gwynceach_ Posted November 16, 2019 Posted November 16, 2019 So I tried: hidden_tooltip = { if = { limit = { is_married = no } random = { chance = 10 impregnate = 0 } } } hidden_tooltip = { if = { limit = { is_married = yes } random = { chance = 10 impregnate_cuckoo = 0 } } } Still no events... But upon revisiting unholy impregnation, I realize that there are no events and pregnant trait as well. So, I think I will need to have "on_pregnancy" in my own on_actions?
lockeslylcrit Posted November 16, 2019 Posted November 16, 2019 27 minutes ago, manicpixxxie said: So I tried: hidden_tooltip = { if = { limit = { is_married = no } random = { chance = 10 impregnate = 0 } } } hidden_tooltip = { if = { limit = { is_married = yes } random = { chance = 10 impregnate_cuckoo = 0 } } } Still no events... But upon revisiting unholy impregnation, I realize that there are no events and pregnant trait as well. So, I think I will need to have "on_pregnancy" in my own on_actions? Did you wait two months?
gwynceach_ Posted November 16, 2019 Posted November 16, 2019 1 hour ago, lockeslylcrit said: Did you wait two months? I resorted to creating events for the "on_pregnancy" trigger in my mod's on_actions file, and that seemed to fix it, because the game doesn't seem to recognize non-existent fathers as an actual father. That is probably the reason why the events don't fire.
lockeslylcrit Posted November 16, 2019 Posted November 16, 2019 12 minutes ago, manicpixxxie said: I resorted to creating events for the "on_pregnancy" trigger in my mod's on_actions file, and that seemed to fix it, because the game doesn't seem to recognize non-existent fathers as an actual father. That is probably the reason why the events don't fire. You can probably solve that by using create_character for the father, doing the impregnate command, and then silently killing him off afterwards.
gwynceach_ Posted November 16, 2019 Posted November 16, 2019 1 hour ago, lockeslylcrit said: You can probably solve that by using create_character for the father, doing the impregnate command, and then silently killing him off afterwards. The current method that I am using seems to work just fine, but I will also consider that. Is there any reason why my on_birth event is not firing? I mean, it does add and remove flags that I have set, however the description and such does not pop up. The ID and namespace is correct as well. The Validator isn't returning any specific issues.
lockeslylcrit Posted November 16, 2019 Posted November 16, 2019 17 minutes ago, manicpixxxie said: The current method that I am using seems to work just fine, but I will also consider that. Is there any reason why my on_birth event is not firing? I mean, it does add and remove flags that I have set, however the description and such does not pop up. The ID and namespace is correct as well. The Validator isn't returning any specific issues. on_action events happen to the character that triggered the action. You're not getting the description because you're not the one being born.
gwynceach_ Posted November 16, 2019 Posted November 16, 2019 32 minutes ago, lockeslylcrit said: on_action events happen to the character that triggered the action. You're not getting the description because you're not the one being born. Oh, oops... Then how would I be able to trigger an event for the mother upon the birth of her child?
AlexWyrmin Posted November 16, 2019 Posted November 16, 2019 Just thinking out loud here. Since secret societies, by definition, don't advertise the identities of their members, wouldn't it make more sense for a character to be able to join one even after being accepted into another recruiting openly, provided the two don't have clashing membership requirements? Is the "one character, one society" rule hardcoded or is there a way to make what I thought about possible?
lockeslylcrit Posted November 16, 2019 Posted November 16, 2019 1 hour ago, manicpixxxie said: Oh, oops... Then how would I be able to trigger an event for the mother upon the birth of her child? immediate = { mother = { character_event = { id = blahblah } } } 35 minutes ago, AlexWyrmin said: Just thinking out loud here. Since secret societies, by definition, don't advertise the identities of their members, wouldn't it make more sense for a character to be able to join one even after being accepted into another recruiting openly, provided the two don't have clashing membership requirements? Is the "one character, one society" rule hardcoded or is there a way to make what I thought about possible? No, once you click the button to join a society, you then have a hardcoded flag on your character that utilizes the interested_in_society condition (among others). This is what the game checks when doing the society join events. Once you join, it (again) adds a hardcoded flag on your character that utilizes society_member_of condition. 2
AlexWyrmin Posted November 18, 2019 Posted November 18, 2019 province_event = { id = CB.1471 desc = EVTDESCCB.1471 picture = GFX_evt_stone_church border = GFX_event_normal_frame_diplomacy trigger = { has_global_flag = cb_culture_breakdown year >= 1000 OR = { culture = norse } OR = { kingdom = { title = k_norway } duchy = { title = d_finnmark } } } mean_time_to_happen = { days = 1 } option = { name = EVTOPTACB.1471 culture = norwegian } } Would I be reading this code correctly if I said this event would fire regardless of there being an already established Empire of Scandinavia?
