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do limiters work for traits?

eg. something like
Code:
stressed = {
if = {
limit = {
trait = wroth
}
martial = -1
}
}
No. if/limit statements are for event modding. You can get similar results by adding a potential = { section and adding conditions to that however.
This controls which characters begin the game with the trait and which characters are created with it.
The only other ways (I believe) that they can get the trait are
A) via an event
B) by being born with it (through inheritence %)

ex:
Code:
   your_trait = {
   potential = {
     OR = {
       trait = wroth
       trait = stressed
   }
   birth = x # percent chance randomly born
   inherit_chance = y # percent chance inherited
   customizer = yes/no # Can choose in Ruler des.
   random = yes/no # Random characters created with trait
   ...
in this case, your trait would only be given to characters whom have the wroth and stressed traits at game- start...
EDIT: I'm reasonably sure ne way... Now that you mention it, I've never tried it, nor have I seen it in any mod... lol.
EDIT: Upon reflection, I don't see a scope to which the statement could even be directed...
EDIT: What you'd probably want to do is to create a second trait, say stressed_2, and create an event to assign that trait to any character which has both stressed and wroth. Then another event to take it away if the character is ever not wraithful. Same localisation (i.e. stressed). The only difference would be your -1 martial. Kind of a long way around, but...
 
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for a decision, I am trying to set up a decision if you are of the pagan group but own a province that is of a particular pagan faith you can activate the decision. Ie a norse character who owns a slavic province can activate the decision. How would I go about doing this? :)
 
Does anyone know where the events/decisions that involve the conversion of the holder of the Mongol Empire to a non-pagan religion are? I know the Il-khanate and the Golden Horde have theirs in the Mongol Events file, but I can't find the ones for the Mongol Empire.
 
for a decision, I am trying to set up a decision if you are of the pagan group but own a province that is of a particular pagan faith you can activate the decision. Ie a norse character who owns a slavic province can activate the decision. How would I go about doing this? :)
It depends on what you mean by 'owns'. If you mean the ruler personally holds the province, the allow/potential would look like this:
Code:
    religion_group = pagan_group
    any_demesne_province = {
        religion = slavic_pagan # note, this won't get slavic_pagan_reformed, you'd need an OR clause here if you want both
    }
If you mean the ruler or any of his vassals holds the province, change any_demesne_province to any_realm_province.
 
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focus_ch_heritage_title changes the name of the focus, which im ok with. what i am actually having trouble with, is focus_ch_heritage_desc, which just stubbornly wont change.

i think i might have to contact the owners of the original mod, which im tweaking, and see if they can help me with it.

in the mean time, another puzzle - why wont below event launch at startup?

