joemann Posted January 23, 2018 Posted January 23, 2018 I am trying to get a narrative event to work ( a variation on the KSV mod) I have been trying for hours but it seems like I'm going one step ahead for two backwards. Could somebody please give me a tip. The event code is as follows: # Break-in Slave narrative_event = { id = rsl.3 desc = rsl3desc picture = GFX_evt_rsl.rapeoptions is_triggered_only = yes option ={ trigger = { FROM = { Not = { trait = broken_in } Not = { trait = broken } } } name = "rsl3a" random_list = { 90 = { #success character_event = { id = rsl.31 } FROM = { spouse = { prestige = -15 } add_trait = broken_in opinion = { who = ROOT modifier = rsl_opinion_slave_master years = 10 } } } 10 = { #fail character_event = { id = rsl.313 } FROM = { add_trait = broken } } } # Obedience training 10 narrative_event = { id = rsl.31 desc = rsl31desc picture = GFX_evt_rsl.trainobediance1 is_triggered_only = yes option = { name = rsl_option_further character_event = { id = rsl.311 } } } # Obedience training 113 broken narrative_event = { id = rsl.313 desc = rsl311desc picture = GFX_evt_rsl.broken is_triggered_only = yes option = { name = rsl_option2 } } # Obedience training 11 narrative_event = { id = rsl.311 desc = rsl311desc picture = GFX_evt_rsl.trainobediance2 is_triggered_only = yes option = { name = rsl_option_further character_event = { id = rsl.312 } } } # Obedience training 12 narrative_event = { id = rsl.312 desc = rsl312desc picture = GFX_evt_rsl.trainobediance3 is_triggered_only = yes option = { name = rsl_option1 } } } } When I trigger the decision in the diplomacy menu ( right mouse-click on targeted slave) the narrative picture does not open on the screen. However, a trait icon is added to the slave ( broken_in or broken depending on the outcome of the random test which apparently is fired). Then every two weeks the narrative picture fires but only with the first picture not all the other options. I suppose it's a parsing error but I can't work out which one. Validator is no help , it complains about the first FROM but is not clear about the issue. Anyhow, the traits seem to be correctly applied. Does anybody spot the error(s); Your help is much appreciated!
Abominus Posted January 23, 2018 Posted January 23, 2018 The first event seems to misses a closing bracket (or two) at the end.
joemann Posted January 23, 2018 Author Posted January 23, 2018 You mean just above obedience training 10 ? Problem is I have tried so many different combinations, that I forget which ones I have already tried
Abominus Posted January 23, 2018 Posted January 23, 2018 52 minutes ago, joemann said: You mean just above obedience training 10 ? Problem is I have tried so many different combinations, that I forget which ones I have already tried Try this: narrative_event = { id = rsl.3 desc = rsl3desc picture = GFX_evt_rsl.rapeoptions is_triggered_only = yes option ={ trigger = { FROM = { Not = { trait = broken_in } Not = { trait = broken } } } name = "rsl3a" random_list = { 90 = { #success character_event = { id = rsl.31 } FROM = { spouse = { prestige = -15 } add_trait = broken_in opinion = { who = ROOT modifier = rsl_opinion_slave_master years = 10 } } } 10 = { #fail character_event = { id = rsl.313 } FROM = { add_trait = broken } } } } } # Obedience training 10 narrative_event = { id = rsl.31 desc = rsl31desc picture = GFX_evt_rsl.trainobediance1 is_triggered_only = yes option = { name = rsl_option_further character_event = { id = rsl.311 } } } # Obedience training 113 broken narrative_event = { id = rsl.313 desc = rsl311desc picture = GFX_evt_rsl.broken is_triggered_only = yes option = { name = rsl_option2 } } # Obedience training 11 narrative_event = { id = rsl.311 desc = rsl311desc picture = GFX_evt_rsl.trainobediance2 is_triggered_only = yes option = { name = rsl_option_further character_event = { id = rsl.312 } } } # Obedience training 12 narrative_event = { id = rsl.312 desc = rsl312desc picture = GFX_evt_rsl.trainobediance3 is_triggered_only = yes option = { name = rsl_option1 } }
joemann Posted January 23, 2018 Author Posted January 23, 2018 I tried this but it works only partially. It works in the sense that the slave gets the trait broken_in, but nothing appears on screen. The appearance of the first event picture every two weeks has gone. I'll check all the lines again for errors. Thx for your help!
joemann Posted January 24, 2018 Author Posted January 24, 2018 I can't find a solution. Is it a trigger problem ? In my understanding, the first < is_triggered_only > indicates that the narrative event including the picture and the description is fired by the targeted decision. Picture and description do not appear. But the the random list is executed and as a result a trait is added . Does the <trigger> in the option fire the random list ? Finally, I would like the outcome of the random list not just to trigger the adding of a trait but to also fire the narrative events depending on the outcome of the random list. However there seems to be no connection between the first part of the script which end with four brackets and the following events. I am completely lost I'll see if the modding wiki can help. If anybody has a solution ?
joemann Posted January 24, 2018 Author Posted January 24, 2018 I run it all the time. I often don't understand what it means For example, for this event I only get 4 of these; --- Error 1 of 1 --- At <mod>\events\RSLBreak-inSlave.txt [narrative_event] (Line 44, column 1): This narrative event must have a title However, my mod contains lots of events where I get the same error but which run perfectly well I'll try putting in a title but where does it come from?
ReMeDy Posted January 24, 2018 Posted January 24, 2018 Did you remembet to add: namespace = rsl At the top of the file.
joemann Posted January 25, 2018 Author Posted January 25, 2018 I ran the event in the console command, using both the testevent and the event command, and it works. Since these commands ignore ( replace ? ) the trigger, my problem must be a trigger problem. I understand that <is_triggered_only = yes> is not itself a trigger but a flag. I suppose it refers to the block that follows rather than to the preceding block. The following block is triggered (by the random list ?), the outcome of the random list is applied. None of the narrative screens show up. The first one should be triggered by the decision ( in right mouse click on slave menu) The narratives events after the random list should be triggered by the random list just as the adding of traits is. What am i getting wrong?
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