Alaratt Posted May 12, 2018 Posted May 12, 2018 8 hours ago, adrikappa said: Hey, I made an event chain with 6 steps. Event number 4 in the chain gets a random vassal to interact with, using save_event_target_as . If i run the event from console, it shows my icon and the vassals icon. If i run event 1 and let it continue, at event number 4 it only shows my picture. Any ideas why? What I see most people do in their mods is assign the npc a flag then use that flag to reference them in the rest of the chain. Events don't seem to hold scope, reverting to ROOT(usually you) for the next event, so the flag is used to bring that npc back into each event. When you are done with the npc remove the flag. There is so much I don't know and hopefully somebody who knows more can actually explain why, but this is what I see a lot of people do to get around the limitation.
ngppgn Posted May 12, 2018 Posted May 12, 2018 10 hours ago, adrikappa said: Hey, I made an event chain with 6 steps. Event number 4 in the chain gets a random vassal to interact with, using save_event_target_as . If i run the event from console, it shows my icon and the vassals icon. If i run event 1 and let it continue, at event number 4 it only shows my picture. Any ideas why? Not without looking at the script, I fear.
coleman1 Posted May 13, 2018 Posted May 13, 2018 I ran into a weird thing the other day. For targetted decision filters, does anyone know how the "home" in "home_court" is determined? I have a character that should be presented a decision for one of its prisoner. All potententials match. However the decision is not in the list. If I change the filter from "home_court" to "court" the decision is shown. I actually have found 3 decisions in my mod that seem affected. The only thing I can see is for some reason my characters court is not considered its "home". Any other ideas?
zia Posted May 13, 2018 Posted May 13, 2018 3 hours ago, coleman1 said: I ran into a weird thing the other day. For targetted decision filters, does anyone know how the "home" in "home_court" is determined? I have a character that should be presented a decision for one of its prisoner. All potententials match. However the decision is not in the list. If I change the filter from "home_court" to "court" the decision is shown. I actually have found 3 decisions in my mod that seem affected. The only thing I can see is for some reason my characters court is not considered its "home". Any other ideas? From my understanding home_court is your court or at least your capital's court. (Basically everyone listed in the court tab + your prisoners) Court scope to your hosts court. Host being the where your character resides. (Such as your liege, or if you imprisoned it would be whoever has you imprisoned.) As for why court works and home_court does not it really depends on who holds the prisoner and possible your scripting later on. Without seeing the coding for the decision there really isn't a way to say for certain why home_court is not working.
Breunor44 Posted May 13, 2018 Posted May 13, 2018 Does anyone know if there is a way to alter a character's age with an event? I know it is easily done through console commands but I would prefer to be able to have it as a result of an event option. Either by someone gaining years through a harrowing experience or being rejuvenated by a good one
Alaratt Posted May 13, 2018 Posted May 13, 2018 5 hours ago, Breunor44 said: Does anyone know if there is a way to alter a character's age with an event? I know it is easily done through console commands but I would prefer to be able to have it as a result of an event option. Either by someone gaining years through a harrowing experience or being rejuvenated by a good one I have tried before with no success. The only in-game mechanic for that is the console command, but putting that command into an event does not seem to work.