Code:
character_event = {
    id = reeducation.adult

    min_age = 16

    is_triggered_only = yes

    hide_window = yes

    trigger = {
        age = 16
        is_priest = no
    }

    immediate = {
        remove_trait = amateurish_plotter
        remove_trait = flamboyant_schemer
        remove_trait = intricate_webweaver
        remove_trait = elusive_shadow
        remove_trait = naive_appeaser
        remove_trait = underhanded_rogue
        remove_trait = charismatic_negotiator
        remove_trait = grey_eminence
        remove_trait = indulgent_wastrel
        remove_trait = thrifty_clerk
        remove_trait = fortune_builder
        remove_trait = midas_touched
        remove_trait = misguided_warrior
        remove_trait = tough_soldier
        remove_trait = skilled_tactician
        remove_trait = brilliant_strategist
        remove_trait = detached_priest
        remove_trait = martial_cleric
        remove_trait = scholarly_theologian
        remove_trait = mastermind_theologian
        if = {
            limit = { NOT = { learning = 4 } }
            random_list = {
                25 = {
                    modifier = {
                        factor = 2
                        martial = 6
                    }
                    modifier = {
                        factor = 2
                        martial = 8
                    }
                    modifier = {
                        factor = 2
                        martial = 10
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { martial = 6 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { martial = 4 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { martial = 2 }
                    }
                    add_trait = misguided_warrior
                }
                25 = {
                    modifier = {
                        factor = 2
                        intrigue = 6
                    }
                    modifier = {
                        factor = 2
                        intrigue = 8
                    }
                    modifier = {
                        factor = 2
                        intrigue = 10
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { intrigue = 6 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { intrigue = 4 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { intrigue = 2 }
                    }
                    add_trait = amateurish_plotter
                }
                25 = {
                    modifier = {
                        factor = 2
                        diplomacy = 6
                    }
                    modifier = {
                        factor = 2
                        diplomacy = 8
                    }
                    modifier = {
                        factor = 2
                        diplomacy = 10
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { diplomacy = 6 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { diplomacy = 4 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { diplomacy = 2 }
                    }
                    add_trait = naive_appeaser
                }
                25 = {
                    modifier = {
                        factor = 2
                        stewardship = 6
                    }
                    modifier = {
                        factor = 2
                        stewardship = 8
                    }
                    modifier = {
                        factor = 2
                        stewardship = 10
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { stewardship = 6 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { stewardship = 4 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { stewardship = 2 }
                    }
                    add_trait = indulgent_wastrel
                }
            }
        }
        if = {
            limit = {
                learning = 4
                NOT = { learning = 8 }
            }
            random_list = {
                25 = {
                    modifier = {
                        factor = 2
                        martial = 6
                    }
                    modifier = {
                        factor = 2
                        martial = 8
                    }
                    modifier = {
                        factor = 2
                        martial = 10
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { martial = 6 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { martial = 4 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { martial = 2 }
                    }
                    add_trait = tough_soldier
                }
                25 = {
                    modifier = {
                        factor = 2
                        intrigue = 6
                    }
                    modifier = {
                        factor = 2
                        intrigue = 8
                    }
                    modifier = {
                        factor = 2
                        intrigue = 10
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { intrigue = 6 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { intrigue = 4 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { intrigue = 2 }
                    }
                    add_trait = flamboyant_schemer
                }
                25 = {
                    modifier = {
                        factor = 2
                        diplomacy = 6
                    }
                    modifier = {
                        factor = 2
                        diplomacy = 8
                    }
                    modifier = {
                        factor = 2
                        diplomacy = 10
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { diplomacy = 6 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { diplomacy = 4 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { diplomacy = 2 }
                    }
                    add_trait = underhanded_rogue
                }
                25 = {
                    modifier = {
                        factor = 2
                        stewardship = 6
                    }
                    modifier = {
                        factor = 2
                        stewardship = 8
                    }
                    modifier = {
                        factor = 2
                        stewardship = 10
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { stewardship = 6 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { stewardship = 4 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { stewardship = 2 }
                    }
                    add_trait = thrifty_clerk
                }
            }                   
        }
        if = {
            limit = {
                learning = 8
                NOT = { learning = 12 }
            }
            random_list = {
                25 = {
                    modifier = {
                        factor = 2
                        martial = 6
                    }
                    modifier = {
                        factor = 2
                        martial = 8
                    }
                    modifier = {
                        factor = 2
                        martial = 10
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { martial = 6 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { martial = 4 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { martial = 2 }
                    }
                    add_trait = skilled_tactician
                }
                25 = {
                    modifier = {
                        factor = 2
                        intrigue = 6
                    }
                    modifier = {
                        factor = 2
                        intrigue = 8
                    }
                    modifier = {
                        factor = 2
                        intrigue = 10
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { intrigue = 6 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { intrigue = 4 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { intrigue = 2 }
                    }
                    add_trait = intricate_webweaver
                }
                25 = {
                    modifier = {
                        factor = 2
                        diplomacy = 6
                    }
                    modifier = {
                        factor = 2
                        diplomacy = 8
                    }
                    modifier = {
                        factor = 2
                        diplomacy = 10
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { diplomacy = 6 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { diplomacy = 4 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { diplomacy = 2 }
                    }
                    add_trait = charismatic_negotiator
                }
                25 = {
                    modifier = {
                        factor = 2
                        stewardship = 6
                    }
                    modifier = {
                        factor = 2
                        stewardship = 8
                    }
                    modifier = {
                        factor = 2
                        stewardship = 10
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { stewardship = 6 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { stewardship = 4 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { stewardship = 2 }
                    }
                    add_trait = fortune_builder
                }
            }                   
        }
        if = {
            limit = { learning = 12 }
            random_list = {
                25 = {
                    modifier = {
                        factor = 2
                        martial = 6
                    }
                    modifier = {
                        factor = 2
                        martial = 8
                    }
                    modifier = {
                        factor = 2
                        martial = 10
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { martial = 6 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { martial = 4 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { martial = 2 }
                    }
                    add_trait = brilliant_strategist
                }
                25 = {
                    modifier = {
                        factor = 2
                        intrigue = 6
                    }
                    modifier = {
                        factor = 2
                        intrigue = 8
                    }
                    modifier = {
                        factor = 2
                        intrigue = 10
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { intrigue = 6 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { intrigue = 4 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { intrigue = 2 }
                    }
                    add_trait = elusive_shadow
                }
                25 = {
                    modifier = {
                        factor = 2
                        diplomacy = 6
                    }
                    modifier = {
                        factor = 2
                        diplomacy = 8
                    }
                    modifier = {
                        factor = 2
                        diplomacy = 10
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { diplomacy = 6 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { diplomacy = 4 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { diplomacy = 2 }
                    }
                    add_trait = grey_eminence
                }
                25 = {
                    modifier = {
                        factor = 2
                        stewardship = 6
                    }
                    modifier = {
                        factor = 2
                        stewardship = 8
                    }
                    modifier = {
                        factor = 2
                        stewardship = 10
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { stewardship = 6 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { stewardship = 4 }
                    }
                    modifier = {
                        factor = 0.5
                        NOT = { stewardship = 2 }
                    }
                    add_trait = midas_touched
                }
            }                   
        }

