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joemann

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  1. This seems to work in that the limit is now respected. I get only one courtier in the option bar on the lower right-hand page. However the next events shows only the player character, no courtier in sight (in scope). Adding random_host_courtier = { narrative_event etc just breaks the chain. Does an on_action_event on_yearly _pulse only have a ROOT scope? I can't seem to pull any other characters in.
  2. I'm still trying to get my on_action event chain to work. narrative_event = { id = RSLRandom.600 desc = "RSLRandom" picture = dog_1 ai = no is_triggered_only = yes #by on_action yearly pulse trigger = { liege = { has_character_modifier = pet_hunting_dog } } option = { random_host_courtier = { limit = { is_female = yes age = 14 NOT = { trait = incapable } prisoner = no } } name = rsl_further random_host_courtier = { narrative_event = { id = RSLRandom.603 }} #female courtier event } } I still have two problems: Event.600 has only the player character in scope and I have difficulties in getting the random_host_courtier with the defined limits in scope. Putting it in an option shows two random courtiers on the bottom right page but they don't fit the defined limits. In addition the follow-up event doesn't fire. If I use host = { instead of random_host_courtier = { the event does fire but without the random courtier. If I put the random_host_courtier block above the option block it does call a courtier into the next event but does not apply the limits (so I get men and children as well). In addition it doesn't fire the next event (.603) but skips to the subsequent event (.605). I would appreciate your advice
  3. Thanks that did work. However, although the courtier now shows up it is not selected according to the criteria in the previous block location = { random_courtier = { limit = { is_female = yes age = 14 NOT = { trait = incapable } prisoner = no } } } I get men and women of all ages including younger than 14. I tried putting both blocks in an option {} but that doesn't change anything.
  4. I am trying to get an on_action event chain to work. narrative_event = { id = RSLRandom.600 ai = no hide_window = yes is_triggered_only = yes #by on_action yearly pulse trigger = { liege = { has_character_modifier = pet_hunting_dog } } immediate = { location = { random_courtier = { limit = { is_female = yes age = 14 NOT = { trait = incapable } prisoner = no } } } narrative_event = { id = RSLRandom.603 } #female courtier event } } Although event .600 fires (on yearly pulse) and also the subsequent event .603 it doesn't select a random courtier to join the event. I assume the problem lies in the block that follows the immediate but I can't figure out what to change. Thanks for your help.
  5. I am trying to incorporate one of Tosca's events in my own mod. It is an on-action triggered event however it never fires in-game. Validator has no problems and when using the console commands testevent and event it seems to work well. However I noticed that there were two on-action triggers (on_siege_over_winner and on_siege_over_loc_chrs) both triggering the same event. Would that be a problem?
  6. Solved this one by downloading the latest version of Validator. I suppose that since third_party_potential was introduced with a recent DLC my old version of Validator could not recognize it . Anyhow the error no longer shows up. Haven't solved my scope issue though.
  7. Validator also rejects the third_party_potential in the decision. However, I copied the structure from the wiki so I don't understand what the issue is --- Error 1 of 1 --- At <mod>\decisions\rsl_cc_decisions.txt [targetted_decisions\rsl_share_slave\third_party_potential] (Line 945, column 2): Invalid node "third_party_potential" in scope DecisionDef (value is: <a complex type>)
  8. Thank you for your suggestion. If I read Validator correctly the problem starts in the targeted decision so I suppose the solution should be found there. The third party potential block of the decision (which scopes to FROMFROM ) is as follows: I suppose this is the place where I should indicate character = FROMFROM . Could you tell me the correct place and syntax ?