adrikappa Posted May 14, 2018 Posted May 14, 2018 On 5/12/2018 at 11:39 PM, ngppgn said: Not without looking at the script, I fear. Decision to start event chain get_fucked_for_building_boom = { high_prio = yes potential = { NOT = { has_character_flag = GFFT_buildfucked } ai = no } allow = { always = yes } effect = { narrative_event = { id = GFFT_holdings.4001 } } revoke_allowed = { always = no } ai_will_do = { factor = 0 } } event 1 narrative_event = { id = GFFT_holdings.4001 title = "Building Boom" desc = "A lot of people will need to fuck me to get things going as cheap as possible" picture = brothel_female_female_fingerbang is_triggered_only = yes option = { name = "Lets get fucked" add_character_modifier = { name = GFFT_building_boom duration = 1000 } add_character_modifier = { name = GFFT_building_boom_2 duration = 1000 } set_character_flag = GFFT_buildfucked narrative_event = { id = GFFT_holdings.4002 } } option = { name = "Fuck this" } } event 2 narrative_event = { id = GFFT_holdings.4002 title = "What is needed now" desc = "Getting fucked is what is needed. Me getting fucked to be exact. Again and again and again getting fucked. Motherfuckers dont even know how to do it properly" picture = brothel_female_female_fingerbang is_triggered_only = yes trigger = { has_character_flag = GFFT_buildfucked } option = { name = "Who's dick do i have to suck now?" narrative_event = { id = GFFT_holdings.4003 days = 3} #fucked by investor and/or his buddies random_list = { 20 = { narrative_event = { id = GFFT_holdings.4005 days = 45 } } #architect and/or his buddies 20 = { narrative_event = { id = GFFT_holdings.4007 days = 45 } } #painter and/or his buddies 20 = { narrative_event = { id = GFFT_holdings.4009 days = 45 } } #sculptor and/or his buddies 10 = { narrative_event = { id = GFFT_holdings.4011 days = 45 } } #foundation fuck 10 = { narrative_event = { id = GFFT_holdings.4012 days = 45 } } #wood fuck 10 = { narrative_event = { id = GFFT_holdings.4013 days = 45 } } #stone fuck 10 = { narrative_event = { id = GFFT_holdings.4014 days = 45 } } #transport fuck } random = { chance = 20 random_list = { 30 = { narrative_event = { id = GFFT_holdings.4015 days = 28 } } #random noble fuck routing +3 (alone, with buddies in private, with buddies in public 30 = { narrative_event = { id = GFFT_holdings.4019 days = 28 } } #random priest fuck routing +3 (alone, with buddies in private, with visiting priest in private 40 = { narrative_event = { id = GFFT_holdings.4023 days = 28 } } #random peasant fuck routing +3 (village townhall, village square, peasants from other villages start joining, maybe more events } } } option = { name = "stop this shit" } } event 3 narrative_event = { id = GFFT_holdings.4015 title = "What is needed now" desc = "meeting with [GFFT_noble_who_fucks.GetFirstName], a noble" picture = brothel_female_female_fingerbang is_triggered_only = yes immediate = { random_vassal = { limit = { is_adult = yes } save_event_target_as = GFFT_noble_who_fucks } } option = { trigger = { event_target:GFFT_noble_who_fucks = { character = yes } } name = "Some noble wants to see me" event_target:GFFT_noble_who_fucks = { wealth = 0 } narrative_event = { id = GFFT_holdings.4016 } } } if i run event 3 from console the icons appear for me and the vassal, if i run the chain only my icon appears sorry for the wall of text
Alaratt Posted May 14, 2018 Posted May 14, 2018 1 hour ago, adrikappa said: Spoiler Decision to start event chain get_fucked_for_building_boom = { high_prio = yes potential = { NOT = { has_character_flag = GFFT_buildfucked } ai = no } allow = { always = yes } effect = { narrative_event = { id = GFFT_holdings.4001 } } revoke_allowed = { always = no } ai_will_do = { factor = 0 } } event 1 narrative_event = { id = GFFT_holdings.4001 title = "Building Boom" desc = "A lot of people will need to fuck me to get things going as cheap as possible" picture = brothel_female_female_fingerbang is_triggered_only = yes option = { name = "Lets get fucked" add_character_modifier = { name = GFFT_building_boom duration = 1000 } add_character_modifier = { name = GFFT_building_boom_2 duration = 1000 } set_character_flag = GFFT_buildfucked narrative_event = { id = GFFT_holdings.4002 } } option = { name = "Fuck this" } } event 2 narrative_event = { id = GFFT_holdings.4002 title = "What is needed now" desc = "Getting fucked is what is needed. Me getting fucked to be exact. Again and again and again