Yep. Just add NOT = { trait = <trait> } into the allow section of the plots (in \common\objectives\).Is there a way to make a character immune to assassination plots if they have a certain trait?
Yep. Just add NOT = { trait = <trait> } into the allow section of the plots (in \common\objectives\).Is there a way to make a character immune to assassination plots if they have a certain trait?
Yep. Just add NOT = { trait = <trait> } into the allow section of the plots (in \common\objectives\).
Thanks. Is it possible to make it so that a character can be targeted by a plot, but immune to them?
Is there a way to make names exclusive to a title or rank, but not make it forced like it is with the papacy?
When you say name do you mean actual name (ie: "Louis") or title (ie: "King of")? I am unsure as to how the papal names work off the top of my head.
The papal names aren't "exclusive" to the papacy per se, my guess is there is just a list somewhere of names a new pope can take, and one is chosen at random. The only reason these names are not seen other than with popes is because no culture has them in it's namelists, or perhaps they do but they are simply not seen much. I imagine if you went through the greek and roman namelists you'd find names that were the same as the certain papal names.
I meant like actual names. The way that papal names work, is that there is a set of names in landed titles for the papacy title, so If you get that title, your name will automatically become one of the names. I wanted it so that only people with that rank could name their children that name or something. I dont know now it kinda sounds dumb when I actually think about it
I meant like actual names. The way that papal names work, is that there is a set of names in landed titles for the papacy title, so If you get that title, your name will automatically become one of the names. I wanted it so that only people with that rank could name their children that name or something. I dont know now it kinda sounds dumb when I actually think about it
I think you're talking about regnal names for the papacy.
I don't believe there's a mechanic for optional regnal names. Its either enabled or it is not.
I've been hoping for years for a vanilla regnal name on succession option.
Yup, the ids and namespaces are named correctly in the actual code.I presume that you have proper ids and namespace in the actual event, instead of just 'my_id' etc?
add_province_modifier needs name flag, not modifier. Other possible cause is that you're trying to run it from console for an ID that doesn't exist (or is actually a character, not a province).
I recommend making a testing decision instead of using console. To make sure that things get run in the proper scope. Such as:
(Also makes them far easier to run, since you don't need to look up the IDs.)Code:targeted_decisions = { testing_decision = { filter = all ai_target_filter = all from_potential = { ai = no } potential = { always = yes } allow = { always = yes } effect = { location = { province_event = { id = <event_id> } } #Run event in the province where the targeted character is located. } ai_will_do = { factor = 0 } } }
targetted_decisions = {
cadet_branch_decisions = {
potential = {
ai = no
any_dynasty_member = {
limit = { NOT = { character = ROOT } }
}
}
allow = {
is_female = no
}
effect = {
create_character = {
dynasty = random
religion = ROOT
}
}
ai_will_do = {
factor = 0
}
}
}
I've just had a better idea for my Cadet Branch Mod, but I need help.
How It Works:
1) You right click on a character, just like for married or buying a favour.
2) Select "Create A New Dynasty" on someone from your dynasty.
3) Then you should get a window, similar to naming your child, but it's only for naming a new dynasty.
I hope the community understands what I'm trying to ask.
Code:targetted_decisions = { cadet_branch_decisions = { potential = { ai = no any_dynasty_member = { limit = { NOT = { character = ROOT } } } } allow = { is_female = no } effect = { create_character = { dynasty = random religion = ROOT } } ai_will_do = { factor = 0 } } }
3) Then you should get a window, similar to naming your child, but it's only for naming a new dynasty.
How would I go about modding in a decision to form a new kingdom once a ruler holds specified duchies/kingdoms? Similar to forming HRE or restoring Rome...
The old kingdom titles should be destroyed, the new kingdom keeping laws from the previous primary title, the new kingdom will have a predefined name, color, coat of arms and held previously de jure lands of old kingdoms would instantly de jure drift into the newly formed one.
Does anyone here know if its possible to mod in a new, longer, event type? Neither narrative_event nor character_event_long have enough room for the text I need.
Would it be possible to create some sort of narrative_event_long event type?