    option ={
        name = "OK"
    }
}

the idea would be to recalc all educations at startup. is the problem due to most educations being generated at startup anyway, and thus the event should be triggered lets say, a day after startup?

For one, you have it set to triggered_only = yes, so it will not fire unless explicitly called.

To do what you want, add this event to the on_startup on_action. To make it fire a day later, use two events. The first is fired by the on_action, then calls the second with a one day delay.
 
For one, you have it set to triggered_only = yes, so it will not fire unless explicitly called.

To do what you want, add this event to the on_startup on_action. To make it fire a day later, use two events. The first is fired by the on_action, then calls the second with a one day delay.

well thats the thing.. I didnt mention it, since its, well, obvious, but it is set up in on_actions already, it just doesn't work as intended. havent gotten around to try it with 1 day delay tho.

thanks anyway.
 
Event A fires Event B.

Event B does not yet exist (the ID does not yet represent an event).

Would this cause errors that can in turn lead to a crash, or cause an outright CTD? Or are there no problems stemming from doing so?

Firing an event which does not exist used to trigger a blank event popup a few patches ago. In any case, don't do it.
But all event IDs are parsed at loading, so if Event B is defined, it will exist.
 
Firing an event which does not exist used to trigger a blank event popup a few patches ago. In any case, don't do it.
But all event IDs are parsed at loading, so if Event B is defined, it will exist.

In that case, is there any easy way to port over vanilla event files without bringing all of them over together? If I use only a handful of vanilla events and try to test them in chunks, I get a large amount of errors for blank events.

Porting over all the events at once is of course not optimal since it makes finding the causes of errors to be much more difficult.
 
In that case, is there any easy way to port over vanilla event files without bringing all of them over together? If I use only a handful of vanilla events and try to test them in chunks, I get a large amount of errors for blank events.

Porting over all the events at once is of course not optimal since it makes finding the causes of errors to be much more difficult.

What, exactly, are you trying to do?
 
Is there any way to make a character immortal? I would like to make it so that Charlemagne cannot die before 814. I've made it so he has high health and won't die form disease, but is it possible to prevent him from dying in battle or from intrigue?
 
What, exactly, are you trying to do?

I'm attempting to port over vanilla events to get them working within the mod without any crashes or instability. But testing the events has been pretty troublesome because testing even a handful of event files leads to crashing, for reasons I cannot determine.
 
Is there any way to make a character immortal? I would like to make it so that Charlemagne cannot die before 814. I've made it so he has high health and won't die form disease, but is it possible to prevent him from dying in battle or from intrigue?

Not without directly editing the events that cause such deaths to specifically exclude the possibility of them working on Charlemagne before the year 814.

I'm attempting to port over vanilla events to get them working within the mod without any crashes or instability. But testing the events has been pretty troublesome because testing even a handful of event files leads to crashing, for reasons I cannot determine.

Which mod? Are they referencing titles/religions/cultures/etc. that do not exist in the mod?

I feel like it would be easier to port event chains one at a time, rather than entire files.
 
Which mod? Are they referencing titles/religions/cultures/etc. that do not exist in the mod?

I feel like it would be easier to port event chains one at a time, rather than entire files.

It's for EK. Even taking event files and removing them of titular, cultural and religious references doesn't really seem to be doing me any good. Running the game on even a tiny number of event files invariably leads to a crash within 30 years of gameplay. A problem with deconstructing event files and building them up chain by chain is that there's just so many events, which are in turn connected to other events. If it could work, it'd be worth a try, but would it work when everything is woven together?

EDIT: The issue appears to be resolved. It seems as though it was related to the education traits and the attribute line that exists for each of those traits in the files.
 
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