AiSims Posted September 5, 2020 Share Posted September 5, 2020 What mods do I need for lesbian-incestuous marriages, so sisters can marry eachother? Link to post
Jaster42Cinos Posted September 11, 2020 Share Posted September 11, 2020 Poking my nose into CK2 after stumbling into the game recently and finding some good modding stuff out there, trying to fiddle to get the mods working the way I'd like with some tweeks to the modding, starting with ALA traits. In particular, what I'm aiming to do is produce a sort of logic to opinions to body sizes, so that way ultra tight pussy isn't the universal preference, but by attempting to pair a wider array of trait bound preferences, so that way a man with a giant cock would prefer a parter with a similar sized oriface. Since you can't use "same_opinion" with it (since you're crossing different traits) or "opposite_opinion" because opposite is used to make the traits exclusive with their own typing. Tentacle Dreams slave mechanics interacted with Lustful, I figured I could copy that same frame of "lustful_opinion" and simply replacing lustful with a trait of my choice, but this didn't seem to do anything (didn't appear on the tool tips, though I didn't do in depth testing). I could see the game only being able to refer core game traits, but I'd suspect there's self built arrays to manage events (like Tentacle Dreams) that would need to reference custom traits for their events. So should my idea be possible and I just fucked up the code some how and just need to polish it some? Is there a step I'm not seeing to build an array for these traits for the game to see the opinion changes I want, some other path I'm not seeing in my fools errand? Link to post
Rascalov1337 Posted September 11, 2020 Share Posted September 11, 2020 36 minutes ago, Jaster42Cinos said: Poking my nose into CK2 after stumbling into the game recently and finding some good modding stuff out there, trying to fiddle to get the mods working the way I'd like with some tweeks to the modding, starting with ALA traits. In particular, what I'm aiming to do is produce a sort of logic to opinions to body sizes, so that way ultra tight pussy isn't the universal preference, but by attempting to pair a wider array of trait bound preferences, so that way a man with a giant cock would prefer a parter with a similar sized oriface. Since you can't use "same_opinion" with it (since you're crossing different traits) or "opposite_opinion" because opposite is used to make the traits exclusive with their own typing. Tentacle Dreams slave mechanics interacted with Lustful, I figured I could copy that same frame of "lustful_opinion" and simply replacing lustful with a trait of my choice, but this didn't seem to do anything (didn't appear on the tool tips, though I didn't do in depth testing). I could see the game only being able to refer core game traits, but I'd suspect there's self built arrays to manage events (like Tentacle Dreams) that would need to reference custom traits for their events. So should my idea be possible and I just fucked up the code some how and just need to polish it some? Is there a step I'm not seeing to build an array for these traits for the game to see the opinion changes I want, some other path I'm not seeing in my fools errand? To get opinion modifiers for custom traits you need to define them first in "common\modifier_definitions". You can check this folder in the game files, there are files with modifiers that are in base game and a documentation file explaining all you need to know about them. "lustful_opinion", for example, looks like this: lustful_opinion = { show_as_percent = no is_good = yes is_monthly = no is_hidden = no max_decimals = 0 } Just replace "lustful" with the name of the trait you want and copy it in your own files. Link to post
Jaster42Cinos Posted September 11, 2020 Share Posted September 11, 2020 Great, got it working, and figuring out where things need to go as it some what reversed of what I expected, but at least makes sense. I think I also need to add a spot in the localizer for it, as the output uses the coded trait name (so all lowercase, plenty of underscores) but still readable and clearly working! Time to spend 400 hours tweeking a porn mod to slightly improve it by making a complex interconnecting web of traits to shape opinions! Then time to do a deeper dive into how to add event varents so I can output 4-5 versions of the same event to mix it up some. Link to post
