AlexWyrmin Posted December 4, 2018 Posted December 4, 2018 on_success_title = { FROM = { limit = { tier = ROOT } } ROOT = { limit = { tier = DUKE } occupy_minors_of_occupied_settlements = FROM gain_all_occupied_titles = { who = FROM type = invasion } vassalize_or_take_under_title = { title = PREV enemy = FROM type = invasion } any_demesne_title = { limit = { tier = BARON } remove_holding_modifier = recently_conquered refill_holding_levy = yes } } } Did I manage to transplant the title gain mechanic of an invasion into a subjugation war between duke level characters?
joemann Posted December 4, 2018 Posted December 4, 2018 I have the following event chain: Spoiler narrative_event = { id = RSLBST.100 title = rsl_choose_a_dog desc = RSLBST100desc picture = kennel is_triggered_only = yes immediate = { ROOT = { save_event_target_as = rsl_dog_owner } } option = { #buy a fighting dog name = EVT_OPTA_RSLBST100 narrative_event = { id = RSLBST.101 } } option = { #buy a pet dog name = EVT_OPTB_RSLBST100 narrative_event = { id = RSLBST.102 } } option = { #buy a breeder name = EVT_OPTC_RSLBST100 narrative_event = { id = RSLBST.103 } } option = { #changed my mind name = EVT_OPTD_RSLBST100 } } narrative_event = { id = RSLBST.101 title = rsl_fighting_dog is_triggered_only = yes picture = fighting_dog desc = RSLBST101desc immediate = { host = { create_character = { name = "Wodan" age = 17 culture = dog_culture race = dog religion = pagan attributes = { martial = 8 diplomacy = 2 stewardship = 3 intrigue = 5 learning = 4 } trait = regular_balls_dog trait = regular_knot_dog trait = huge_dick_dog trait = regular_anus_dog trait = muscular_dog trait = shrewd trait = tough_soldier trait = gregarious trait = brave trait = cruel trait = wroth trait = stubborn trait = fighting_dog # custom portrait female = no random_traits = no historical = no fertility = 2 health = 4 } new_character = { add_friend = root give_nickname = nick_rsl_whitefang set_character_flag = rsl_virginity_checked set_character_flag = balls set_character_flag = height set_character_flag = shape set_character_flag = butt set_character_flag = anus save_event_target_as = rsl_fighting_dog } } } The event works, a new character is created (I still can't get the static picture to show but I'll continue trying ) however, the dog character is not added to the player character as a friend in the relations screen although it did appear previously. The only thing that I changed was in the event resulting from another option "choose a breeding dog: Spoiler narrative_event = { id = RSLBST.103 title = rsl_breeding_dog is_triggered_only = yes picture = breeding_dog desc = RSLBST103desc immediate = { host = { create_character = { name = "Red" age = 2 culture = dog_culture religion = pagan attributes = { martial = 6 diplomacy = 3 stewardship = 3 intrigue = 6 learning = 4 } trait = huge_balls_dog trait = huge_knot trait = huge_dick_dog trait = big_anus_dog trait = big_dog trait = groomed trait = quick trait = gregarious trait = stubborn trait = lustful trait = uncouth trait = patient trait = breeding_dog female = no random_traits = no historical = no fertility = 6 health = 4 } new_character = { if = { limit = { event_target:rsl_dog_owner = { female = yes } } add_lover = root } if = { limit = { event_target:rsl_dog_owner = { female = no } } add_friend = root } give_nickname = nick_rsl_hammer set_character_flag = rsl_virginity_checked set_character_flag = dick set_character_flag = balls set_character_flag = height set_character_flag = shape set_character_flag = butt set_character_flag = anus save_global_event_target_as = rsl_breeding_dog } } } option = { name = EVT_OPT_RSLBST103 event_target:rsl_dog_owner = { add_character_modifier = { name = rsl_has_breeding_dog duration = -1 } wealth = -5 } } } I added the part highlighted in yellow. Since then the dog is no longer added as a friend in either event, but even stranger the player character appears in the family screen of the dog as an Educator ( not lover as the code provides for ) but not in the player character screen as a ward. I suppose there is a scope issue here but where does the Educator come from?