getting fucked. Motherfuckers dont even know how to do it properly" picture = brothel_female_female_fingerbang is_triggered_only = yes trigger = { has_character_flag = GFFT_buildfucked } option = { name = "Who's dick do i have to suck now?" narrative_event = { id = GFFT_holdings.4003 days = 3} #fucked by investor and/or his buddies random_list = { 20 = { narrative_event = { id = GFFT_holdings.4005 days = 45 } } #architect and/or his buddies 20 = { narrative_event = { id = GFFT_holdings.4007 days = 45 } } #painter and/or his buddies 20 = { narrative_event = { id = GFFT_holdings.4009 days = 45 } } #sculptor and/or his buddies 10 = { narrative_event = { id = GFFT_holdings.4011 days = 45 } } #foundation fuck 10 = { narrative_event = { id = GFFT_holdings.4012 days = 45 } } #wood fuck 10 = { narrative_event = { id = GFFT_holdings.4013 days = 45 } } #stone fuck 10 = { narrative_event = { id = GFFT_holdings.4014 days = 45 } } #transport fuck } random = { chance = 20 random_list = { 30 = { narrative_event = { id = GFFT_holdings.4015 days = 28 } } #random noble fuck routing +3 (alone, with buddies in private, with buddies in public 30 = { narrative_event = { id = GFFT_holdings.4019 days = 28 } } #random priest fuck routing +3 (alone, with buddies in private, with visiting priest in private 40 = { narrative_event = { id = GFFT_holdings.4023 days = 28 } } #random peasant fuck routing +3 (village townhall, village square, peasants from other villages start joining, maybe more events } } } option = { name = "stop this shit" } } event 3 narrative_event = { id = GFFT_holdings.4015 title = "What is needed now" desc = "meeting with [GFFT_noble_who_fucks.GetFirstName], a noble" picture = brothel_female_female_fingerbang is_triggered_only = yes immediate = { random_vassal = { limit = { is_adult = yes } save_event_target_as = GFFT_noble_who_fucks } } option = { trigger = { event_target:GFFT_noble_who_fucks = { character = yes } } name = "Some noble wants to see me" event_target:GFFT_noble_who_fucks = { wealth = 0 } narrative_event = { id = GFFT_holdings.4016 } } } if i run event 3 from console the icons appear for me and the vassal, if i run the chain only my icon appears sorry for the wall of text The first thing that jumps out to me is that both the wiki and DWR use a scope block around saving your event_target so in event 3 save_event_target_as = GFFT_noble_who_fucks probably needs to be FROM = {save_event_target_as = GFFT_noble_who_fucks } I am doing similar things right now and that's how I did it, works fine for me. So worth trying until someone comes up with a better answer.
adrikappa Posted May 15, 2018 Posted May 15, 2018 hey, thanks for the answer, i will try it and post feedback
adrikappa Posted May 16, 2018 Posted May 16, 2018 Alaratt, i have no idea how or why but running the event chain today everything is ok. The icon of the vassal shows up. I was messing around with another mod and when i tried today with this one it just works. I didnt change anything. I will work on the other routing events and see if anything happens. On another topic, i am trying to use create_tradepost and im having some issues. I have all the requirements for creating it. When testing, the event recognizes FROM and the saved event target but when i click the option i dont get the tradepost. Targetted decision. get_fucked_for_trade_post = { only_playable = yes filter = independent_rulers ai_target_filter = realm from_potential = { is_patrician = yes is_female = yes is_adult = yes ai = no NOT = { trait = in_hiding } } potential = { is_adult = yes NOR = { character = FROM trait = in_hiding } } allow = { prisoner = no } effect = { FROM = { narrative_event = { id = GFFT_holdings.5003 } } } revoke_allowed = { always = no } ai_will_do = { factor = 0 } } EVENT. narrative_event = { id = GFFT_holdings.5003 title = "I need to another tradepost" desc = "get fucked for a tradepost" picture = brothel_female_female_fingerbang is_triggered_only = yes immediate = { FROM = { random_realm_province = { limit = { AND = { has_trade_post = no port = yes } } save_event_target_as = GFFT_tradepost_objective } } } option = { name = "lets get fucked for tradepost" create_tradepost = GFFT_tradepost_objective #465 } option = { name = "nevermind" } } I tried create_tradepost = 465 and it works perfectly. But i want it to be dinamic depending on the ruler i choose. So how can i scope the province when using create_tradepost.