AITH Posted September 18, 2020 Share Posted September 18, 2020 Anyone know how to troubleshoot a broken mod. A recent update broke it. I can still select it and the game will still load but its like none of the content is being read. Mod adds traits, event, localisations etc and NONE of it is registering. Link to post
Tealc Posted September 18, 2020 Share Posted September 18, 2020 Small question, how would one be able to add a static portrait in a mod? I was looking to add my own character portrait to the Warcraft Mod, but the template replacer doesn't work; and I somehow doubt that the classical way will either. Link to post
AITH Posted September 23, 2020 Share Posted September 23, 2020 Anyone have any idea why a custom event wouldnt be working? I have an event file with three events in it. The first one works...the other two dont. I can copy and paste the first one into another file in the events folder of the mod and change the id and then even it wont work. No idea why this happened. I basically cant add new events to this mod but all the previous (except for two) return as event id not found. Ive checked basic stuff like brackets and code structure and that doesnt appear to be the issue. Link to post
lockeslylcrit Posted September 23, 2020 Share Posted September 23, 2020 On 9/17/2020 at 11:35 PM, Tealc said: Small question, how would one be able to add a static portrait in a mod? I was looking to add my own character portrait to the Warcraft Mod, but the template replacer doesn't work; and I somehow doubt that the classical way will either. 15 hours ago, AITH said: Anyone have any idea why a custom event wouldnt be working? I have an event file with three events in it. The first one works...the other two dont. I can copy and paste the first one into another file in the events folder of the mod and change the id and then even it wont work. No idea why this happened. I basically cant add new events to this mod but all the previous (except for two) return as event id not found. Ive checked basic stuff like brackets and code structure and that doesnt appear to be the issue. Post the code. Link to post
Alumin Posted October 13, 2020 Share Posted October 13, 2020 On 9/23/2020 at 7:09 PM, lockeslylcrit said: Post the code. I have a similar problem. The code is correct, it works. I checked the code by copying it to another event, but without "id = HidGames.20". I didn't change the ID of the event where I checked the code. Probably, this problem occurs if I play with the old save? there are operators that can fix this? Is there a way I can fix this error? I have to do "id = HidGames.01" and "id = HidGames.1000" and then I can insert events between these values? I created a new "namespace = xxxxx", but the problem persists. The third event is not triggered. 😕 Spoiler namespace = HnnGames narrative_event = { #.01 id = HnnGames.01 title = HnnGames18T picture = skirtUp1 only_playable = yes capable_only = yes prisoner = no is_female = no trigger = { any_close_relative = { prisoner = no is_abroad = no is_female = no age = 14 } any_sibling = { is_adult = yes prisoner = no is_abroad = no is_female = yes NOT = { is_lover = you is_spouse = you } age < 45 } } mean_time_to_happen = { months = 2 } immediate = { random_close_relative = { limit = { prisoner = no is_abroad = no is_female = no age = 14 } save_event_target_as = lf_sex_mate_1 } random_sibling = { limit = { prisoner = no is_abroad = no is_adult = yes is_female = yes NOT = { is_lover = you is_spouse = you } age < 45 } save_event_target_as = lf_sex_mate_2 } } desc = { text = HnnGames18Desc } option = { trigger = { event_target:lf_sex_mate_2 = { is_spouse = event_target:lf_sex_mate_1 } } event_target:lf_sex_mate_2 = { prestige= 0.5 } name = HnnGames18StayLOVERSPOUNSE } option = { trigger = { event_target:lf_sex_mate_2 = { NOT = { is_spouse = event_target:lf_sex_mate_1 } } } name = HnnGames18Stay narrative_event = { id = HnnGames.02 } } option = { trigger = { event_target:lf_sex_mate_2 = { NOT = { is_spouse = event_target:lf_sex_mate_1 } } } name = HnnGames18Leave event_target:lf_sex_mate_2 = { prestige= 