  9. OK I understand. I'll try and figure it out. Wish me luck. And thanks again!
  10. Found the solution. Had to enable debugging in my steam launcher. However, the result doesn't really help me understand Validators problem. ----------------------------- [effectimplementation.cpp:18459]: EVENT [1367.7.4]:- Printing the current scope - [effectimplementation.cpp:18459]: EVENT [1367.7.4]:- This: King Ogier the Chaste [effectimplementation.cpp:18459]: EVENT [1367.7.4]:- Root: King Ogier the Chaste [effectimplementation.cpp:18459]: EVENT [1367.7.4]:- Prev: King Ogier the Chaste [effectimplementation.cpp:18459]: EVENT [1367.7.4]:- PrevPrev: King Ogier the Chaste [effectimplementation.cpp:18459]: EVENT [1367.7.4]:- PrevPrevPrev: King Ogier the Chaste [effectimplementation.cpp:18459]: EVENT [1367.7.4]:- PrevPrevPrevPrev: King Ogier the Chaste [effectimplementation.cpp:18459]: EVENT [1367.7.4]:- From: Count Eudes of Vexin [effectimplementation.cpp:18459]: EVENT [1367.7.4]:- FromFrom: King Ogier the Chaste [effectimplementation.cpp:18459]: EVENT [1367.7.4]:- FromFromFrom: Sybille de Normandie [effectimplementation.cpp:18459]: EVENT [1367.7.4]:- FromFromFromFrom: Sybille de Normandie [effectimplementation.cpp:18459]: EVENT [1367.7.4]:- Event_target:test_target1: [effectimplementation.cpp:18459]: EVENT [1367.7.4]:- Event_target:test_target2: [effectimplementation.cpp:18459]: EVENT [1367.7.4]:- Event_target:test_target3: The event chain run's smoothly though and I am getting different results from the random_list so maybe I can ignore Validator on this. It frustrates me that I don't understand what V is getting at
  11. Thank you for helping I really appreciate your effort. I feel I am making progress in modding thanks to the help I get here, but since I am trying more ambitious things I keep running into new issues. I have added print_scope_effect = yes as follows ( Is it in the right place? ) : narrative_event = { id = RSLS.44 title = rsl_sharing desc = RSLS44 picture = share_slave is_triggered_only = yes # targetted_decision immediate = { print_scope_effect = yes # FROM = target, FROMFROMFROM = slave , FROMFROM and ROOT = player FROMFROMFROM = { save_event_target_as = rsl_slave_target } FROM = { #etc, etc But where do I find the game.log file? I don't have one in my mod. The CrusaderKing directory where the mod's are located does have a log directory which contains a game file, but after having added the print_scope command, the game log file does not show anything like the text you show above. Should I look in the console?
  12. I have another question (sorry!) Validator is giving me a comment I don't understand. Although my event seems to be running, I do get the feeling the outcomes of the random_list are not right, and maybe it has something to do with the comment (sorry for the length ) --- Error 1 of 1 --- At <mod>\events\RSLShareSlave.txt [narrative_event\immediate\FROMFROMFROM] (Line 20, column 2): No direct match found for FROMFROMFROM (is the casing correct?). However, other possible matches in scope CharCommand were found. Left: [ThisChar] Right: [CharCommand] cannot be correct because of left: FROMFROMFROM points to <null>. However, a Char was expected. The FROMFROMFROM could not be determined, because the FROMFROM of <mod>\decisions\rsl_cc_decisions.txt [targetted_decisions\rsl_share_slave\effect\FROM\narrative_event\id] (Line 962, column 32) could not be determined. This event , at <mod>\decisions\rsl_cc_decisions.txt [targetted_decisions\rsl_share_slave\effect\FROM\narrative_event\id] (Line 962, column 32), must be called from somewhere else, which it is not. Left: [ThisProv] Right: [ProvCommand] cannot be correct because of left: FROMFROMFROM points to <null>. However, a Prov was expected. The FROMFROMFROM could not be determined, because the FROMFROM of <mod>\decisions\rsl_cc_decisions.txt [targetted_decisions\rsl_share_slave\effect\FROM\narrative_event\id] (Line 962, column 32) could not be determined. This event , at <mod>\decisions\rsl_cc_decisions.txt [targetted_decisions\rsl_share_slave\effect\FROM\narrative_event\id] (Line 962, column 32), must be called from somewhere else, which it is not. Left: [ThisTitle] Right: [TitleCommand] cannot be correct because of left: FROMFROMFROM points to <null>. However, a Title was expected. The FROMFROMFROM could not be determined, because the FROMFROM of <mod>\decisions\rsl_cc_decisions.txt [targetted_decisions\rsl_share_slave\effect\FROM\narrative_event\id] (Line 962, column 32) could not be determined. This event , at <mod>\decisions\rsl_cc_decisions.txt [targetted_decisions\rsl_share_slave\effect\FROM\narrative_event\id] (Line 962, column 32), must be called from somewhere else, which it is not. Left: [ThisWar] Right: [WarCommand] cannot be correct because of left: FROMFROMFROM points to <null>. However, a War was expected. The FROMFROMFROM could not be determined, because the FROMFROM of <mod>\decisions\rsl_cc_decisions.txt [targetted_decisions\rsl_share_slave\effect\FROM\narrative_event\id] (Line 962, column 32) could not be determined. This event , at <mod>\decisions\rsl_cc_decisions.txt [targetted_decisions\rsl_share_slave\effect\FROM\narrative_event\id] (Line 962, column 32), must be called from somewhere else, which it is not. Left: [ThisArtifact] Right: [ArtifactCommand] cannot be correct because of left: FROMFROMFROM points to <null>. However, a Artifact was expected. The FROMFROMFROM could not be determined, because the FROMFROM of <mod>\decisions\rsl_cc_decisions.txt [targetted_decisions\rsl_share_slave\effect\FROM\narrative_event\id] (Line 962, column 32) could not be determined. This event , at <mod>\decisions\rsl_cc_decisions.txt [targetted_decisions\rsl_share_slave\effect\FROM\narrative_event\id] (Line 962, column 32), must be called from somewhere else, which it is not. Left: [ThisSociety] Right: [SocietyCommand] cannot be correct because of left: FROMFROMFROM points to <null>. However, a Society was expected. The FROMFROMFROM could not be determined, because the FROMFROM of <mod>\decisions\rsl_cc_decisions.txt [targetted_decisions\rsl_share_slave\effect\FROM\narrative_event\id] (Line 962, column 32) could not be determined. This event , at <mod>\decisions\rsl_cc_decisions.txt [targetted_decisions\rsl_share_slave\effect\FROM\narrative_event\id] (Line 962, column 32), must be called from somewhere else, which it is not. The targetted decision is : rsl_share_slave = { filter = sub_realm ai_target_filter = self third_party_filter = court ai_third_party_filter = court potential = { # Conditions on the targeted character for the decision to appear is_marriage_adult = yes is_playable = yes NOR = { trait = incapable trait = slave trait = trained_pleasure_slave trait = broken_in } } third_party_potential = { FROMFROM = { # Conditions on the third party character to be included in the list is_marriage_adult = yes OR = { trait = slave trait = trained_pleasure_slave trait = broken_in } } } allow = { always = yes } effect = { FROM = { narrative_event = { id = RSLS.44 }} } revoke_allowed = { always = no } ai_will_do = { factor = 0.1 # 10% base chance } } } The narrative event it triggers starts as follows. The problem I am getting is that although the decision and the events seems to run correctly. It has a preference for one or two outcomes and never turns up the outcome you would expect based on the percentages. It has a strong preference for event 443 but 441 never shows up (even after having increased its weight to 80. (I changed the factors to 1 and 0 to force the choice but no luck) Could the Validator comment explain this? ## Routing determination Shareslave narrative_event = { id = RSLS.44 title = rsl_sharing desc = RSLS44 picture = share_slave is_triggered_only = yes # targetted_decision immediate = { # FROM = target, FROMFROMFROM = slave , FROMFROM and ROOT = player FROMFROMFROM = { save_event_target_as = rsl_slave_target } FROM = { if = { limit = { has_focus = focus_scholarship } random_list = { 5 = { # prefer to watch: A scholar likes to observe and learn, not a doer , if not observing he is more likely to leave modifier = { factor = 1 FROM = { OR = { trait = humble trait = shy } } } modifier = { factor = 0 FROM = { OR = { trait = chaste trait = zealous } } } FROM = { narrative_event = { id = RSLS.441 }} } 80 = { # Which side would you prefer? modifier = { factor = 1 FROM = { OR = { trait = hedonist trait = gluttonous trait = lustful trait = greedy trait = gregarious trait = cynical } } } modifier = { factor = 1 FROM = { OR = { trait = chaste trait = humble trait = zealous } } } FROM = { narrative_event = { id = RSLS.442 }} } 5 = { # I want to hear her scream! modifier = { factor = 1 FROM = { OR = { trait = wroth trait = envious trait = zealous trait = cruel } } } modifier = { factor = 0 FROM = { OR = { trait = kind trait = charitable trait = temperate } } } FROM = { narrative_event = { id = RSLS.443 }} } 5 = { # I leave angry modifier = { factor = 2 FROM = { OR = { trait = proud trait = paranoid trait = zealous } } } modifier = { factor = 0 FROM = { OR = { trait = shy trait = humble trait = temperate } } } FROM = { narrative_event = { id = RSLS.444 }} } 5 = { # no thank you modifier = { factor = 1 FROM = { OR = { trait = proud trait = chaste trait = slothful trait = temperate trait = diligent } } } modifier = { factor = 0 FROM = { OR = { trait = lustful trait = dick_large trait = dick_huge trait = dick_horse } } } FROM = { narrative_event = { id = RSLS.445 }} } } }
  13. Thanks for the input. I made the changes and also took out the break = yes . Validator didn't like them. I had an <else> at the end of my if>'s which I also took out. Tested it in game but only got one targeted character that fired an event. With all the other targets the event did not go off. The target that fired the event was the heir to the throne , all the others were courtiers or simple vassals. I am now wondering if only some in game characters have a focus. I just checked in the charinfo screen. The characters that fire events are AI controlled = yes, all the others are AI controlled = no . Don't know what that means but I am afraid that the AI = no characters do not have a focus and then my idea to use focus as a condition won't work. Anybody know more about this?
