- Added a define for the fort discount on new holding construction: FORT_CONSUMED_IN_SETTLEMENT_CONTRUCTION.
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- Added a define for the fort discount on new holding construction: FORT_CONSUMED_IN_SETTLEMENT_CONTRUCTION.
- Added a define if titular duchy titles should count towards duchy limit for vassal opinion: TITULAR_TITLES_COUNT_TOWARDS_DUCHY_LIMIT.
- Added Scope: real_father_even_if_dead.
- Added effects: any_child_even_if_dead, random_child_even_if_dead, any_dynasty_member_even_if_dead, random_dynasty_member_even_if_dead, any_sibling_even_if_dead, random_sibling_even_if_dead, any_spouse_even_if_dead, random_spouse_even_if_dead.
- Added triggers: any_child_even_if_dead, any_dynasty_member_even_if_dead, any_sibling_even_if_dead.
CAUTION ADVISED: While it should be harmless to use scope changes from _even_if_dead scopes or effects, executing effects inside _even_if_dead scopes or effects might have adverse effects.
real_father_even_if_dead is a viable scope from a character both in triggers and in effects. A lot of effects might create data for dead characters that they shouldn't have. That data might be used in other places to assume that the character is alive. Which in turn might lead to unforeseen consequences.is real_father_even_if_dead both usable as trigger and effectt?
What kind of harmful effects are you thinking of, if I may ask?
Otherwise, nice and useful additions!
- "disallow_random_traits should = yes" now blocks more trait correction and generation so that scripted characters with this flag should get their explicit trait setup. The only exception is that children still should get education trait(s) removed.
Great!- Added checksum = YYYY trigger. Where YYYY is the 4-character checksum identifier shown in the launcher or lobby. Requested to be able to give warnings to players starting mods with wrong versions of the game.
where is it triggered from ? the .mod file ?- Added checksum = YYYY trigger. Where YYYY is the 4-character checksum identifier shown in the launcher or lobby. Requested to be able to give warnings to players starting mods with wrong versions of the game.
- "disallow_random_traits = yes" should now blocks more trait correction and generation so that scripted characters with this flag should get their explicit trait setup. The only exception is that children still should get education trait(s) removed.
Well spotted with my wording. I've updated my post to the correct "disallow_random_traits = yes". It's not a script flag per se but it sets a boolean flag in the engine I could probably have been a bit more clear by avoiding to use the term flag.Did you mean disallow_random_traits_should = yes? There is no underscore between "traits" and "should." Could you clarify the difference between this character history flag and regular disallow_random_traits = yes? I thought that was also the definition of the latter.
checksum trigger can be used in any trigger. Most obvious usage I assume would be to fire an on_startup event from the on_actions file with the trigger "NOT = { checksum = YYYY }".where is it triggered from ? the .mod file ?
That seems problematic. Wouldn't editing in the checksum in an event file change the checksum to something else?checksum trigger can be used in any trigger. Most obvious usage I assume would be to fire an on_startup event from the on_actions file with the trigger "NOT = { checksum = YYYY }".
Is there any chance of getting a trigger which reports the current version of the game, or checks the checksum of the game not including mods (i.e., the checksum shown by the launcher)?checksum trigger can be used in any trigger. Most obvious usage I assume would be to fire an on_startup event from the on_actions file with the trigger "NOT = { checksum = YYYY }".
Yeah, I'd imagine so. So this could only work for the base game checksum unless I'm missing something big. It is similar to the reason you can't have a file in a git repository which contains the latest commit ID/SHA for versioning information, because changing that file with the new checksum would itself alter the checksum of the repository.That seems problematic. Wouldn't editing in the checksum in an event file change the checksum to something else?
Did you work around events hanging the checksum? Or did I misunderstand how this works?checksum trigger can be used in any trigger. Most obvious usage I assume would be to fire an on_startup event from the on_actions file with the trigger "NOT = { checksum = YYYY }".