3 } } } narrative_event = { #.02 look boobs id = HnnGames.02 is_triggered_only = yes title = HnnGames18T picture = sis_boobs2 desc = { trigger = { event_target:lf_sex_mate_1 = { is_female = no } } text = HnnGames19MDesc } option = { name = HnnGames19Leave piety = 3 } option = { name = HnnGames19Next if = { limit = { event_target:lf_sex_mate_2 = { NOR = { trait = fussy trait = timid trait = shy trait = craven } } } random_list = { 20 = { event_target:lf_sex_mate_2 = { piety = 5 } } 80 = { event_target:lf_sex_mate_2 = { change_stewardship = 1 } event_target:lf_sex_mate_2 = { change_intrigue = 3 } you = { change_intrigue = 1 } narrative_event = { id = HnnGames.03 } } } else = { random_list = { 60 = { event_target:lf_sex_mate_2 = { piety = 5 } } 40 = { event_target:lf_sex_mate_2 = { change_stewardship = 1 change_intrigue = 3 } you = { change_intrigue = 1 } narrative_event = { id = HnnGames.03} } } } } } narrative_event = { #.03 look boobs The third event is not triggered. id = HnnGames.03 is_triggered_only = yes title = HnnGames18T picture = sis_boobs2a desc = { trigger = { event_target:lf_sex_mate_1 = { is_female = no } } text = HnnGames20MDesc } option = { name = HnnGames19Leave wealth = -1 } option = { name = HnnGames20N narrative_event = { id = HnnGames.04 } } } Link to post
Alaratt Posted October 13, 2020 Share Posted October 13, 2020 3 hours ago, Alumin said: I have a similar problem. The code is correct, it works. I checked the code by copying it to another event, but without "id = HidGames.20". I didn't change the ID of the event where I checked the code. Probably, this problem occurs if I play with the old save? there are operators that can fix this? Is there a way I can fix this error? I have to do "id = HidGames.01" and "id = HidGames.1000" and then I can insert events between these values? I created a new "namespace = xxxxx", but the problem persists. The third event is not triggered. 😕 Hide contents namespace = HnnGames narrative_event = { #.01 id = HnnGames.01 title = HnnGames18T picture = skirtUp1 only_playable = yes capable_only = yes prisoner = no is_female = no trigger = { any_close_relative = { prisoner = no is_abroad = no is_female = no age = 14 } any_sibling = { is_adult = yes prisoner = no is_abroad = no is_female = yes NOT = { is_lover = you is_spouse = you } age < 45 } } mean_time_to_happen = { months = 2 } immediate = { random_close_relative = { limit = { prisoner = no is_abroad = no is_female = no age = 14 } save_event_target_as = lf_sex_mate_1 } random_sibling = { limit = { prisoner = no is_abroad = no is_adult = yes is_female = yes NOT = { is_lover = you is_spouse = you } age < 45 } save_event_target_as = lf_sex_mate_2 } } desc = { text = HnnGames18Desc } option = { trigger = { event_target:lf_sex_mate_2 = { is_spouse = event_target:lf_sex_mate_1 } } event_target:lf_sex_mate_2 = { prestige= 0.5 } name = HnnGames18StayLOVERSPOUNSE } option = { trigger = { event_target:lf_sex_mate_2 = { NOT = { is_spouse = event_target:lf_sex_mate_1 } } } name = HnnGames18Stay narrative_event = { id = HnnGames.02 } } option = { trigger = { event_target:lf_sex_mate_2 = { NOT = { is_spouse = event_target:lf_sex_mate_1 } } } name = HnnGames18Leave event_target:lf_sex_mate_2 = { prestige= 3 } } } narrative_event = { #.02 look boobs id = HnnGames.02 is_triggered_only = yes title = HnnGames18T picture = sis_boobs2 desc = { trigger = { event_target:lf_sex_mate_1 = { is_female = no } } text = HnnGames19MDesc } option = { name = HnnGames19Leave piety = 3 } option = { name = HnnGames19Next if = { limit = { event_target:lf_sex_mate_2 = { NOR = { trait = fussy trait = timid trait = shy trait = craven } } } random_list = { 20 = { event_target:lf_sex_mate_2 = { piety = 5 } } 80 = { event_target:lf_sex_mate_2 = { change_stewardship = 1 } event_target:lf_sex_mate_2 = { change_intrigue = 3 } you = { change_intrigue = 1 } narrative_event = { id = HnnGames.03 } } } else = { random_list = { 60 = { event_target:lf_sex_mate_2 = { piety = 5 } } 40 = { event_target:lf_sex_mate_2 = { change_stewardship = 1 change_intrigue = 3 } you = { change_intrigue = 1 } narrative_event = { id = HnnGames.03} } } } } } narrative_event = { #.03 look boobs The third event is not triggered. id = HnnGames.03 is_triggered_only = yes title = HnnGames18T picture = sis_boobs2a desc = { trigger = { event_target:lf_sex_mate_1 = { is_female = no } } text = HnnGames20MDesc } option = { name = HnnGames19Leave wealth = -1 } option = { name = HnnGames20N narrative_event = { id = HnnGames.04 } } } Your missing a bracket in HnnGames.02 just above else, to close the if block 1 Link to post
