lockeslylcrit Posted August 19, 2019 Posted August 19, 2019 On 8/18/2019 at 5:16 AM, Angelo_Merkel said: Without seeing the files for myself and testing it, I havent a clue. 23 hours ago, Canaris said: How do you mod out certain traits from the game ? I dont mean remove from character, i mean delete the trait so it will never appear on any character. You can simply comment out the trait in the traits file.
Canaris Posted August 19, 2019 Posted August 19, 2019 1 hour ago, lockeslylcrit said: You can simply comment out the trait in the traits file. And how do i do that ? Add # before the line or delete it or what ?
Angelo_Merkel Posted August 20, 2019 Posted August 20, 2019 Quote Without seeing the files for myself and testing it, I havent a clue. Ok, can Im sending you a PM.
NatChat Posted August 30, 2019 Posted August 30, 2019 Hello, I am currently trying to do a very simple mod that simply consists of a single targetable decision that can only affect a Norse character's female wife. This is the code, and this is what appears. Does anyone have any idea as to why this happens?
Rascalov1337 Posted August 30, 2019 Posted August 30, 2019 6 hours ago, NatChat said: Hello, I am currently trying to do a very simple mod that simply consists of a single targetable decision that can only affect a Norse character's female wife. This is the code, and this is what appears. Does anyone have any idea as to why this happens? First, remove braces around "FROM = { culture = norse }" Second, for targeted decisions you need "from_potential" block, unless "filter = self", and everything from "FROM" block under "potential" should go there. Try something like this: from_potential = { culture = norse } potential = { is_female = yes NOT = { trait = blinded } }
NatChat Posted August 30, 2019 Posted August 30, 2019 Thank you! After a few more modifications I got it working. Do you have any ideas how to tweak it so can it can also target concubines?
Rascalov1337 Posted August 30, 2019 Posted August 30, 2019 1 hour ago, NatChat said: Thank you! After a few more modifications I got it working. Do you have any ideas how to tweak it so can it can also target concubines? Change filter first, to "realm" for example, choose what you think will be best, here's full list. Then, add this to a potential block: OR = { is_married = FROM is_consort = FROM }
NatChat Posted August 30, 2019 Posted August 30, 2019 Yes, this works. However the [Root.GetFirstName] in the localization file targets my wife's name instead of the concubine's in the event...
NatChat Posted August 30, 2019 Posted August 30, 2019 Nevermind, I got it. It was "From.GetFirstName"...
letharnus Posted September 9, 2019 Posted September 9, 2019 Having some issues trying to figure out how to have consorts and harem at the same time. I tried to make it so that only females can have consorts while males can continue to have multiple wives, just take make the life of a female character more interesting. I've been looking around and no one has really posted a defined method to get it to work on relatively recent CK2 updates. I'll appreciate any feedback at this point.
0wnyx Posted September 12, 2019 Posted September 12, 2019 just loaded the fresh game along with the main mods in this forum... the question is, if for example, i try to load mods from the steam workshop... lets say face packs, will they conflict ?
lockeslylcrit Posted September 12, 2019 Posted September 12, 2019 1 hour ago, 0wnyx said: just loaded the fresh game along with the main mods in this forum... the question is, if for example, i try to load mods from the steam workshop... lets say face packs, will they conflict ? Portrait mods likely won't conflict with anything here, though most of the mods here use static portraits (picture overlay) while most of the Steam stuff use dynamic portraits (vanilla portraits).
DarkAllinor Posted October 6, 2019 Posted October 6, 2019 I made some titular-titles and want to give them per targetted-decision to members of my dynasty. When i load a savegame, the decision works perfect. If i start a new game, the decision is not available no matter that all conditions are fulfilled. What's wrong here?
lockeslylcrit Posted October 6, 2019 Posted October 6, 2019 4 hours ago, DarkAllinor said: I made some titular-titles and want to give them per targetted-decision to members of my dynasty. When i load a savegame, the decision works perfect. If i start a new game, the decision is not available no matter that all conditions are fulfilled. What's wrong here? Show us the code
Aniknk Posted October 7, 2019 Posted October 7, 2019 Hello!I trying to add portraits for my custom culture. Static portraits, but I have no Idea how to do it. OK, I know I need gfx\static_portraits and interface, but still don't know how should it be inside them.