  14. Thank you for the answer. I got it working! Now I am trying something more ambitious and I have another question involving random_list. I am trying to fire different narrative_events based on the personality of the characters. For this I am using as a basis their character focus (example: scholarship ) but I want to randomize the probable outcome based on personality traits. A character with scholarship would predominantly act in a certain way, but this could change because he posses certain traits (example cruel ) that push him in a different direction. I have written this as follows (this is only the first < if > but validator has a problem with my use of random list. Before I start writing up the code for the other nine < if's>. Could somebody please tell me if this can work? narrative_event = { id = RSLS.44 title = rsl_sharing desc = RSLS44 picture = share_slave is_triggered_only = yes # targetted_decision immediate = { # FROM = target, FROMFROMFROM = slave , FROMFROM and ROOT = player FROMFROMFROM = { save_event_target_as = rsl_slave_target } FROM = { if = { limit = { has_focus = focus_scholarship random_list = { 40 = { # prefer to watch modifier = { factor = 2 FROM = { OR = { trait = humble trait = shy } } } modifier = { factor = -1 FROM = { OR = { trait = chaste trait = zealous } } } FROM = { narrative_event = { id = RSLS.441 }} } 10 = { # Which side would you prefer? modifier = { factor = 2 FROM = { OR = { trait = hedonist trait = gluttonous trait = lustful trait = greedy trait = gregarious trait = cynical } } } modifier = { factor = -1 FROM = { OR = { trait = chaste trait = humble trait = zealous } } } FROM = { narrative_event = { id = RSLS.442 }} } 10 = { # I want to hear her scream! modifier = { factor = 2 FROM = { OR = { trait = wroth trait = envious trait = zealous trait = cruel } } } modifier = { factor = -1 FROM = { OR = { trait = kind trait = charitable trait = temperate } } } FROM = { narrative_event = { id = RSLS.443 }} } 5 = { # leave angry modifier = { factor = 2 FROM = { OR = { trait = proud trait = paranoid trait = zealous } } } modifier = { factor = -1 FROM = { OR = { trait = shy trait = humble trait = temperate } } } FROM = { narrative_event = { id = RSLS.444 }} } 35 = { # no thank you FROM = { narrative_event = { id = RSLS.445 }} } break = yes } } } if = {
  15. I have a question about random_list. I thought that the numbers you put in are the percentage chance of the occurrence happening. To give an example: narrative_event = { id = RSLS.443 title = rsl_aggressive desc = RSLS443 picture = share_slave_cane is_triggered_only = yes option = { name = rsl_option_hurt FROM = { random_list = { 30 = { # the experience has let you discover your penchant for cruelty add_trait = cruel opinion = { modifier = rsl_opinion_intimidated # you fear and admire this guy who = FROMFROM } } 70 = { # although you dont think you are cruel, the experience has struck a cord and you feel frustrated add_character_modifier = { modifier = rsl_still_wanting_more days = 180 } opinion = { modifier = rsl_opinion_something_really_different who = FROMFROM } } } } etc In this case I thought there was a 30% chance of the trait cruel being added and a 70% chance that the character modifier will be applied. In practice the trait is always added. So is my understanding of random_list wrong or am I just coding it wrong ?
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