Alumin Posted October 13, 2020 Share Posted October 13, 2020 19 minutes ago, Alaratt said: Your missing a bracket in HnnGames.02 just above else, to close the if block Thank you very much.😃 I thought I checked all the brackets.🤣 Link to post
AITH Posted October 23, 2020 Share Posted October 23, 2020 If i have a lest of 10 events that are all have idential options with one variation how do i fire the first event on an individual and retain them as the target as i click through the different event. Basically this is an event chain I want to use the start by targeted decision on individuals and give them one of 30 trait/modifier sets. I can run the chain on mysel like this but on other characters i can fire the first event but then the computer makes a cho0ice from the 2nd event about one of the options. any help would be appreciated. Link to post
Alaratt Posted October 23, 2020 Share Posted October 23, 2020 2 hours ago, AITH said: If i have a lest of 10 events that are all have idential options with one variation how do i fire the first event on an individual and retain them as the target as i click through the different event. Basically this is an event chain I want to use the start by targeted decision on individuals and give them one of 30 trait/modifier sets. I can run the chain on mysel like this but on other characters i can fire the first event but then the computer makes a cho0ice from the 2nd event about one of the options. any help would be appreciated. If you want to keep the scope to a certain character through an event chain, the best way is to save them as an event target. When you fire the first event by selecting an npc, do ROOT = { save_event_target_as = example_name } Then, in the chain, anytime you want to add a trait to that character, you would script event_target:example_name = { add_trait = genius } The person saved as an event target will stay saved until the chain of events end. The next thing is, you will only see events scoped to you. If the event is fired for the npc instead of you, then you wont see it. Or control it. So that's why you save them as an event target, then fire the chain scoped (aimed) to yourself and then add the trait like I said above. Here is an example; character_event = { id = example.1 desc = EVTDESCexample.1 picture = GFX_picture_1 is_triggered_only = yes immediate = { ROOT = { # The NPC you selected via targetted_decision save_event_target_as = example_name } } option = { name = EVTOPTAexample.1 event_target:example_name = { add_trait = example_trait } FROM = { # You in the first event character_event = { id = example.2 } # send the next event to you in each option } } option = { name = EVTOPTBexample.1 event_target:example_name = { add_trait = example_trait } FROM = { # You in the first event character_event = { id = example.2 } } } option = { name = EVTOPTCexample.1 event_target:example_name = { add_trait = example_trait } FROM = { # You in the first event character_event = { id = example.2 } } } option = { name = EVTOPTDexample.1 event_target:example_name = { add_trait = example_trait } FROM = { # You in the first event character_event = { id = example.2 } } } } character_event = { id = example.2 desc = EVTDESCexample.2 picture = GFX_picture_2 is_triggered_only = yes option = { name = EVTOPTAexample.2 event_target:example_name = { add_trait = example_trait } ROOT = { # You are now the ROOT here character_event = { id = example.3 } } } option = { name = EVTOPTBexample.2 event_target:example_name = { add_trait = example_trait } ROOT = { # You are now the ROOT here character_event = { id = example.3 } } } option = { name = EVTOPTCexample.2 event_target:example_name = { add_trait = example_trait } ROOT = { # You are now the ROOT here character_event = { id = example.3 } } } option = { name = EVTOPTDexample.2 event_target:example_name = { add_trait = example_trait } ROOT = { # You are now the ROOT here character_event = { id = example.3 } } } } After the first event, you became the ROOT, and should be ROOT through the entire chain. You can save multiple characters as different event targets in the same event, including yourself, to help keep yourself from getting confused. 1 Link to post