DarkAllinor Posted October 7, 2019 Posted October 7, 2019 8 hours ago, lockeslylcrit said: Show us the code targetted_decisions = { create_family1 = { is_high_prio = yes filter = dynasty ai_target_filter = self from_potential = { higher_tier_than = DUKE is_adult = yes prestige = 1000 wealth = 1000 ai = no d_titular01auenland = { is_titular = yes } d_titular01auenland = { has_holder = no } } potential = { dynasty = FROM religion = FROM mercenary = no holy_order = no age = 12 NOT = { OR = { has_landed_title = d_titular01auenland has_landed_title = d_titular02rothschild has_landed_title = d_titular03waldberg has_landed_title = d_titular04sternheim has_landed_title = d_titular05nachtstern has_landed_title = d_titular06donnerwetter has_landed_title = d_titular07rotkegel has_landed_title = d_titular08schwarzschild has_landed_title = d_titular09sternburg has_landed_title = d_titular10goldstern has_landed_title = d_titular11schnellwasser } } NOT = { any_heir_title = { always = yes } } } allow = { always = yes } effect = { FROM = { wealth = -50 } FROM = { add_friend = ROOT } FROM = { add_favor = ROOT } FROM = { change_infamy = { value = -25 localisation = Titelvergabe } } FROM = { add_trait charitable } ROOT = { d_titular01auenland = { show_scope_change = no grant_title = ROOT } } hidden_tooltip = { ROOT = { activate_title = { title = d_titular01auenland status = yes } } ROOT = { set_defacto_liege = FROM } ROOT = { change_diplomacy = 5 } ROOT = { change_stewardship = 5 } ROOT = { change_intrigue = 5 } } set_global_flag = created_family1 } } Okay, this 11 titular-titles are made to create cadet branches of my dynasty. For sons who don't get a single county from me. And i have another question regarding the underlined row. I want that a person can establish only one cadet branch. This does the first NOT. The second NOT prevents a heir of a title to establish a cadet branch. BUT: I want to be able to create a cadet branch with a person that has land or is in line to inherit some. The second NOT should only prevent that a heir of a titular-titel can establish a second cadet branch. (I guess an event that checks the AI-people for their titular-titles and removing a second is much to complicated).
lockeslylcrit Posted October 7, 2019 Posted October 7, 2019 2 hours ago, DarkAllinor said: NOT = { OR = { has_landed_title = d_titular01auenland has_landed_title = d_titular02rothschild has_landed_title = d_titular03waldberg has_landed_title = d_titular04sternheim has_landed_title = d_titular05nachtstern has_landed_title = d_titular06donnerwetter has_landed_title = d_titular07rotkegel has_landed_title = d_titular08schwarzschild has_landed_title = d_titular09sternburg has_landed_title = d_titular10goldstern has_landed_title = d_titular11schnellwasser } } NOT = { any_heir_title = { always = yes } } } You can change to to a more efficient NOR NOR = { has_landed_title = d_titular01auenland has_landed_title = d_titular02rothschild has_landed_title = d_titular03waldberg has_landed_title = d_titular04sternheim has_landed_title = d_titular05nachtstern has_landed_title = d_titular06donnerwetter has_landed_title = d_titular07rotkegel has_landed_title = d_titular08schwarzschild has_landed_title = d_titular09sternburg has_landed_title = d_titular10goldstern has_landed_title = d_titular11schnellwasser any_heir_title = { is_titular = yes } } Also, you're missing a = when adding the charitable trait.
DarkAllinor Posted October 7, 2019 Posted October 7, 2019 Thak you, this works fine. But only in my savegame. I don't have this decision in new games and i don't have a clue why. ?
