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Vinci Corsi

Recruit
1 Badges
Dec 23, 2018
7
0
  • Crusader Kings II
Hey, can anybody help me?

I made a MOD which some traits are strictly tied to certain portraits properties.

I tried to make them appear in the game, but since I created Portraits_Properties.txt all characters look the same.

I want to know what im doing wrong:

Part of it Backgrounds (only the 0 is showing up):

# p0 background
0 = {
0 = { # castle 1
factor = 0
modifier = {
factor = 50
OR = {
at_location = 3
at_location = 4
at_location = 36
at_location = 38
at_location = 42
}
}
}

1 = { #Monte's Hideout
factor = 0
modifier = {
factor = 50
OR = {
at_location = 2
}
}
modifier = {
factor = 100
OR = {
trait = montes_student
trait = montes_guide
trait = papa_guide
trait = omolu_guide
}
}
}

2 = { # Winter's Academy
factor = 0
modifier = {
factor = 50
at_location = 39
}
modifier = {
factor = 100
OR = {
trait = winter_student
trait = vita_teacher
trait = fertili_teacher
trait = tempus_teacher
trait = mouldu_teacher
trait = miseria_teacher
trait = malatia_teacher
trait = amuri_teacher
trait = winter_director
}
}
}

3 = { # Voodoo Lands, Saudade and Alegria Island.
factor = 0
modifier = {
factor = 50
OR = {
at_location = 14
at_location = 15
}
}
modifier = {
factor = 80
OR = {
at_location = 25
at_location = 26
at_location = 27
at_location = 28
at_location = 29
at_location = 30
}
war = yes
}
}

4 = { # Briarcliff Patient
factor = 0
modifier = {
factor = 100
trait = briarcliff_patient
}
}

5 = { # Voodoo Castle
factor = 0
modifier = {
factor = 50
OR = {
at_location = 25
at_location = 26
at_location = 27
at_location = 28
at_location = 29
at_location = 30
}
}
}

6 = { # Freak
factor = 0
modifier = {
factor = 50
at_location = 12
}
modifier = {
factor = 100
trait = freak
}
}

7 = { # Scathach
factor = 0
modifier = { #Scathach
factor = 100
trait = scathach
}
modifier = {
factor = 50
at_location = 9
}
}

8 = { # Vampires
factor = 0
modifier = {
factor = 100
trait = blood_disorder
}
}

9 = { # Caritas Sanctuary
factor = 0
modifier = {
factor = 50
at_location = 41
}
modifier = {
factor = 100
OR = {
trait = caritas_student
trait = caritas_superior
trait = caritas_nurse
}
}
}

10 = { # Desert War
factor = 0
modifier = {
factor = 80
OR = {
at_location = 35
at_location = 37
at_location = 43
at_location = 5
at_location = 6
}
war = yes
}
}

11 = { # Normal Lands War
factor = 0
modifier = {
factor = 80
OR = {
at_location = 3
at_location = 4
at_location = 7
at_location = 8
at_location = 31
at_location = 32
at_location = 33
at_location = 34
at_location = 36
at_location = 38
at_location = 42
}
war = yes
}
}

12 = { # Hyrte Genov
factor = 0
modifier = {
factor = 100
at_location = 16
}
}

13 = { # Coven Castles
factor = 0
modifier = {
factor = 50
OR = {
at_location = 1
at_location = 10
at_location = 17
at_location = 18
at_location = 19
at_location = 20
at_location = 21
at_location = 23
at_location = 24
}
}
}

14 = { # Cortez
factor = 0
modifier = {
factor = 100
has_character_flag = hotel_cortez
}
}

15 = { # Fluvial Land's
factor = 0
modifier = {
factor = 50
OR = {
at_location = 7
at_location = 8
at_location = 31
at_location = 32
at_location = 33
at_location = 34
}
}
}

16 = { # Briarcliff Principal
factor = 0
modifier = {
factor = 50
OR = {
at_location = 11
}
}
modifier = {
factor = 100
OR = {
trait = briarcliff_director
trait = briarcliff_nurse
}
}
}

17 = { # Terras Quentes
factor = 0
modifier = {
factor = 50
OR = {
at_location = 5
at_location = 6
at_location = 35
at_location = 37
at_location = 43
}
}
}

18 = { # AntiChrist
factor = 0
modifier = {
factor = 100
trait = antichrist
}
}

19 = { # Machado Island
factor = 0
modifier = {
factor = 50
at_location = 22
}
}

20 = { # Summer Camp
factor = 0
modifier = {
factor = 50
at_location = 40
}
modifier = {
factor = 100
OR = {
trait = camp_counselor
trait = camp_director
trait = summer_camper
}
}
}

21 = { # Coven's Castles in War
factor = 0
modifier = {
factor = 80
OR = {
at_location = 1
at_location = 10
at_location = 17
at_location = 18
at_location = 19
at_location = 20
at_location = 21
at_location = 23
at_location = 24
}
war = yes
}
}

22 = { # blue curtains
factor = 0
}

23 = { # Alma
factor = 0
modifier = {
factor = 50
at_location = 13
}
}

24 = { # field window
factor = 0
}
}

:(
 
Modifiers are multiplicative, not additive. So for an example, the Alma one (number 23) starts out with a weight of 0 (meaning it can't be picked), which is then multiplied by 50 if you're at_location=13 - but 50 x 0 is still 0, so it still can't be picked.

IIRC, additive modifiers do exist, but they're defined as "additive_modifier" instead of just "modifier". The following should do what I think you're trying to do:

Code:
1 = { #Monte's Hideout
    factor = 0
    additive_modifier = {
        factor = 50
        OR = {
            at_location = 2
        }
    }
    additive_modifier = {
        factor = 100
        OR = {
            trait = montes_student
            trait = montes_guide
            trait = papa_guide
            trait = omolu_guide
        }
    }
}

Alternatively, you could start at some non-0 modifier, and multiply by 0 when an option shouldn't be possible, a bit like so:

Code:
1 = { #Monte's Hideout
    factor = 50
    modifier = {
        factor = 0
        NOR = {
            at_location = 2
            trait = montes_student
            trait = montes_guide
            trait = papa_guide
            trait = omolu_guide

        }
    }
    modifier = {
        factor = 100
        OR = {
           trait = montes_student
           trait = montes_guide
           trait = papa_guide
           trait = omolu_guide
        }
    }
}