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Mr_Treason

CK2 Modding Quick Question Thread

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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?

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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.

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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.

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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.

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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.

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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.

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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.

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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 }
    }
}

 

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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

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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
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.

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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?

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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 
 

 

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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}
    }
    
}

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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
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

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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.

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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.

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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?

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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

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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.

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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!

 

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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
	}
}

 

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