Aniknk Posted October 8, 2019 Posted October 8, 2019 Simple question: How "random = yes/no" works for traits? It mean that random = yes give randomly this trait for all characters? New borned and in game from start? Because as I can see in DWF_DT_traits random = yes have traits as small_tits_lover and big_dick_lover, and random = no have small_tits big_dick and so. But as I can see in game, every woman have some kind of tits trait and not everyone have tits_lover traits. Doesw it mean it not depend of random = yes/no? And if so, what is it depend of? Thanks.
rance Posted October 13, 2019 Posted October 13, 2019 What would be the correct way to make the player have the possibility to get more concubines when he's of norse religion?
lockeslylcrit Posted October 13, 2019 Posted October 13, 2019 10 hours ago, rance said: What would be the correct way to make the player have the possibility to get more concubines when he's of norse religion? Open up the religion file and change max_consorts = 3 under norse_pagan and norse_pagan_reformed to something higher.
AlexWyrmin Posted October 31, 2019 Posted October 31, 2019 Not a question, but I thought I'd share this little trick I just discovered: if you decide to mod Sigurd Ring's starting situation, killing either Alf or Tryggve on startup, via character history editing, brings different results. If the former dies, your wife ends up in the Fellowship of Hel, if the latter does, she gets into the Wolf Warriors. Useful to know, whether you want to keep her around or just don't want to fork out the divorce money. In the latter case, just be away from court as much as possible until Godi Sveinn comes calling.
joemann Posted November 3, 2019 Posted November 3, 2019 I have a scripted effect which includes a random list with modifiers/factors. Spoiler if = { limit = { is_variable_equal = { which = size_differential_pussy value = 3 } } random_list = { 50 = { modifier = { factor = 0.25 OR = { trait = cruel trait = impaler trait = wroth trait = rapist } } modifier = { factor = 0.5 OR = { trait = kind trait = charitable trait = chaste } } change_variable = { which = pussy_size value = 1 } change_variable = { which = size_differential_pussy value = 0 } set_character_flag = pussy_size_increase_1 set_character_flag = fucked add_character_modifier = { name = rsl_sore_pussy days = 5 } add_character_modifier = { name = rsl_pain_level_1 days = 5 } } 30 = { modifier = { factor = 0.5 OR = { trait = cruel trait = impaler trait = wroth trait = rapist } } modifier = { factor = 0.25 OR = { trait = kind trait = charitable trait = chaste } } change_variable = { which = pussy_size value = 2 } change_variable = { which = size_differential_pussy value = 0 } set_character_flag = pussy_size_increase_2 set_character_flag = fucked add_character_modifier = { name = rsl_sore_pussy days = 10 } add_character_modifier = { name = rsl_pain_level_1 days = 10 } } 15 = { modifier = { factor = 1.5 OR = { trait = cruel trait = impaler trait = wroth trait = rapist } } modifier = { factor = 0.5 OR = { trait = kind trait = charitable trait = chaste } } change_variable = { which = pussy_size value = 3 } change_variable = { which = size_differential_pussy value = 0 } set_character_flag = pussy_size_increase_3 set_character_flag = fucked add_character_modifier = { name = rsl_very_sore_pussy days = 45 } add_character_modifier = { name = rsl_pain_level_2 days = 45 } } 5 = { modifier = { factor = 4 OR = { trait = cruel trait = impaler trait = wroth trait = rapist } } modifier = { factor = 0.25 OR = { trait = kind trait = charitable trait = chaste } } change_variable = { which = pussy_size value = 4 } change_variable = { which = size_differential_pussy value = 0 } set_character_flag = pussy_size_increase_4 set_character_flag = fucked add_character_modifier = { name = rsl_torn_pussy days = 90 } add_character_modifier = { name = rsl_pain_level_2 days = 90 } } } } Does the random list work if the character possesses both a positive and a negative trait or do they cancel each other out? For example if a chance of 5% is modified up by the cruel trait and and down by the chaste trait does the modifier become 1 (4*0.25 ) and the chance remains 5% or does something else happen? I have difficulties in making sense of the in game results.