AITH Posted October 23, 2020 Share Posted October 23, 2020 Anyone know how to mod diplomatic events. Id like to be able to use a decision to invite all characters who meet X criteria and are willing to accept a court invit5e(little green thumbs up) to my court without doing it individually from the character finder search. Is this possible? Link to post
AITH Posted October 23, 2020 Share Posted October 23, 2020 On 9/1/2020 at 11:45 PM, Doug-E-Fresh said: Would a religion where characters are almost always going to target family members for marriage or accept a marriage proposal from a family member work. if so what might that look like, I'm new to modding. also on a related note, how do I determine/alter the likelihood for a character to make a certain decision i.e. who to target, what approach/option (like when seducing someone) if multiple. This is basically zoroastrianism. If you look at the zoroastrian religion in the code you might get some ideas.. additionally you would need some events Link to post
AITH Posted October 23, 2020 Share Posted October 23, 2020 17 hours ago, Alaratt said: If you want to keep the scope to a certain character through an event chain, the best way is to save them as an event target. When you fire the first event by selecting an npc, do ROOT = { save_event_target_as = example_name } Then, in the chain, anytime you want to add a trait to that character, you would script event_target:example_name = { add_trait = genius } The person saved as an event target will stay saved until the chain of events end. The next thing is, you will only see events scoped to you. If the event is fired for the npc instead of you, then you wont see it. Or control it. So that's why you save them as an event target, then fire the chain scoped (aimed) to yourself and then add the trait like I said above. Here is an example; character_event = { id = example.1 desc = EVTDESCexample.1 picture = GFX_picture_1 is_triggered_only = yes immediate = { ROOT = { # The NPC you selected via targetted_decision save_event_target_as = example_name } } option = { name = EVTOPTAexample.1 event_target:example_name = { add_trait = example_trait } FROM = { # You in the first event character_event = { id = example.2 } # send the next event to you in each option } } option = { name = EVTOPTBexample.1 event_target:example_name = { add_trait = example_trait } FROM = { # You in the first event character_event = { id = example.2 } } } option = { name = EVTOPTCexample.1 event_target:example_name = { add_trait = example_trait } FROM = { # You in the first event character_event = { id = example.2 } } } option = { name = EVTOPTDexample.1 event_target:example_name = { add_trait = example_trait } FROM = { # You in the first event character_event = { id = example.2 } } } } character_event = { id = example.2 desc = EVTDESCexample.2 picture = GFX_picture_2 is_triggered_only = yes option = { name = EVTOPTAexample.2 event_target:example_name = { add_trait = example_trait } ROOT = { # You are now the ROOT here character_event = { id = example.3 } } } option = { name = EVTOPTBexample.2 event_target:example_name = { add_trait = example_trait } ROOT = { # You are now the ROOT here character_event = { id = example.3 } } } option = { name = EVTOPTCexample.2 event_target:example_name = { add_trait = example_trait } ROOT = { # You are now the ROOT here character_event = { id = example.3 } } } option = { name = EVTOPTDexample.2 event_target:example_name = { add_trait = example_trait } ROOT = { # You are now the ROOT here character_event = { id = example.3 } } } } After the first event, you became the ROOT, and should be ROOT through the entire chain. You can save multiple characters as different event targets in the same event, including yourself, to help keep yourself from getting confused. This is helpful for me to understand event targets. Below is an example of the event chain . 