Is there a mod that adds more appropriate clothing for merchant republics? Like e.g. Doge hats or dispenses of with the renaissance clothing in general?
Hey man, thanks for the response. From what I've read the on_marriage events fire for both characters' lieges, with ROOT being the liege in question and FROM the spouse under ROOT. I do have options, but figured they were unnecessary since the event doesn't fire in the first place.try without ROOT is ai. Once married, are you your spouses liege? Because, you're not aiCode:character_event = { id = event.16 desc = "EVTDESCevent.16" picture = "GFX_evt_Marriage" is_triggered_only = yes trigger = { FROM = { spouse = { has_character_modifier = dummy } } } immediate = { FROM = { spouse = { character_event = { id = event.15 } } } } #options and stuff ### add option(s) or make hidden }
also the event might not be working due to the lack of options, so maybe use hide_window = yes
Hey man, thanks for the response. From what I've read the on_marriage events fire for both characters' lieges, with ROOT being the liege in question and FROM the spouse under ROOT. I do have options, but figured they were unnecessary since the event doesn't fire in the first place.
Hey man, thanks for the response. From what I've read the on_marriage events fire for both characters' lieges, with ROOT being the liege in question and FROM the spouse under ROOT. I do have options, but figured they were unnecessary since the event doesn't fire in the first place.
snuck right on in there...Since it's on_marriage, the game may not consider them married yet when this event fires, so FROM will have no spouse and the trigger will always fail. You can use the new_character scope in on_marriage events to get the other spouse. I've definitely noticed that in on_death events, the character does not seem to be dead yet (they still have prestige and piety that can be referenced by the event).
character_event = {
id = AllPa.2
#title = MNKAlliance_NAME
desc = MNKAlliance_DESC
picture = GFX_evt_coronation_cm
only_playable = yes
trigger = {
dynasty = 5062199
is_alternate_start = no
is_landed = yes
any_independent_ruler = {
dynasty = 5062201
primary_title = { higher_tier_than = BARON }
NOT = { is_allied_with = PREVPREV }
}
}
mean_time_to_happen = {
days = 1
}
option = {
name = MNKAlliance_OPT
any_independent_ruler = {
limit = { dynasty = 5062201 }
save_event_target_as = alliance_target #for localisation files
opinion = { modifier = mnk_non_aggression_pact who = PREVPREV }
reverse_opinion = { modifier = mnk_non_aggression_pact who = PREVPREV }
add_alliance = {
who = PREVPREV
years = 1000
}
}
}
}
MNKAlliance_DESC;An alliance between [From.GetBestName] and [alliance_target.GetBestName].;;;;;;;;;;;;;x
Options arent actually executed until clicked so you have no event target saved when the event appears. I would say move everything to an immediate block and just have the option as an ok button.I got a problem. There is nothing wrong with alliance, but when event fire there is a localisation bug. Probably with event_target (alliance_target)...
#Find Baratheon Bastard
character_event = {
id = more_bloodlines.800
desc = "EVTDESCmore_bloodlines.800"
has_character_flag = secret_baratheon_bastard
trigger = {
NOR = {
dynasty = 317
dynasty = 1074
dynasty = 1075
dynasty = 1076
dynasty = 1077
dynasty = 1078
dynasty = 1079
dynasty = 1080
dynasty = 1081
dynasty = 1082
dynasty = 1083
dynasty = 1084
dynasty = 1085
dynasty = 1086
dynasty = 1087
dynasty = 1088
}
any_character = {
OR = {
dynasty = 317
has_character_flag = flag_knew_robert
}
at_location = ROOT
}
}
mean_time_to_happen = { days = 25 }
immediate = {
clr_character_flag = secret_baratheon_bastard
set_character_flag = known_baratheon_bastard
}
option = {
name = "EVTOPTAmore_bloodlines.800" #Yay!
