for a random event to occur. An MTTH of 90 days, for example, means that after 90 days, the probability of the event having been fired is exactly 50%. Does this mean that after 180 days the chance for the event to occur is 100%? I want an event to occur sometime between the age of 14 and 16. MTTH seems the right choice. I just want to be sure that the event always happens although the exact moment is random. I suppose the same is true for Weight Multiplier ?
  5. Thanks for your help ngppgn! The problem was indeed the incorrect position of the flag. Now I have another problem which is driving me bonkers Validator reacts with a comment which I do not understand: It concerns the following scripted effect: and it is supposed to work with the following event: I have tried using check_variable instead of is_variable_equal, reread it 50 times (even found a typo) but I get the same comment every time. Does anybody spot something wrong?
  6. I am trying to add a menstruation cycle for females on_startup. I am doing this is the same way that body parts are added but using character_modifiers instead of traits. In game checking shows that females get the has_period flag on startup but the event RSLB.901 doesn't seem to fire. The character modifier does not appear. I suppose that using character modifiers on all female character on startup is very cpu heavy, but is that the reason it doesn't work? I am also not sure on how the scoping works when using on_startup. It seems to be correct in the first event since only women get the has_period flag, but I don't know how this works in the follow up events. Tried to use " host = { character_event = { id = RSLB.901 }" but this crashed the game on startup. Replacing host with ROOT FROM or FROMFROM had no effect. All input is welcome
  7. If you use variables do the rules for numeric operators apply? Example: check_variable = { number_of_pregnancies value = 1 } Does "value = 1" mean equal to 1 or greater or equal to 1 ? I would like it to mean greater or equal to one but the use of > is not accepted by Validator value = 0 gets me --- Error 1 of 1 --- Parse Failure Path: <mod>\common\scripted_effects\rsl_ scripted effects1.txt Approximate location: Line 231, column 51 Error: Token "=" at line 231, column 51 is part of a list and thus must be a literal. I am using this in a limit block, it is not part of a list
  8. Alaratt and Colemann thanks for your help. Here is another quick question. Because I am using the Alabody mod, I have the different body traits showing in game. I thought it would be nice to replace the female body trait with a pregnant_body trait during pregnancy. This works fine with an on_pregnancy on_action event. However, I tried to switch back to the normal body_shape using an on_birth or on_post_birth (what is the difference?) on action event, and here I run into a problem. I think it is a scope problem because the ROOT in these on_action events is the baby. I have tried to use <mother> as the scope (I have seen this in other mods) but the wiki states that this scope refers to the characters mother whereas I want to address the baby's mother. Would FROM work? The variables are there because I am working on a scripted_effect which could change the previous body shape after pregnancy depending on different criteria, but first I have to get the on_birth event working. All help is welcome!
  9. Thanks Ala! It worked. As always obvious once you know By the way, I got my scripted effect working. There was a bracket in the wrong place but it took me a couple of days to find it. I have another question: is it possible to repeat a scripted effect cumulatively in the same event, and if yes how? As an example, I would like to apply your scripted effect "anus_grows" as follows: The idea being that in the second option the anus should grow two sizes and in the third option three sizes.
  10. Tried this: option = { name = rsl_option_hurt custom_tooltip = { text = rsl_evaluate_impact hidden_tooltip = { event_target:anus_person = { impact_evaluation = yes update_anus = yes } } } event_target:anus_person = { impact_evaluation = yes update_anus = yes } } I can still read both the new tooltip (evaluate_impact) and the hidden ones.
  11. Whereby I suppose xyz = the text of the new tool tip, i.e. the text I want to see, and < effects to be hidden > = the name of the scripted_triggers, in my case impact_evaluation and update_anus ? So this would read custom_tooltip = { text = rsl_eveluate_impact <impact_evaluation> < update_anus> } ?
  12. According to the wiki Custom tooltips: simplifies some complex or hard to read effects, by replacing the tooltip content with a custom localized text. custom_tooltip = { text = runestone_carved } The custom_tooltip correctly appears when hovering over the option bar, however, the original tooltip isn't replaced but remains visible. What am I doing wrong?
  13. Hi Ala. I am working with your body mod and have a question on the mechanics. Once a body part is attributed on start up the character possesses the trait, for example tiny_anus. If this body part is modified by an event through a scripted_effect such as anus_grows or anus_shrinks, the way I understand the workings of the code is that the relevant variable has changed and the code attributes the corresponding new trait through the add_trait command. But what happens to the old trait? The code does not contain a remove_trait command; Is this automatic?