lockeslylcrit Posted December 4, 2018 Posted December 4, 2018 5 hours ago, AlexWyrmin said: on_success_title = { FROM = { limit = { tier = ROOT } } ROOT = { limit = { tier = DUKE } occupy_minors_of_occupied_settlements = FROM gain_all_occupied_titles = { who = FROM type = invasion } vassalize_or_take_under_title = { title = PREV enemy = FROM type = invasion } any_demesne_title = { limit = { tier = BARON } remove_holding_modifier = recently_conquered refill_holding_levy = yes } } } Did I manage to transplant the title gain mechanic of an invasion into a subjugation war between duke level characters? Test it out. 3 minutes ago, joemann said: I have the following event chain: Hide contents narrative_event = { id = RSLBST.100 title = rsl_choose_a_dog desc = RSLBST100desc picture = kennel is_triggered_only = yes immediate = { ROOT = { save_event_target_as = rsl_dog_owner } } option = { #buy a fighting dog name = EVT_OPTA_RSLBST100 narrative_event = { id = RSLBST.101 } } option = { #buy a pet dog name = EVT_OPTB_RSLBST100 narrative_event = { id = RSLBST.102 } } option = { #buy a breeder name = EVT_OPTC_RSLBST100 narrative_event = { id = RSLBST.103 } } option = { #changed my mind name = EVT_OPTD_RSLBST100 } } narrative_event = { id = RSLBST.101 title = rsl_fighting_dog is_triggered_only = yes picture = fighting_dog desc = RSLBST101desc immediate = { host = { create_character = { name = "Wodan" age = 17 culture = dog_culture race = dog religion = pagan attributes = { martial = 8 diplomacy = 2 stewardship = 3 intrigue = 5 learning = 4 } trait = regular_balls_dog trait = regular_knot_dog trait = huge_dick_dog trait = regular_anus_dog trait = muscular_dog trait = shrewd trait = tough_soldier trait = gregarious trait = brave trait = cruel trait = wroth trait = stubborn trait = fighting_dog # custom portrait female = no random_traits = no historical = no fertility = 2 health = 4 } new_character = { add_friend = root give_nickname = nick_rsl_whitefang set_character_flag = rsl_virginity_checked set_character_flag = balls set_character_flag = height set_character_flag = shape set_character_flag = butt set_character_flag = anus save_event_target_as = rsl_fighting_dog } } } The event works, a new character is created (I still can't get the static picture to show but I'll continue trying ) however, the dog character is not added to the player character as a friend in the relations screen although it did appear previously. The only thing that I changed was in the event resulting from another option "choose a breeding dog: Reveal hidden contents narrative_event = { id = RSLBST.103 title = rsl_breeding_dog is_triggered_only = yes picture = breeding_dog desc = RSLBST103desc immediate = { host = { create_character = { name = "Red" age = 2 culture = dog_culture religion = pagan attributes = { martial = 6 diplomacy = 3 stewardship = 3 intrigue = 6 learning = 4 } trait = huge_balls_dog trait = huge_knot trait = huge_dick_dog trait = big_anus_dog trait = big_dog trait = groomed trait = quick trait = gregarious trait = stubborn trait = lustful trait = uncouth trait = patient trait = breeding_dog female = no random_traits = no historical = no fertility = 6 health = 4 } new_character = { if = { limit = { event_target:rsl_dog_owner = { female = yes } } add_lover = root } if = { limit = { event_target:rsl_dog_owner = { female = no } } add_friend = root } give_nickname = nick_rsl_hammer set_character_flag = rsl_virginity_checked set_character_flag = dick set_character_flag = balls set_character_flag = height set_character_flag = shape set_character_flag = butt set_character_flag = anus save_global_event_target_as = rsl_breeding_dog } } } option = { name = EVT_OPT_RSLBST103 event_target:rsl_dog_owner = { add_character_modifier = { name = rsl_has_breeding_dog duration = -1 } wealth = -5 } } } I added the part highlighted in yellow. Since then the dog is no longer added as a friend in either event, but even stranger the player character appears in the family screen of the dog as an Educator ( not lover as the code provides for ) but not in the player character screen as a ward. I suppose there is a scope issue here but where does the Educator come from? add_friend = root Use ROOT, not root. Capitalization matters in the code.
joemann Posted December 4, 2018 Posted December 4, 2018 I tried ROOT ( I also tried using <event_target:rsl_dog_owner> instead of root ) but it doesn't make a difference. I suppose that the add_friend and add_lover commands impact both characters (each of them gets a friend, respectively a lover ) although I can't see it in the code. Is this hard-coded? I have looked in the commands list but there is no command add_educator so where could that come from? Maybe the game doesn't accept that human culture characters and dog_culture characters become lovers. Is it possible to verify this?