lockeslylcrit Posted November 18, 2019 Posted November 18, 2019 45 minutes ago, AlexWyrmin said: province_event = { id = CB.1471 desc = EVTDESCCB.1471 picture = GFX_evt_stone_church border = GFX_event_normal_frame_diplomacy trigger = { has_global_flag = cb_culture_breakdown year >= 1000 OR = { culture = norse } OR = { kingdom = { title = k_norway } duchy = { title = d_finnmark } } } mean_time_to_happen = { days = 1 } option = { name = EVTOPTACB.1471 culture = norwegian } } Would I be reading this code correctly if I said this event would fire regardless of there being an already established Empire of Scandinavia? The only restriction is that the province has to be either in the Kingdom of Norway or the Duchy of Finnmark. The presence of an empire doesn't matter.
AlexWyrmin Posted November 18, 2019 Posted November 18, 2019 12 minutes ago, lockeslylcrit said: The only restriction is that the province has to be either in the Kingdom of Norway or the Duchy of Finnmark. The presence of an empire doesn't matter. Just as I thought. I just wanted to make sure I was reading things correctly.
joemann Posted November 18, 2019 Posted November 18, 2019 Spoiler rsl_break_will = { filter = sub_realm ## filters all characters below the decision taker employer, not including the decision taker themselves ai_target_filter = self third_party_filter = court ## filter for third parties ai_third_party_filter = court show_third_party_potential = yes from_potential = { ai = no capital_scope = { OR = { has_building = rsl_torture_chamber has_building = rsl_torture_hut } } } potential = { is_marriage_adult = yes # Conditions on the party to be broken prisoner = yes } third_party_potential = { # Conditions on the torturer to appear FROMFROM = { is_marriage_adult = yes prisoner = no has_minor_title = rsl_court_torturer NOR = { trait = incapable trait = trained_warrior_slave trait = trained_pleasure_slave trait = broken_in trait = slave } } } allow = { always = yes } third_party_allow = { always = yes } effect = { FROM = { character_event = { id = RSLCourt.5100 }} } revoke_allowed = { always = no } ai_will_do = { factor = 0.2 # 10% base chance modifier = { factor = 0.2 FROM = { OR = { trait = chaste trait = virgin } } } modifier = { factor = 2 FROM = { OR = { trait = lustful trait = hedonist trait = rapist trait = cruel } } } modifier = { factor = 0 FROM = { OR = { trait = celibate trait = infirm } } } } } This third_party targeted decision works when the potential block and the third_party_potential block are switched ( clicking on the torturer rather than the prisoner to have the decision appear). I don't understand why it won't work this way. I thought maybe the filters are blocking but court explicitly includes prisoners.
lockeslylcrit Posted November 18, 2019 Posted November 18, 2019 19 minutes ago, joemann said: Hide contents rsl_break_will = { filter = sub_realm ## filters all characters below the decision taker employer, not including the decision taker themselves ai_target_filter = self third_party_filter = court ## filter for third parties ai_third_party_filter = court show_third_party_potential = yes from_potential = { ai = no capital_scope = { OR = { has_building = rsl_torture_chamber has_building = rsl_torture_hut } } } potential = { is_marriage_adult = yes # Conditions on the party to be broken prisoner = yes } third_party_potential = { # Conditions on the torturer to appear FROMFROM = { is_marriage_adult = yes prisoner = no has_minor_title = rsl_court_torturer NOR = { trait = incapable trait = trained_warrior_slave trait = trained_pleasure_slave trait = broken_in trait = slave } } } allow = { always = yes } third_party_allow = { always = yes } effect = { FROM = { character_event = { id = RSLCourt.5100 }} } revoke_allowed = { always = no } ai_will_do = { factor = 0.2 # 10% base chance modifier = { factor = 0.2 FROM = { OR = { trait = chaste trait = virgin } } } modifier = { factor = 2 FROM = { OR = { trait = lustful trait = hedonist trait = rapist trait = cruel } } } modifier = { factor = 0 FROM = { OR = { trait = celibate trait = infirm } } } } } This third_party targeted decision works when the potential block and the third_party_potential block are switched ( clicking on the torturer rather than the prisoner to have the decision appear). I don't understand why it won't work this way. I thought maybe the filters are blocking but court explicitly includes prisoners. Have you tried filter = home_court ?
joemann Posted November 18, 2019 Posted November 18, 2019 Just tried. I now get the decision in the decision menu when right clicking on the prisoner but it is greyed out because the FROMFROM conditions (which apply to the torturer are not met) The torturer meets these criteria but the prisoner does not. Scope problem?