  14. Thanks Alaratt and Abominus! I don't think the first <if >is the problem. Nox developed it and it worked in game in a simpler form and event. I am not sure that it is comparing on two different people. The way I read it it is comparing a differential between two different people (which has already been computed in the event) with an attribute of one person. This is recognized by the machine, at least according to the tool tip. The problem started after I added the character modifiers and traits in the scripted_effect. I was hoping the problem was something simple and obvious, like not putting brackets in the right place or forgetting an immediate, stuff that only I miss Anyhow, I know how to use the spoiler now so thanks! I'll look at the ALoHa code now.
  15. I am trying to implement and improve the impact_evaluation scripted_effect (see posts above) and have run into a problem I can't solve. impact_evaluation = { if = { limit = { check_variable = { which = size_differential which = anus_size } # checks that ROOT's dick_size is greater than FROM's anus_size } subtract_variable = { which = size_differential which = anus_size } # calculate FROM's new size if = { limit = { is_variable_equal = { which = size_differential value = 5 } } random_list = { 5 = { change_variable = { which = anus_size value = 3 } set_character_flag = anus_size_increase_3 set_character_flag = sodomized add_character_modifier = { name = rsl_very_sore_bottom duration = 90 } } 35 = { change_variable = { which = anus_size value = 4 } set_character_flag = anus_size_increase_4 set_character_flag = sodomized add_character_modifier = { name = rsl_incontinent duration = 90 } add_character_modifier = { name = rsl_very_sore_bottom duration = 120 } } 45 = { change_variable = { which = anus_size value = 5 } set_character_flag = anus_size_increase_5 add_trait = wounded set_character_flag = sodomized add_character_modifier = { name = rsl_incontinent duration = 90 } add_character_modifier = { name = rsl_very_sore_bottom duration = 180 } } 15 = { change_variable = { which = anus_size value = 6 } set_character_flag = anus_size_increase_6 add_trait = wounded set_character_flag = sodomized add_character_modifier = { name = rsl_incontinent duration = 120 } add_character_modifier = { name = rsl_very_sore_bottom duration = 180 } } } } I have introduced the effect in the option block of an event: option = { trigger = { event_target:is_rape_victim = { character = yes } # } name = rsl_option_further event_target:is_rape_victim = { anal_impact_evaluation = yes add_anus = yes add_trait = rape_trauma # mark the victim as raped opinion = { modifier = rsl_opinion_sexual_disgust who = event_target:is_rapist } } event_target:is_rapist = { # calling the character event, you're the scope add_trait = rapist add_trait = proud } narrative_event = { id = RSLW.8021 } } In game, when I choose the option the tool tip correctly displays the random list and corresponding effects but it does not execute them . When I click on the option the only trait the character does receive is rape trauma. I conclude that the event itself works and that the scope is correct but there seems to be a problem with the scripted effects most likely in impact_evaluation but maybe also in add_anus. add_anus = { if = { limit = { # gigantic check_variable = { which = anus_size value = 7 } } add_trait = gigantic_anus set_character_flag = anus } else_if = { limit = { # enormous check_variable = { which = anus_size value = 6 } } add_trait = enormous_anus set_character_flag = anus } else_if = { limit = { # huge check_variable = { which = anus_size value = 5 } } add_trait = huge_anus set_character_flag = anus } else_if = { limit = { # big check_variable = { which = anus_size value = 4 } } add_trait = big_anus set_character_flag = anus } else_if = { limit = { # average check_variable = { which = anus_size value = 3 } } add_trait = regular_anus set_character_flag = anus } else_if = { limit = { # small check_variable = { which = anus_size value = 2 } } add_trait = small_anus set_character_flag = anus } else = { limit = { # tiny check_variable = { which = anus_size value = 1 } add_trait = tiny_anus set_character_flag = anus } } Validator has a problem with the limit in else, --- Error 1 of 1 --- At <mod>\common\scripted_effects\rsl_scripted_effects.txt [add_anus\else\limit] (Line 2180, column 3): Invalid node "limit" in scope CharCommand (value is: <a complex type>) * called from <mod>\events\RSLWar.txt [narrative_event\option\event_target:is_rape_victim\add_anus] (Line 778, column but I copied this from Ala's mod (where it works fine ) and taking the limit out does not make a difference. What am I doing wrong? PS Sorry for the length of this post. I still haven't figured out how to "hide" my code.
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