999999 is the initial event. All other event except the last one are a copy of 999998. The goal with this event chain is for me to to select 30 characters near game start and give them a unique hereditary identifier and some good traits. my intention is to fire from targeted decision and then scrool through option as i give these out (to only one character for each identifier). Hope this makes sense. I think i have engineered it based on your instruction but this is still sending the 2nd event to the character no me. Any ideas? long_character_event = { id = 999999 desc = "Powers!" picture = "GFX_evt_family" is_triggered_only = yes immediate = { ROOT = {save_event_target_as = fidelitas} } option = { name = "Power" event_target:fidelitas ={ add_trait = genius add_trait = fair add_trait = strong add_trait = tall add_trait = green add_trait = xa add_trait = ya add_trait = xx remove_trait = ugly remove_trait = dwarf remove_trait = slow remove_trait = imbecile remove_trait = inbred remove_trait = weak remove_trait = clubfooted remove_trait = harelip remove_trait = hunchback remove_trait = lisp remove_trait = stutter } } option = { name = "Cure_Desease_Traits" event_target:fidelitas ={ remove_trait = stressed remove_trait = depressed remove_trait = lunatic remove_trait = possessed remove_trait = ill remove_trait = pneumonic remove_trait = syphilitic remove_trait = leper remove_trait = wounded remove_trait = maimed remove_trait = infirm remove_trait = incapable remove_trait = drunkard remove_trait = has_tuberculosis remove_trait = has_typhoid_fever remove_trait = has_typhus remove_trait = has_bubonic_plague remove_trait = has_measles remove_trait = has_small_pox remove_trait = cancer clr_char_flag = manifest_cancer} } option = { name = "Ennoble Them" event_target:fidelitas ={ add_trait = fidelitas1 add_trait = genius add_trait = fair add_trait = strong add_trait = tall add_trait = trait1 add_trait = norse_tattoo_6 add_character_modifier = {name = rejuv_treatment years = 50 stacking = yes }} } option = { ###MORE name = "EVTOPTMORE" event_target:fidelitas ={ FROM = {character_event = { id = 999998}}} } } character_event = { id = 999998 desc = "Favor 2!" picture = "GFX_evt_family" is_triggered_only = yes option = { name = "Ennoble Them" event_target:fidelitas ={ add_trait = fidelitas2 add_trait = genius add_trait = fair add_trait = strong add_trait = tall add_trait = trait1 add_trait = norse_tattoo_6 add_character_modifier = {name = rejuv_treatment years = 50 stacking = yes }} } option = { name = "Ennoble Them" event_target:fidelitas ={ add_trait = fidelitas3 add_trait = genius add_trait = fair add_trait = strong add_trait = tall add_trait = trait1 add_trait = norse_tattoo_6 add_character_modifier = {name = rejuv_treatment years = 50 stacking = yes }} } option = { name = "Ennoble Them" event_target:fidelitas ={ add_trait = fidelitas4 add_trait = genius add_trait = fair add_trait = strong add_trait = tall add_trait = trait1 add_trait = norse_tattoo_6 add_character_modifier = {name = rejuv_treatment years = 50 stacking = yes }} } option = { ###MORE name = "EVTOPTMORE" ROOT = character_event = { id = 999997} } } Link to post
Alaratt Posted October 23, 2020 Share Posted October 23, 2020 3 hours ago, AITH said: option = { ###MORE name = "EVTOPTMORE" event_target:fidelitas ={ FROM = {character_event = { id = 999998}}} } Pretty sure this above is where you went wrong. You don't need to call the event target in this spot, I am kind of suprised the game is sending it to the npc at all. It should just be FROM = {character_event = { id = 999998}} Any time you get confused on scopes (ROOT,FROM,PREV,THIS, etc.) then it would be simpler to save both the npc and the player as event targets. In this case the event needs to be sent to you, not the npc Link to post
Alaratt Posted October 23, 2020 Share Posted October 23, 2020 26 minutes ago, AITH said: Anyone know how to mod diplomatic events. Id like to be able to use a decision to invite all characters who meet X criteria and are willing to accept a court invit5e(little green thumbs up) to my court without doing it individually from the character finder search. Is this possible? Just make a decision in the intrigue menu. Give it the conditions you want (Not a ruler, has x trait, etc.) and then use the move command on them Link to post
