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Thanks. I have that worked-out (*). But I also want to get rid of the hidden "bastard" signifier, if that can be done.

(*) To explain --
I'm working on a mini-mod to enable characters with the appropriate trait to reproduce either normally or via parthenogenesis (women, obviously).

To initiate the parthenogenetic pregnancies, I use the command: [impregnate = 0]. So, in game mechanics, such a child is a bastard.

After a child is born to these women, before I remove the bastard trait, I use the [trait = bastard] condition to differentiate children conceived normally from those conceived parthenogenetically.
 
Why not just add a character flag to them instead?
Because --

1) By the game mechanics, the children conceived parthenogenetically are always going to be bastards with unknown fathers
2) I need to differentiate them only in the Event which fires when they are born ... and that's mostly so I can remove the [bastard] trait itself
3) Once I remove the [bastard] trait, my new [amazon] trait is all that is needed to distinguish between normal characters and "Amazon" characters
 
Ah I get you, I forgot the game will flag them as a bastard automatically. Dont think there is a way to remove the flag from the save file, but I dont think it causes any issues as long as you remove both the bastard traits on birth.

To sort any edge cases where the game just checks if they have a father or not you could set the father on birth to the mother, but not the real father. So they publicly are considered to have a father. But the real father remains unset so the game won't make any kids they have inbred.

Looking back over what I just wrote, CK2 modding is weird at times.
 
Ah I get you, I forgot the game will flag them as a bastard automatically. Dont think there is a way to remove the flag from the save file, but I dont think it causes any issues as long as you remove both the bastard traits on birth..
Both bastard traits? Do you mean bastard and legitimized bastard? Or do you mean something other than legitimized? And, if so, perhaps that's what I need to remove.

To sort any edge cases where the game just checks if they have a father or not you could set the father on birth to the mother, but not the real father. So they publicly are considered to have a father. But the real father remains unset so the game won't make any kids they have inbred.
Yeah, the game seems to do some sort of checking involving the "bstd=yes" line.

Early on, I was also using the [cuckoo] command, so that some of them would have a "public father", but no actual father. And, even though my [on_birth] event was removing the [bastard] trait, the game would later put it back. I'm thinking because of the "bstd=yes" line. And, the 2nd generation Amazon women would generate a new dynasty when they had a child.
 
I remember now -- Originally, I had thought to cause *all* pregnancies to these Amazons via "parthenogenesis". So, if she was married, I used the [cuckoo = yes] or [cuckoo = 0] command, so that her husband was publicly known as the father, and they got his dynasty, and the family tree showed his ancestors as being theirs. And, if she was unmarried, I used the [impregnate = 0] command, so the child had no father.

But then what would happen is that the game would mess up the "cuckoo" children. They'd get the bastard trait back, lose their dynasty affiliation (gaining a newly created one), and lose their "father" and his family-tree.
 
Should anyone reading this thread be interested, I've uploaded my mini-mod (even without knowing how to remove the "bstd=yes" line, the mod is working).

The thought behind this is to rule as a dynasty which cannot produce *direct* male heirs. So, the only way to get a male heir is to matrilineally marry your sisters/cousins and *hope* that one of them manages to produce a son.

"Parthenogenesis:Amazons!" ( https://steamcommunity.com/sharedfiles/filedetails/?id=1747699948 )