lockeslylcrit Posted December 4, 2018 Posted December 4, 2018 20 minutes ago, joemann said: I tried ROOT ( I also tried using <event_target:rsl_dog_owner> instead of root ) but it doesn't make a difference. I suppose that the add_friend and add_lover commands impact both characters (each of them gets a friend, respectively a lover ) although I can't see it in the code. Is this hard-coded? I have looked in the commands list but there is no command add_educator so where could that come from? Maybe the game doesn't accept that human culture characters and dog_culture characters become lovers. Is it possible to verify this? event_target:rsl_dog_owner = { female = no } There's your problem. "female" only works in character histories (and create_character is essentially that). Swap those two "female = x" with "is_female = x"
joemann Posted December 5, 2018 Posted December 5, 2018 Thanks! This worked, I now get the dog in the lovers box if the character is_female. And the female also appears as the lover in the dogs box. However, in addition the female also appears as the dogs Educator. Lots of potential here ? but it is not what i was trying to achieve. Could the educator be linked to the dogs age (age = 17) ? If the character is < is_female = no > the dog does not appear in the character's friend box, and the character himself is listed as Educator in the dog's family box. So there is a problem with the add_friend command ( but it did work in an earlier stage ) I tried using is_friend but that makes no difference.
AlexWyrmin Posted December 5, 2018 Posted December 5, 2018 @lockeslylcrit In no small part thanks to you, now everything works as I intended. You just have to be lucky enough to have Harald Wartooth survive long enough to be the one to sign the peace treaty, otherwise you don't get the whole of proto-Denmark unless you sieged down every single county within it.
lockeslylcrit Posted December 5, 2018 Posted December 5, 2018 6 hours ago, joemann said: Thanks! This worked, I now get the dog in the lovers box if the character is_female. And the female also appears as the lover in the dogs box. However, in addition the female also appears as the dogs Educator. Lots of potential here ? but it is not what i was trying to achieve. Could the educator be linked to the dogs age (age = 17) ? If the character is < is_female = no > the dog does not appear in the character's friend box, and the character himself is listed as Educator in the dog's family box. So there is a problem with the add_friend command ( but it did work in an earlier stage ) I tried using is_friend but that makes no difference. if = { limit = { event_target:rsl_dog_owner = { is_female = yes } } add_lover = ROOT } else = { add_friend = ROOT }
nonusnomeni Posted December 5, 2018 Posted December 5, 2018 how hard will be to create mod which will allow with one click set all messages on popup and pause so one can chose during playing what will stay and what will go into high priority or low priority or disable
lockeslylcrit Posted December 6, 2018 Posted December 6, 2018 5 minutes ago, nonusnomeni said: how hard will be to create mod which will allow with one click set all messages on popup and pause so one can chose during playing what will stay and what will go into high priority or low priority or disable It's about as hard as trying to convince Paradox to release Victoria 3. 1
Hasagawa Posted December 6, 2018 Posted December 6, 2018 How to code second wives and concubines to co-exist in Holy Fury? edit the religion files no longer works. And add_consort target decision will crash the game.
whateverdontcare Posted December 6, 2018 Posted December 6, 2018 11 hours ago, Hasagawa said: How to code second wives and concubines to co-exist in Holy Fury? edit the religion files no longer works. And add_consort target decision will crash the game. You can't. Never have been able to, probably never will.
lockeslylcrit Posted December 6, 2018 Posted December 6, 2018 35 minutes ago, AlexWyrmin said: Does lower_tier_than = X work as a check? [character/title scope] lower_tier_than = [character/tier] } baron, count, duke, king, and emperor, and any character operator (PREV, FROM, ROOT, [character id]) all work.
AlexWyrmin Posted December 6, 2018 Posted December 6, 2018 20 minutes ago, lockeslylcrit said: baron, count, duke, king, and emperor, and any character operator (PREV, FROM, ROOT, [character id]) all work. Seems the problem was what I wanted to happen and not who I wanted it to happen to, then. Thank you.