Alaratt Posted May 16, 2018 Posted May 16, 2018 25 minutes ago, adrikappa said: Spoiler Alaratt, i have no idea how or why but running the event chain today everything is ok. The icon of the vassal shows up. I was messing around with another mod and when i tried today with this one it just works. I didnt change anything. I will work on the other routing events and see if anything happens. On another topic, i am trying to use create_tradepost and im having some issues. I have all the requirements for creating it. When testing, the event recognizes FROM and the saved event target but when i click the option i dont get the tradepost. Targetted decision. get_fucked_for_trade_post = { only_playable = yes filter = independent_rulers ai_target_filter = realm from_potential = { is_patrician = yes is_female = yes is_adult = yes ai = no NOT = { trait = in_hiding } } potential = { is_adult = yes NOR = { character = FROM trait = in_hiding } } allow = { prisoner = no } effect = { FROM = { narrative_event = { id = GFFT_holdings.5003 } } } revoke_allowed = { always = no } ai_will_do = { factor = 0 } } EVENT. narrative_event = { id = GFFT_holdings.5003 title = "I need to another tradepost" desc = "get fucked for a tradepost" picture = brothel_female_female_fingerbang is_triggered_only = yes immediate = { FROM = { random_realm_province = { limit = { AND = { has_trade_post = no port = yes } } save_event_target_as = GFFT_tradepost_objective } } } option = { name = "lets get fucked for tradepost" create_tradepost = GFFT_tradepost_objective #465 } option = { name = "nevermind" } } I tried create_tradepost = 465 and it works perfectly. But i want it to be dinamic depending on the ruler i choose. So how can i scope the province when using create_tradepost. maybe something like option = { name = "lets get fucked for tradepost" create_tradepost = GFFT_tradepost_objective #465 new_tradepost = { owner = { event_target:GFFT_tradepost_objective } } } or something similar, maybe.
joemann Posted May 16, 2018 Posted May 16, 2018 I'm still trying to get my on_action event chain to work. narrative_event = { id = RSLRandom.600 desc = "RSLRandom" picture = dog_1 ai = no is_triggered_only = yes #by on_action yearly pulse trigger = { liege = { has_character_modifier = pet_hunting_dog } } option = { random_host_courtier = { limit = { is_female = yes age = 14 NOT = { trait = incapable } prisoner = no } } name = rsl_further random_host_courtier = { narrative_event = { id = RSLRandom.603 }} #female courtier event } } I still have two problems: Event.600 has only the player character in scope and I have difficulties in getting the random_host_courtier with the defined limits in scope. Putting it in an option shows two random courtiers on the bottom right page but they don't fit the defined limits. In addition the follow-up event doesn't fire. If I use host = { instead of random_host_courtier = { the event does fire but without the random courtier. If I put the random_host_courtier block above the option block it does call a courtier into the next event but does not apply the limits (so I get men and children as well). In addition it doesn't fire the next event (.603) but skips to the subsequent event (.605). I would appreciate your advice
DoctaSax Posted May 16, 2018 Posted May 16, 2018 The limit should be applied in the command block: option = { name = rsl_further random_host_courtier = { limit = { is_female = yes age = 14 NOT = { trait = incapable } prisoner = no } narrative_event = { id = RSLRandom.603 } } }
joemann Posted May 16, 2018 Posted May 16, 2018 This seems to work in that the limit is now respected. I get only one courtier in the option bar on the lower right-hand page. However the next events shows only the player character, no courtier in sight (in scope). Adding random_host_courtier = { narrative_event etc just breaks the chain. Does an on_action_event on_yearly _pulse only have a ROOT scope? I can't seem to pull any other characters in.
adrikappa Posted May 17, 2018 Posted May 17, 2018 22 hours ago, Alaratt said: maybe something like option = { name = "lets get fucked for tradepost" create_tradepost = GFFT_tradepost_objective #465 new_tradepost = { owner = { event_target:GFFT_tradepost_objective } } } or something similar, maybe. Maybe i didnt explain very well. GFFT_tradepost_objective is the random province. If i use create_tradepost = 465, i get a tradepost in that province in my ownership. What i want is to have it be dinamic. So any province i choose can get me a tradepost. i tried something like GFFT_tradepost_objective = { create_tradepost = THIS } and it doesent work. I want a way to scope the saved event target maybe using create_tradepost = PREV or something like create_tradepost = { province = GFFT_tradepost_objective } I dont know how to achieve this.