AlexWyrmin Posted November 19, 2019 Posted November 19, 2019 Is there any way to export to EUIV only the country you built yourself in CK2?
lockeslylcrit Posted November 20, 2019 Posted November 20, 2019 12 hours ago, AlexWyrmin said: Is there any way to export to EUIV only the country you built yourself in CK2? I don't own the converter, but presumably (from this link here) it will create a dynamic tag for any country not represented in EUIV
dwjlien Posted November 21, 2019 Posted November 21, 2019 This'll work right? To reduce the impregnation chance based on current children? random = { chance = 90 modifier = { factor = 0.84 #75% chance at this point any_child = { is_alive = yes count = 2 } } modifier = { factor = 0.67 #50% chance at this point any_child = { is_alive = yes count = 4 } } modifier = { factor = 0.5 #25% chance at this point any_child = { is_alive = yes count = 6 } } modifier = { factor = 0.2 #5% chance at this point any_child = { is_alive = yes count = 8 } } impregnate = spouse }
lockeslylcrit Posted November 21, 2019 Posted November 21, 2019 12 minutes ago, dwjlien said: This'll work right? To reduce the impregnation chance based on current children? random = { chance = 90 modifier = { factor = 0.84 #75% chance at this point any_child = { is_alive = yes count = 2 } } modifier = { factor = 0.67 #50% chance at this point any_child = { is_alive = yes count = 4 } } modifier = { factor = 0.5 #25% chance at this point any_child = { is_alive = yes count = 6 } } modifier = { factor = 0.2 #5% chance at this point any_child = { is_alive = yes count = 8 } } impregnate = spouse } Looks fine to me, except that "spouse" isn't a proper character. It will accept boolean operators, character IDs, or event targets.
dwjlien Posted November 21, 2019 Posted November 21, 2019 Ive been using spouse in a simple random = { chance = 65 impregnate = spouse } for ages and i swear its been working... EDIT it deffo works try it targetted_decisions = { Preg_dec = { filter = court from_potential = { ai = no } potential = { age =13 } allow = { } effect = { root = { random = { chance = 100 impregnate = spouse } } } } }
MalloMan Posted November 22, 2019 Posted November 22, 2019 I'm having a bit of a problem with my events. Sometimes, after I would add a few events to a page, the game would no longer recognize the events anymore (as in, the game can't find them when I try to use the console to force them to start). However, if I cut and paste the events not being recognized into a new event file, they will suddenly work. My current event that I'm working on is suffering from this, but it's even worse than the other times I've had this happen. The file will now ONLY recognize the first event on the page, anything else will not . I've checked the event brackets to make sure that I didn't add another event inside of one that already existed and there is a unique namespace given to the events. Here is an example of what I'm struggling with. The download has two files, one is the script that is fully functioning because it only has one event on it, and the other is the same file but with a really small event after the main one that only has one option that doesn't do anything. The second event on the other file doesn't get recognized by the game's console. Broken Event Files.zip 1
lockeslylcrit Posted November 22, 2019 Posted November 22, 2019 ¯\_(ツ)_/¯ Works fine for me, so I suggest you take a look at the Validator and see what other parsing problems you might have, like...
MalloMan Posted November 22, 2019 Posted November 22, 2019 Interesting, It's only causing problems when the file is installed in my mod. I tried running the validator, but I couldn't see anything that would be causing a problem like this. It's not giving me many parsing issues, It's been pretty much all just been a small error I made a few times when giving a special boarder to events. I'm getting a lot of invalid Char id notifications, but I'm not sure why since the events are as a whole working. EDIT : Somehow fixing that one parsing issue resolved the problem, I have clue why exactly. 1
AlexWyrmin Posted November 23, 2019 Posted November 23, 2019 I tried to automate the handling of the check_for_stats character flag, but the event failed to fire. Am I missing something? character_event = { id = checkfordeath.0 hide_window = yes is_triggered_only = yes ai = no trigger = { is_liege = yes is_save_game = no # Only on new games } immediate = { any_vassal = { set_character_flag = check_for_stats } } }
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