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?