Alaratt Posted May 17, 2018 Posted May 17, 2018 21 hours ago, adrikappa said: Maybe i didnt explain very well. GFFT_tradepost_objective is the random province. If i use create_tradepost = 465, i get a tradepost in that province in my ownership. What i want is to have it be dinamic. So any province i choose can get me a tradepost. i tried something like GFFT_tradepost_objective = { create_tradepost = THIS } and it doesent work. I want a way to scope the saved event target maybe using create_tradepost = PREV or something like create_tradepost = { province = GFFT_tradepost_objective } I dont know how to achieve this. no, I should have read it better, I thought you were trying to make ai create tradeposts or something. Other then a long OR block with every province ID in it the only other way I know of to scope a specific province is to use one of your councilors. I use a cheat mod that does this with the chancellor and his diplomatic function where you can place him anywhere outside of your realm to improve relations, then in an event scopes to the province he is in to get a claim immediately on the province/duchy/kingdom titles. You would have to use a different councilor that has a similar function that works inside your realm, then use something like this for the first option ; option = { name = "lets get fucked for tradepost" job_marshal = { #place him where you want the tradepost to be using his suppress revolts function before you activate the event location = { county = { IF = { limit = { has_trade_post = no port = yes } create_tradepost = ROOT } } } } } and then you should be able to delete the entire immediate block. This would be if you were wanting them in your lands. switch job_marshal to job_chancellor if its intended to be in ai owned provinces and use his diplomatic function, then set trigger the event.
adrikappa Posted May 18, 2018 Posted May 18, 2018 Alaratt, I found a mod called BuildAllUpgradeAll and i found something that works. I dont know why PREV works here and THIS didnt work in my try but at least i can move on. here is the working code option = { name = "lets get fucked for tradepost" FROM = { random_realm_province = { limit = { AND = { has_trade_post = no port = yes } } ROOT = { if = { limit = { is_patrician = yes } create_tradepost = PREV } } } } } FROM is the guy i use the targetted decision on. ROOT is me. This lets me pick the realm where i can have the tradepost but not the province itself. I will try to make a title decision instead of a targetted decision and see what happens 1
walperto Posted May 20, 2018 Posted May 20, 2018 On 17.05.2018 at 11:45 AM, adrikappa said: create_tradepost = { province = GFFT_tradepost_objective } I think it should be create_tradepost = event_target:GFFT_tradepost_objective
MasterAaran Posted May 23, 2018 Posted May 23, 2018 Is there somewhere in the code that specifically handles the chance for taking captives after a siege? Ideally I would like to be able to increase the chances of taking courtiers/wives/daughters/etc in the aftermath of a siege/battle... Alternatively, is there a mod that does this already? Thanks!
walperto Posted May 23, 2018 Posted May 23, 2018 20 minutes ago, MasterAaran said: Is there somewhere in the code that specifically handles the chance for taking captives after a siege? There is on_action trigger on_siege_over_loc_chars that fires events for all chars in captured holding 1
DeadSomething Posted May 28, 2018 Posted May 28, 2018 short: is it even worth playing CKII if one has only the basegame with no DLCs? will any perverted mods work? if so which should i install going for a medieval + medieval mythology experience. (no japanese anime hentai monsters and elves/orks/alien races)
Alaratt Posted May 28, 2018 Posted May 28, 2018 3 hours ago, DeadSomething said: short: is it even worth playing CKII if one has only the basegame with no DLCs? will any perverted mods work? if so which should i install going for a medieval + medieval mythology experience. (no japanese anime hentai monsters and elves/orks/alien races) CK2 has plenty of stuff in the base game and I would say it is worth it. There are lots of cool features in the DLC packs but they aren't required to have a good time. There are a lot of them though so better to try the games base version before buying anything else. I think Dark World Reborn can be used with just the base game, and you can set the game rules to include only what you want to play with. So no orcs/elves etc. should work just fine. It's hard to recommend any more then that though since I been playing for years and slowly bought all the DLC, so not having a DLC pack isn't something I have checked on. 1
DeadSomething Posted May 29, 2018 Posted May 29, 2018 17 hours ago, Alaratt said: CK2 has plenty of stuff in the base game and I would say it is worth it. There are lots of cool features in the DLC packs but they aren't required to have a good time. There are a lot of them though so better to try the games base version before buying anything else. I think Dark World Reborn can be used with just the base game, and you can set the game rules to include only what you want to play with. So no orcs/elves etc. should work just fine. It's hard to recommend any more then that though since I been playing for years and slowly bought all the DLC, so not having a DLC pack isn't something I have checked on. thanks, i'll see how depraved i can mod my game 1
walperto Posted May 29, 2018 Posted May 29, 2018 Hello, I am trying to make it possible to choose which culture's clothing character is wearing Is there a way to do it in portrait_propeties.txt? Or at least some way to trigger clothing overrides, like one used for society clothing, without adding new traits to use portrait_has trait?
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