lockeslylcrit Posted November 3, 2019 Posted November 3, 2019 44 minutes ago, joemann said: I have a scripted effect which includes a random list with modifiers/factors. Reveal hidden contents if = { limit = { is_variable_equal = { which = size_differential_pussy value = 3 } } random_list = { 50 = { modifier = { factor = 0.25 OR = { trait = cruel trait = impaler trait = wroth trait = rapist } } modifier = { factor = 0.5 OR = { trait = kind trait = charitable trait = chaste } } change_variable = { which = pussy_size value = 1 } change_variable = { which = size_differential_pussy value = 0 } set_character_flag = pussy_size_increase_1 set_character_flag = fucked add_character_modifier = { name = rsl_sore_pussy days = 5 } add_character_modifier = { name = rsl_pain_level_1 days = 5 } } 30 = { modifier = { factor = 0.5 OR = { trait = cruel trait = impaler trait = wroth trait = rapist } } modifier = { factor = 0.25 OR = { trait = kind trait = charitable trait = chaste } } change_variable = { which = pussy_size value = 2 } change_variable = { which = size_differential_pussy value = 0 } set_character_flag = pussy_size_increase_2 set_character_flag = fucked add_character_modifier = { name = rsl_sore_pussy days = 10 } add_character_modifier = { name = rsl_pain_level_1 days = 10 } } 15 = { modifier = { factor = 1.5 OR = { trait = cruel trait = impaler trait = wroth trait = rapist } } modifier = { factor = 0.5 OR = { trait = kind trait = charitable trait = chaste } } change_variable = { which = pussy_size value = 3 } change_variable = { which = size_differential_pussy value = 0 } set_character_flag = pussy_size_increase_3 set_character_flag = fucked add_character_modifier = { name = rsl_very_sore_pussy days = 45 } add_character_modifier = { name = rsl_pain_level_2 days = 45 } } 5 = { modifier = { factor = 4 OR = { trait = cruel trait = impaler trait = wroth trait = rapist } } modifier = { factor = 0.25 OR = { trait = kind trait = charitable trait = chaste } } change_variable = { which = pussy_size value = 4 } change_variable = { which = size_differential_pussy value = 0 } set_character_flag = pussy_size_increase_4 set_character_flag = fucked add_character_modifier = { name = rsl_torn_pussy days = 90 } add_character_modifier = { name = rsl_pain_level_2 days = 90 } } } } Does the random list work if the character possesses both a positive and a negative trait or do they cancel each other out? For example if a chance of 5% is modified up by the cruel trait and and down by the chaste trait does the modifier become 1 (4*0.25 ) and the chance remains 5% or does something else happen? I have difficulties in making sense of the in game results. I made a test decision with this very hypothesis in mind. targetted_decisions = { lf_test = { filter = court ai_target_filter = none from_potential = { ai = no } potential = { ai = yes } allow = { always = yes } effect = { random = { chance = 50 modifier = { factor = 1.2 FROM = { trait = cruel } } modifier = { factor = 1.2 FROM = { trait = lustful } } add_trait = kind # Have to put something as an effect for the random to show } } } } Using this, I can test a character with both lustful and cruel to see if 50% will go to 70% (modifiers only modify the base) or go to 72% (modifiers modify themselves in order). The answer is 72% So it looks like the correct formula is [Base] * [Modifier 1] = [Total 1] [Total 1] * [Modifier 2] = [Total 2] [Total 2] * [Modifier 3] = [Total 3] .... So yes, order of operations when considering modifiers does matter. Also, random is functionally the same as random_list, there's just only one option.
joemann Posted November 3, 2019 Posted November 3, 2019 Thanks, this is good to know. I have another question. When you make an event or a decision and you want it to apply or to be used by all characters, not just the player or the scoped characters how do you do this? For targeted decisions do you use the ai_target_filter = all in combination with the ai_will_do ? It says this is CPU heavy but in how far is this a problem? For on_action events some appear to trigger automatically for all characters, I assume these are all the commands where the wiki does not specify a specific scope. Is that correct? For all the events that fire through an on_action trigger with a specific scope is there a way to extend them to other characters (other than using on_startup or on yearly_pulse?
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