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Problem isn't with "effects", but problem is that game don't read this correct.
You method also don't work.

EEA8A24757BE886860888008C544C5CA0213C30C
Any time you see script language keywords in-game like that, it indicates a parsing error. That could be mis-matched brackets, or a syntax error as here, or anything else that "breaks" the parser. Since "potential" is the 1st such thing shown here, that means the error was somewhere before the word "potential" in the decision file.

If you're going to do any serious modding, my 1st recommendation is to get The Validator. It will point out errors like this for you.
 
Anyone have an idea on the viability of more than 5 holy sites?

I don't think it will cause any game breaking bugs or CTDs, but I am not sure graphically how the religion tab would look. I think it should be okay, although you may have a some of them showing up outside the window.

I'd be more worried about the gameplay side of things, because it can cause MA to soar, which affects a number of aspects of the game.
 
I don't think it will cause any game breaking bugs or CTDs, but I am not sure graphically how the religion tab would look. I think it should be okay, although you may have a some of them showing up outside the window.

I'd be more worried about the gameplay side of things, because it can cause MA to soar, which affects a number of aspects of the game.

Soaring moral authority isn't a problem for my mod, especially for Celtic Pagans. Interface issues, on the other hand...
 
I don't think it will cause any game breaking bugs or CTDs, but I am not sure graphically how the religion tab would look.
The engine supports five holy sites. No more, no less.
More than five will definitely cause crashes. I once did it that by accident, and the resulting crashes were a pain to track down..
 
Is it possible to put variable here:

YOUR_RELATION;Your $RELATION$;;;;;;;;;;;;x

for example like that:

YOUR_RELATION;Your $RELATION$;;;[Actor.GetTwojTwojaCap] $RELATION$;;;;;;;;;x

to make it working for dead character?

for living character all is ok:
Screenshot_from_2017_06_19_13_10_30.png


but for dead, I see variable name instead of its text:
Screenshot_from_2017_06_19_13_10_10.png


Any help will be appreciated.
 
Does anyone know if the game rules provincial_revolts and provincial_revolt_strength have hard-coded response or if they are things we can mess around with? It looks like the only reference to them is in 00_game_rules.txt.
 
Does anyone know if the game rules provincial_revolts and provincial_revolt_strength have hard-coded response or if they are things we can mess around with? It looks like the only reference to them is in 00_game_rules.txt.
Not sure about the first but the second one is referenced in the event files for old gods rebel events and scales the strength or the troops
 
What is the performance impact of adding new ambitions? Would it be feasible, for instance, to add many new situation-specific ambitions (something similar to EU4 missions)?
 
Any ideas why duchy dejure-drift could cause the conditions for a region-based kingdom-level CB to no longer be met? As the duchies in question remain in a static region, I don't understand why the duchy being in a different dejure kingdom would have any impact.
 
Can you use character ID as a variable? Like I want to set a character flag by pulling a value from another's id.
I'd also like to use it here is it possible and what would the code be?
Code:
trait = {
    is_visible = {
        OR = {
            character = FROM
            sire = {
                has_character_flag = { (value = from.getcharacterid) }
            }
        }
    }
 
Can you use character ID as a variable? Like I want to set a character flag by pulling a value from another's id.
I'd also like to use it here is it possible and what would the code be?
Code:
trait = {
    is_visible = {
        OR = {
            character = FROM
            sire = {
                has_character_flag = { (value = from.getcharacterid) }
            }
        }
    }
You ca but not like your script. Firstly sire is not a scope, has_character_flag = flag is the correct form, normal brackets () are not used in the script, you can't change scopes using dots except in localisation, you can't use a command inside a condition and getcharacerid is not a valid command or condition itself.
In CK2 terms a variable is something you define dynamically and modify using set_variable and change_variable etc.
You can use dynamic flags by doing set_character_flag = can_see_trait_@FROM which will save a flag as can_see_trait_123 for a character with the ID 123. You would then check that with has_character_flag = can_see_trait_@FROM as a condition for scope which I assume you mean liege or father.
But if you are doing that then there are conditions to check those relationships regardless without needing to use dynamic flags.
 
Thanks for telling me about the dynamic flags, is there somewhere that I can read more about them?

I put it into the code and it doesn't show up unfortunately, is this code right?

any_realm_character = {
has_character_flag = can_see_trait_@FROM
}
 
Thanks for telling me about the dynamic flags, is there somewhere that I can read more about them?

I put it into the code and it doesn't show up unfortunately, is this code right?

any_realm_character = {
has_character_flag = can_see_trait_@FROM
}
That would work, you still also need to actually set that flag somewhere though. What are you using this for? There are generally better ways of scoping to certain people than using dynamic flags as your example was about their sire
 
What happens when a character dies ? More specifically, I assume that all flags, modifiers and variables (eg Wealth, Prestige etc) are removed or zeroed, but is it possible to add them back again via a decision or event ?

What I am trying to do is add a decision on any recently deceased character (date of death less than 12 months before the present) that allows the player to give them a proper funeral. The effect would be to put an opaque overlay over the character's portrait of various funeral plots (eg grave, tomb, mausoleum, monument) and give the plot builder some sort of Piety or Prestige boost in return for some fixed Gold cost.

a) Can an event or decision refer to a dead character ?
b) How hard is it to make custom portrait overlays ?
 
What happens when a character dies ? More specifically, I assume that all flags, modifiers and variables (eg Wealth, Prestige etc) are removed or zeroed, but is it possible to add them back again via a decision or event ?

What I am trying to do is add a decision on any recently deceased character (date of death less than 12 months before the present) that allows the player to give them a proper funeral. The effect would be to put an opaque overlay over the character's portrait of various funeral plots (eg grave, tomb, mausoleum, monument) and give the plot builder some sort of Piety or Prestige boost in return for some fixed Gold cost.

a) Can an event or decision refer to a dead character ?
b) How hard is it to make custom portrait overlays ?
a) Refer to yes. But dead people cannot be right clicked to target for a decision.
b) Never tried personally

For a funeral event your best bet is to launch an event to their liege or whoever you want to have the funeral using the on death on action and allow the funeral events to be started from there.
 
a) Refer to yes. But dead people cannot be right clicked to target for a decision.
b) Never tried personally

For a funeral event your best bet is to launch an event to their liege or whoever you want to have the funeral using the on death on action and allow the funeral events to be started from there.

Thanks for that, that was going to be my second option.