AlexWyrmin Posted December 8, 2018 Posted December 8, 2018 After repeated failed attempts at it, I can safely say that adding "imprison/prisoner = X" to a subjugation war's consequences seems to no longer work and I don't understand why, since other casus belli have it without having been modded. If anyone had the same problem and found a solution, I'm all ears.
lockeslylcrit Posted December 8, 2018 Posted December 8, 2018 9 hours ago, AlexWyrmin said: After repeated failed attempts at it, I can safely say that adding "imprison/prisoner = X" to a subjugation war's consequences seems to no longer work and I don't understand why, since other casus belli have it without having been modded. If anyone had the same problem and found a solution, I'm all ears. Gonna have to see the code for myself.
AlexWyrmin Posted December 9, 2018 Posted December 9, 2018 17 minutes ago, lockeslylcrit said: Gonna have to see the code for myself. on_success = { ROOT = { piety = 100 participation_scaled_prestige = 100 } any_attacker = { limit = { NOT = { character = ROOT } } hidden_tooltip = { participation_scaled_prestige = 100 } } FROM = { piety = -100 prestige = -100 if = { limit = { is_reformed_religion = ROOT controls_religion = no } religion = ROOT # Reformed pagans are forced to convert back } custom_tooltip = { text = tribal_subjugation_tip } hidden_tooltip = { opinion = { modifier = opinion_subjugated who = ROOT } any_vassal = { opinion = { modifier = opinion_subjugated who = ROOT } } any_demesne_title = { limit = { higher_tier_than = ROOT } ROOT = { usurp_title = { target = PREV type = invasion } } add_pressed_claim = PREV } any_demesne_title = { limit = { tier = ROOT } ROOT = { usurp_title = { target = PREV type = invasion } } add_pressed_claim = PREV } set_defacto_liege = ROOT } imprison = ROOT } } on_success_title = { ROOT = { occupy_minors_of_occupied_settlements = FROM gain_all_occupied_titles = { who = FROM type = invasion } take_under_title = { title = PREV enemy = FROM type = invasion } any_demesne_title = { limit = { tier = BARON } remove_holding_modifier = recently_conquered refill_holding_levy = yes } } FROM = { imprison = ROOT } } on_reverse_demand = { ROOT = { piety = -200 transfer_scaled_wealth = { to = FROM value = 2.0 } imprison = FROM } } Note: I didn't input the command in both on_success and on_success_title at same time, this is just to show you were I put it while I was trying to make it work.
lockeslylcrit Posted December 9, 2018 Posted December 9, 2018 The code looks good. The problem may be with the scope. Does everything else work fine?
AlexWyrmin Posted December 9, 2018 Posted December 9, 2018 2 minutes ago, lockeslylcrit said: The code looks good. The problem may be with the scope. Does everything else work fine? Yes, it does.
lockeslylcrit Posted December 9, 2018 Posted December 9, 2018 Try playing the imprison command in a on_success_posttitle
AlexWyrmin Posted December 9, 2018 Posted December 9, 2018 2 minutes ago, lockeslylcrit said: Try playing the imprison command in a on_success_posttitle Already done that, the result was the same.
lockeslylcrit Posted December 9, 2018 Posted December 9, 2018 Then it is sounding like FROM is pointing nowhere.
AlexWyrmin Posted December 9, 2018 Posted December 9, 2018 11 hours ago, lockeslylcrit said: Then it is sounding like FROM is pointing nowhere. It sounds weird to ask, since when I first added "imprison" to the casus belli it actually worked, but is it possible that FROM stops being identified as the defending party a fraction of a second before "enforce demands" runs its course, meaning the game is pretty much lagging them out of my dungeon? Edit: when my modification still did what it was supposed to, I had more or less the same "weight" in mods as I have now, but I had, for example, all the Dark World submod content unzipped into the main mod's folder and activated through Dark World Reborn.mod.
Buzhidao Posted December 9, 2018 Posted December 9, 2018 7 hours ago, AlexWyrmin said: It sounds weird to ask, since when I first added "imprison" to the casus belli it actually worked, but is it possible that FROM stops being identified as the defending party a fraction of a second before "enforce demands" runs its course, meaning the game is pretty much lagging them out of my dungeon? Edit: when my modification still did what it was supposed to, I had more or less the same "weight" in mods as I have now, but I had, for example, all the Dark World submod content unzipped into the main mod's folder and activated through Dark World Reborn.mod. If everything worked fine before and it no longer does, my bet is that something is overwriting your changes/your mod got accidentally disabled/Paradox added a different subjugation cb that looks and works almost exactly like the old one, in which cases you will have to check if your cb appears to be listed twice in the diplomacy menu.
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