AITH Posted October 25, 2020 Share Posted October 25, 2020 On 10/23/2020 at 6:16 PM, Alaratt said: Just make a decision in the intrigue menu. Give it the conditions you want (Not a ruler, has x trait, etc.) and then use the move command on them That is helpful. Do you know what the code is for the "invite to court" green thumb? Or how I can replicate that? Ive read in other places that you cant really mod diplomatic interactions. Is that correct? I dont mind doing it outside of the core diplomatic interactions if I have to but id rather not make excessively easy/unrealistic. I just want to automate stuff thats repetitive. Id also like to create an event that chooses random unmarried courtiers and finds them spouses of my culture/religion in my realm. Link to post
Alaratt Posted October 25, 2020 Share Posted October 25, 2020 17 minutes ago, AITH said: That is helpful. Do you know what the code is for the "invite to court" green thumb? Or how I can replicate that? Ive read in other places that you cant really mod diplomatic interactions. Is that correct? I dont mind doing it outside of the core diplomatic interactions if I have to but id rather not make excessively easy/unrealistic. I just want to automate stuff thats repetitive. Id also like to create an event that chooses random unmarried courtiers and finds them spouses of my culture/religion in my realm. I don't know anything about modding the 'green thumb' interactions. Most would simply make an intrigue decision. That is the same way I would use to marry courtiers together. Link to post
DoctaSax Posted October 31, 2020 Share Posted October 31, 2020 I was wondering about how feasible it is to use the major flag and major_trigger block to pretend to play an event as one character while really playing another. If anyone's experimented with that: Can I assume a major event is triggered for the ROOT first and the others after, or is it simultaneous? Does the immediate block execute each time, or only once? Link to post
lockeslylcrit Posted November 3, 2020 Share Posted November 3, 2020 On 10/31/2020 at 12:32 PM, DoctaSax said: I was wondering about how feasible it is to use the major flag and major_trigger block to pretend to play an event as one character while really playing another. If anyone's experimented with that: Can I assume a major event is triggered for the ROOT first and the others after, or is it simultaneous? Does the immediate block execute each time, or only once? I've never actually experimented with major and major_trigger but I assume it would be the same as a normal event where ROOT gets the event first while everyone else gets it second. I'm assuming that the event fires individually for each person defined in the major_trigger 1 Link to post
MagnaSonic3000 Posted November 22, 2020 Share Posted November 22, 2020 This is more a general question, but does anyone know if it's a mod or base game feature where a furious or suspicious tag gets put on characters that seems to climb higher and higher? It's not a tyrant modifier, and I have no idea what triggers it, but it'll get massively fucking huge and becomes really annoying after a while. Link to post
jimi20 Posted November 24, 2020 Share Posted November 24, 2020 Hello! A Beginner here. How should i edit the following mod so that its modified copy may run alongside the original mod without conflicts ? I am looking to utilize the below mod as a base for my personal modifications. If successfull, i would then later request for the original creator's consent for sharing my modifications with everyone here. Thanks a lot! Link to post
AITH Posted November 27, 2020 Share Posted November 27, 2020 What I am trying to do is create an event, fired by a decision that sends all women with two traits from my court to the court of the ruler i fired the event on. I cant figure out the scoping for the life of me. See event below. Any ideas how to make this work. You can see i have tried different combinations of scopes. character_event = { id = 600022 desc = "EVTDESC50009" picture = "GFX_evt_into_the_dungeon" border = GFX_event_normal_frame_intrigue is_triggered_only = yes potential = { is_ruler = yes } option = { name = "EVTOPTA50009" any_courtier = { limit = { is_female = yes age = 45 prisoner = no OR = { trait = ISTtrainedslave trait = ISTcourtesanslave} } #ROOT = {move_character =FROMFRROM} #ROOT = move_character = PREV } move_character =ROOT } } Link to post