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About joemann

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  1. Got it! I didn't realize that the modifiers would be cumulative. I think the event works as it should now. However, I think I am going to see if I can get the age on which the mother became menopausal into the equation. So expect me back When I started doing this almost a year ago I had never done any programming or modding. I am really enjoying this now, although I still find it very difficult at times. I wouldn't be able to do this without the help from people on this forum, so a big thanks!
  2. An other question on MTTH. The above event is triggered only once for each character that fulfills the trigger conditions. So I suppose the MTTH calculation is only made once as well. So if I have a female character that reaches the age of 40, the calculation to see at what date she will be become menopausal is made in the year that she reaches 40, according to the criteria of the MTTH formula. The outcome of the calculation is, I suppose, a future date. This may result in the corresponding commands being implemented anywhere between ages 40 to 50. Now I have added modifiers, because I want the chance of a higher age to be much higher than a lower age. Here is an example: My question is, if the MTTH calculation is made at age 40 does it take into account the modifier, which contains a higher age than the current age, to determine the date on which the commands are implemented or will it just ignore the modifier?
  3. I tried this, adding my modifiers, and it seems to be working. Thanks a lot for your trouble.
  4. While waiting for your answer ( which is really helpful ! ) I pursued my other idea, and came up with the following, using a random list: Your solution certainly looks easier. Being lazy myself, I'll remeber this for next time I just see that I forgot to copy the commands into each random block. Do you think this will work? ( I haven't tested it yet ) and if so will it be very different in outcome from yours? The thing I am unsure about is, if the event fires on a character of 40 years old, the chance of it producing an effect should be in the 3.75% to 7.5% range. So the chances of a no effect should be high. Does a random_list deliver that? As for days = , in this event there is no need to fire it on a specific date the event should work its effects sometime between age 40 and 50 with the chance increasing as age get higher.
  5. Thanks for your answers! As far as the trigger is concerned, why is it preferable to put the age and the character_flag in the trigger box rather than use them as pre-triggers ? As for days =, I think I understand what you are saying. In that case there is no point in using 360 days if I am using the on _yearly_pulse. Days = 1 would work just as well . The fact that you mentioned the random list makes me think that the real problem is that I am not using any form of randomness. If the event is triggered by the on_yearly_pulse for the first time at age 40 the chance for the event firing is lower than it would be at age 41, but at age 40 there is no competition from age 41. Age 40 is the only age that ticks all the boxes so that 40 will always trigger the event. Am I correct? If so, then a solution using a random list such as 10 age = 40 modifiers 20 age = 41 modifiers 30 age = 42 etc would probably work better in getting a distribution over ages between 40 and 50. Or am I completely of track?
  6. I still have a problem understanding mean_time_to_ happen. According to the wiki, the factors increase or decrease the chance of the (on_action) event happening. The higher the factor the lower the chance (?) What does the operator <days = do> I have an event onset of menopause. It is an on_ yearly_ pulse event. I want the event to fire after the age of 42 with an increasing chance the older the character gets, influenced by other factors. The way I understand it the on_action event fires the first time on age 42, calculates whether menopause sets in or not and if not fires again at 43 recalculates etc until menopause sets in. I tried to do this as follows but I have the impression the the frequency of early menopause onset is much to high. What I would like to know is if my understanding of the mechanics is correct and I just need to do some tweaking of factors or weather I am on the wrong track.
  7. Thanks for your help. I followed your advice and have now combined both events, as follows: However, the event does not fire upon the death of ROOT. Do character_flags persist after the death of a character? If not, I don't really know how to identify the character for trigger purposes. Same question for prisoner = yes.
  8. I have a chain of events originating from a third party decision. The parties are the liege (player) his court torturer ( a minor_title ) and a victim. At some stage it is possible that the victim dies before or shortly after submitting due to its declining health stats . I am trying to create an event that fires when this happens and tried using the on_action trigger on_death. In the on_action event the dead victim is ROOT. How do I get the court_torturer back in the event? I tried this: However, Validator has objections. --- Error 1 of 1 --- At <mod>\events\RSLCourtandCommerce.txt [character_event\any_courtier_or_vassal] (Line 3190, column 2): Invalid node "any_courtier_or_vassal" in scope CharEvent (value is: <a complex type>) Is there another way of doing this?
  9. Thanks. A more general question. Sometimes when I am playing a game, I notice an error, save the game and then modify the code. If I reload the saved game, does it continue with the old code or will it read the new code?
  10. Does anybody know the correct syntax for a random repeat_event? The Wiki says; "repeat_event = { id = WoL.5002 days = 30 } Optional. Number of days to add randomly for the event occurrence date, closed-ended (days to days+random). " Would this be : "repeat_event = { id = WoL.5002 days_random = 30 }" ?
  11. I just started up a saved game (after a week absence) and suddenly a scripted effect which worked perfectly when I left no longer functions. It is now also recognized by Validator as an invalid node. I did notice that in the start-up screen a new button has appeared "Export Game" Could this be the cause ?
  12. Tried it and it worked.Thanks a lot Herring!
  13. Thanks for the comments on the missing capital letter in the event window. In fact it was something really simple (and stupid) I had left a space after the semicolon in the localization files ? Another stupid (?) question: In an event which is recursive, I want an option to disappear from the event window after it has been used once. So the following time the event fires it shows only three options instead of four. Ideally I would like the option to be replaced by a new one but i'll take it step by step. Is this possible? I have tried the following: The option should fire if the victim does not have dislocated_joints. I tried it with and without the NOT (just in case)but in both cases the option does not appear in the window. I know it must be simple but I just can't find it.
  14. When I use narrative_event, I sometimes do and sometimes don't get the decorative capital letter in the upper left hand corner of the window. According to the wiki this should be automatic. I use both the bigger event and the bigger interface mods. What else determines the (not) appearing of the letter. Something I do wrong in the localization file? When I don't get the letter, the space where it should be remains empty so it looks really ugly.
  15. Sorry, ignore the last post. I found the mistake. < willpower_status_tt; [event_target:rsl_victim_target.willpower.GetName] is currently [evt_target:rslen_victim_target.willpower.GetValue];;;; > Should be without the event_target: prefix.