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Fenrir187

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May 21, 2016
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I have a problem: Random dynastic names (when I invite a nobleman to my court) always come from a property. I still added a bunch of random dynasty names to my common>dynasties>northmen.txt folder

I noticed that it works with introducing a beginner, but not when I invite a nobleman or when I promote a commander.

Any ideas? Thank you for answering because I don't know what to do now. :(:(:(

10002005 = {
name = "Wolfe"
culture = northman
}
10002006 = {
name = "Orland"
culture = northman
}
10002007 = {
name = "Algrey"
culture = northman
}
10002008 = {
name = "Greyfuir"
culture = northman
}
10002009 = {
name = "Holham"
culture = northman
}
10002010 = {
name = "helly"
culture = northman
}
10002011 = {
name = "Ryegate"
culture = northman
}
10002012 = {
name = "Hooton"
culture = northman
}
10002013 = {
name = "Colwyn"
culture = northman
}
10002014 = {
name = "Loom"
culture = northman
}
10002015 = {
name = "Flinn"
culture = northman
}
10002016= {
name = "Gorrey"
culture = northman
}
10002017 = {
name = "Icemark"
culture = northman
}
10002018 = {
name = "Farrows"
culture = northman
}
10002019 = {
name = "Linden"
culture = northman
}
 
That's not a problem on your side, but part of the base game.

The employment decisions (as defined in /decisions/employment_decisions.txt) all create new character with the option "dynasty = random", which creates a new dynasty named after a nearby barony-level holding.
The only exception is the "present_debutante" decision. which uses "dynasty = actually_culture", and therefore uses one of the custom defined dynasties for your culture.
 
That's not a problem on your side, but part of the base game.

The employment decisions (as defined in /decisions/employment_decisions.txt) all create new character with the option "dynasty = random", which creates a new dynasty named after a nearby barony-level holding.
The only exception is the "present_debutante" decision. which uses "dynasty = actually_culture", and therefore uses one of the custom defined dynasties for your culture.


There is no way to replace dynasty = random by dynasty = actually_culture? :confused:
 
Sorry I made a mistake. I thought I could integrate it to my mod but it did not work. So I followed your advice by doing a dedicated mod.

And it works. Thank you friend.
 
On the other hand, I can not make it work with "employee_soldier". The logic is the same as the others but it does not work ...

decisions = {

employ_soldier = {
ai = no
only_playable = yes

potential = {

}
allow = {
prestige = 25
scaled_wealth = 0.25
NOT = {
has_character_modifier = in_seclusion
}
}
effect = {
prestige = -25
scaled_wealth = -0.25
dynasty = actually_culture

hidden_tooltip = {
if = {
limit = { any_owned_bloodline = { has_bloodline_flag = bloodline_inspire_commanders } }
random_list = {
95 = {
spawn_great_commander_effect = yes
}
5 = {
spawn_fantastic_commander_effect = yes
new_character = {
opinion = {
modifier = opinion_legendary_commander
years = 50
who = ROOT
}
}
}
}
}
else = {
spawn_good_commander_effect = yes
}
}
custom_tooltip = { text = promoted_commander_TT }
character_event = { id = NE.1 }
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}

Edit : I fixed it. Common > Scripted_effect
 
Last edited: