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Hashoosh

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Quite simply, is there a command that can stop the random seeding of traits in a specific character? I've already built their traits, and I don't like it when the game adds more for no reason. Thanks!
 
Well, first of all, if I got this right - there are two ways to get traits along the game. The first is once you start the game, the other is by events.
I'm assuming you refer to the traits gained by events.

And that is tricky.
I'd love to hear a straight answer from someone more experienced than me - but, for now, the only thing I can thing of is trying to reduce the chance of events firing up in the common/on_action.txt file.
Don't know if this might be "overkill", though...
There might be a more elegant solution, I suppose.
 
One possible way to do this is to make an event that can only be triggered through the console that sets a flag or modifier on the receiving character (set_character_flag = no_more_traits).
Then you scan each of the event files for add_trait, and add a condition on those events that disallows characters with the flag from getting them ( add NOT = { has_character_flag = no_more_traits } under triggers ).

It's easier to do with flags but I prefer using modifiers since then you'll be able to see which characters are disallowed from taking new traits.

Hope this helps.
 
Could I add the flag to the character in the .txt file? I've made a custom character and the game gives me random traits (2 of them) on game start in addition to the ones I created for the character. Thanks for the responses, but they seem to be for after the game starts to prevent any additional traits, whereas I want to stop the engine from generating random ones.
 
If you wanted to to this without the console, you would have to create an event for that specific character, right? In order to do so, you'd list all the specifics so you can to narrow down your target (considering all other characters complying with the same specifics would get the flag). It's doable, right?
About adding "NOT = { has_character_flag = no_more_traits } under triggers )", wouldn't it be better just to take advantage of something like:
Code:
NOT = {
			personality_traits = 8 #### or whatever number this specific character has for traits?

And how would you approach this is you were to stop an "evil" character on gaining the "honest", "humble", "kind" traits? You could add a condition for each event, but that seems like a lot of work.
I know there is the opposites tag that can be used in the common/traits.txt so if character is "humble", he will never be "proud", but you can't extend that list to more than one trait, can you? Any other workarounds this?







EDIT - Ok, sorry, I just saw your 2nd post. Will think about it, don't know what's the best alternative... Let's see if someone else might help.
 
Last edited:
Could I add the flag to the character in the .txt file? I've made a custom character and the game gives me random traits (2 of them) on game start in addition to the ones I created for the character. Thanks for the responses, but they seem to be for after the game starts to prevent any additional traits, whereas I want to stop the engine from generating random ones.

Are the traits added immediately during the start of the game, and do they differ from game to game? If so, you should post this in the technical support forum as it doesn't seem to be WAD. You should also check to ensure this happens to no other character and that your character has a unique ID. I made custom characters and haven't suffered the same problem though.
 
It's WAD because I don't think they make the entire load-outs for all of the characters, just add a few historical traits and let the engine do the rest (because they can't possibly know the traits for most, if not all of the rulers). I based my character off of William the Bastard, but I changed everything in the .txt file, so I don't know if that's part of it (I followed the Pdoxlp video guide).