Probably notIf there is a decision/event I want to remove without overriding the file, would creating a decision/event with same name/id and with "always=no" in the potential/trigger work?
Probably notIf there is a decision/event I want to remove without overriding the file, would creating a decision/event with same name/id and with "always=no" in the potential/trigger work?
If there is a decision/event I want to remove without overriding the file, would creating a decision/event with same name/id and with "always=no" in the potential/trigger work?
IIRC Game of thrones mod should have a +5 dornish opinion for lustful traitIs there any way to have a trait increase one culture's opinion of you they way they can with religions?
I'm working on a work-around, but if there's some built in way (setting a modifier definition for a culture?), I'd rather do that.
province_event = {
id = POP.11701
desc = RIP.11712.d
picture = "GFX_evt_prospering_province"
border = GFX_event_normal_frame_economy
mean_time_to_happen = {
years = 100
modifier = {
factor = 2
has_province_modifier = prosperity_modifier_1
}
modifier = {
factor = 5
has_province_modifier = prosperity_modifier_2
}
modifier = {
factor = 10
has_province_modifier = prosperity_modifier_3
}
}
option = {
name = ok
random_province_holding = {
trigger_switch = {
on_trigger = holding_type
castle = {THIS =
{add_building = ca_shipyard_1}
}
city = {THIS =
{add_building = ct_shipyard_1}
}
temple = {THIS =
{add_building = tp_shipyard_1}
}
}
}
}
}
Not sure if it's causing the issue you are having, but the THIS is unnecessary, since THIS always refers to the scope you are already in.
Sorry to bump this, but I'm seriously confused as to why this isn't workingHow would I go about turning off the prepared invasion cb for reformed norse pagans? I thought I just have to set 'allow_viking_invasion=no', but it doesn't seem to have changed anything
Sorry to bump this, but I'm seriously confused as to why this isn't working
I'm not looking to turn prepared invasions off entirely, I want to specifically take them away for reformed norse pagansHave you also changed the "Start of the Viking Age" event and commented out the effect for 793.1.1 in the history file for k_denmark?
I have a quick question for translation:
http://www.ckiiwiki.com/Localisation
GetHerHim etc. can be used for german wording. But where is this located? Didn't found it.
And, where is "der die das"? The english language has only "the", eg. for nicknames. But if you are a female butcher, you cant say "Helga, der Schlächter", it's "Helga, die Schlächterin".
And, where is "der die das"? The english language has only "the", eg. for nicknames. But if you are a female butcher, you cant say "Helga, der Schlächter", it's "Helga, die Schlächterin".
You can create custom localisation to achieve the same effect and have full control over what you are doing with it.
Thank you. Is there a guide how to do this?You can create custom localisation to achieve the same effect and have full control over what you are doing with it.
defined_text = {
name = Getderdiedas
text = {
trigger = { is_female = no }
localisation_key = String_der
}
text = {
trigger = { is_female = yes }
localisation_key = String_die
}
text = {
trigger = { is_adult = no }
localisation_key = String_das
}
}
http://www.ckiiwiki.com/Localisation#Custom_commandsThank you. Is there a guide how to do this?
Code:defined_text = { name = Getderdiedas text = { trigger = { is_female = no } localisation_key = String_der } text = { trigger = { is_female = yes } localisation_key = String_die } text = { trigger = { is_adult = no } localisation_key = String_das } }
Should that work?
All the low numbers are taken. You'll need to use high numbers (up to 10 digits. Be sure to search the folder to make absolutely sure the number you choose isn't in any of the files.Hi, what is the lowest number not used for characters in vanilla game? So i know what numbers i can give my own-made characters.