c_317 = { ROOT = { set_father = PREV } } #Robert
c_317 = {
any_owned_bloodline = {
ROOT = {
add_to_bloodline = PREV
any_dynasty_member_even_if_dead = {
limit = {
NOT = { is_bloodline_member_of = PREVPREV }
}
add_to_bloodline = PREVPREV
}
}
}
}
recalc_succession = yes
if = {
limit = { c_4316 = { character = PREV } } #Mya
dynasty = 1074
}
if = {
limit = { c_150316 = { character = PREV } } #Barra
dynasty = 1077
}
if = {
limit = { c_151316 = { character = PREV } } #Bella
dynasty = 1075
}
if = {
limit = { c_5316 = { character = PREV } } #Gendry
dynasty = 1076
}
if = {
limit = { c_1648008 = { character = PREV } } #Seastag
dynasty = 1080
}
if = {
limit = { c_1648009 = { character = PREV } } #Stormhaven
dynasty = 1081
}
if = {
limit = { c_1648002 = { character = PREV } } #Hartford
dynasty = 1082
}
if = {
limit = { c_1648006 = { character = PREV } } #Coldhart
dynasty = 1083
}
if = {
limit = { c_1648001 = { character = PREV } } #Redfawn
dynasty = 1084
}
if = {
limit = { c_1648004 = { character = PREV } } #Baarthreen
dynasty = 1085
}
if = {
limit = { c_1648007 = { character = PREV } } #Stagsby
dynasty = 1086
}
if = {
limit = { c_1648005 = { character = PREV } } #Darkhart
dynasty = 1087
}
if = {
limit = { c_1648003 = { character = PREV } } #Warfield
dynasty = 1088
}
e_iron_throne = {
if = {
limit = { has_holder = yes }
add_weak_claim = ROOT
}
}
e_stormlands = {
if = {
limit = { has_holder = yes }
add_weak_claim = ROOT
}
}
k_stormlands = {
if = {
limit = {
OR = {
has_holder = yes
e_stormlands = { has_holder = no }
}
}
add_weak_claim = ROOT
}
}
d_shipbreaker = { add_weak_claim = ROOT }
c_storms_end = { add_weak_claim = ROOT }
recalc_succession = yes
any_playable_ruler = {
limit = {
OR = {
character = ROOT
dynasty = ROOT
is_liege_or_above = ROOT
capital_scope = { region = world_westeros }
}
}
character_event = { id = more_bloodlines.801 }
}
any_character = {
limit = {
OR = {
dynasty = 317
has_character_flag = flag_knew_robert
}
at_location = ROOT
}
at_location = ROOT
if = {
limit = { is_ruler = no }
liege = {
ROOT = { move_character = PREV }
character_event = { id = more_bloodlines.802 }
}
}
else_if = {
limit = { is_ruler = yes }
ROOT = { move_character = PREV }
character_event = { id = more_bloodlines.802 }
}
}
recalc_succession = yes
}
}
Thanks for the reply. It was new-game, but I found the problem : I had an event that wasn't doing what I'd intended, and was somehow breaking things; resolved nowIs this in loading a saved game or starting a new game? A lot of stuff is identified by the order they are loaded, so if you added something in a new file, but it's loaded between different existing files, that can mess up save games.
Put an event on one of the yearly on actions and check if the person has the law.How can these aims be achieved, please?
Use the any_vassal scope and use if statements to check if they like the law or not then add a opinion modifier to the liege.1) Certain laws should be more or less popular with people who match the trigger.
Give the liege an opinion of them that allows those thing so define an opnion like this2) Certain laws, once passed, should make people who match the trigger subject to justified arrest and punishment.
opinion_can_be_jailed= {
opinion = -100
months = 1200
prison_reason = yes
revoke_reason = yes
execute_reason = yes
banish_reason = yes
}
any_vassal = {
if = { limit = { like_my_law = yes }
opinion = {
modifier = opinion_likes_law
who = ROOT
years = 10 }
}
if = { limit = { like_my_law = no }
opinion = {
modifier = opinion_dislikes_law
who = ROOT
years = 10 }
}
if = { limit = { can_be_imprisoned_by_law= yes }
reverse_opinion = {
modifier = opinion_can_be_jailed
who = ROOT
years = 10 }
}
}
Then the people who became rulers after the law was passed wouldn't be effected. You can do both though so it takes effect immediately as well.Shouldn't it rather be an on_law_vote_passed event?
Am I right in the assumption that the succession of viceroyalties ist hardcoded and cannot be modified in any way?
Or are there some (potentially hacky) ways of assigning them a different succession law that I might have missed when testing this?
The default "Appointment" succession law is hardcoded except for the stuff that can be modded in the succession law file. However, it might be possible to force a different succession law (possibly including a homemade elective one) through a on_new_holder event or other means, though I've not tried it.
For succession laws, they are evaluated in the following order: Turkish/Open Succession, Gavelkind, Seniority, Primogeniture, Feudal Elective, Tanistry, Open Elective, Catholic Bishopric Investiture, Patrician Elective, Ultimogeniture, Papal Succession, Appointment (titles revert to liege on death), Elective Gavelkind, Nomad Succession, and Confucian Bureaucracy (replaced by a random character with China's culture and high stewardship). The first one to match the potential block will apply. If none of them are available, the default will be Gavelkind.