Renaming the files? So, how can this be done?The years for early_ and late_ portraits are hard coded, so the only way you'd do it is by renaming the files.
Renaming the files? So, how can this be done?The years for early_ and late_ portraits are hard coded, so the only way you'd do it is by renaming the files.
The time switches are based on the names of the portraitTypes, you can use the early and late sprite layers at any time.Is there a way to use both early and late portraits at the same time?
NDefines.NCharacter.EARLY_PORTRAIT_AND_UNIT_BEFORE_YEAR = 1453
NDefines.NCharacter.LATE_PORTRAIT_AND_UNIT_AFTER_YEAR = 1200
common/death
You define the code, whether it is violent or not which means if there is no set sound then a random violent one will be chosen, the description, if it can have no killer and then a sound list, if a murder then whether the murder is unknown (make two copies of it one unknown one not like vanilla does), whether it is an execution or not which means it will be used when you execute someone (if you do make it an execution you then need to go into common/execution_methods and add it there with a trigger and weighting as well). The vanilla file also tells you to add any new death reasons into the appropriate scripted triggers which I would also advise doing.
You need to give it your own long desc as that is what displays when you hover over the skull, the coded entry is not something localisedI feel like I'm close, but something isn't tying together correctly. I just want to confirm, so in the fields that say things like long_desc = "DEATH_SACRIFICED", am I replacing that DEATH_SACRIFICED field with my own entry, or is that a hardcoded entry I'm not allowed to touch? I think I'm supposed to leave it alone. Right now the game is saying "Was sacrificed to the gods by unknown." What am I missing here? Right now I have:
Localisation:
death_sacrificed_lilith = Sacrificed by Lilith for failing his birth trial. x
00_scripted_triggers:
death_sacrificed_trigger = {
OR = {}
death_reason = death_sacrificed
death_reason = death_sacrificed_norse
death_reason = death_sacrificed_ancestors
death_reason = death_sacrificed_lilith # Failed his birth trial and was sacrificed to Lilith.
}
lilith_deaths.txt
death_sacrificed_lilith = {
long_desc = "DEATH_SACRIFICED"}
lilith_birth_events.txt:
FROM = { death = { death_reason = death_sacrificed_lilith } }
AND = {
culture = someculture
province with someculture is in de jure k_somekingdom
}
is_located_in = k_ireland
For what it's worth, remember that numbers come before capital letters in ASCII. This isn't a problem in overriding vanilla localization files, but could be for other mods.Basically, what you knew before about localisation (descending order of importance in ASCII) is now reversed. Use aa_ instead of zz_. (Confirmed in my mod)
decisions = {
form_normandy = {
is_high_prio = yes
potential = {
OR = {
culture_group = north_germanic
culture = norman
}
NOT = { has_global_flag = normandy_created }
d_normandy = {
has_holder = no
}
}
allow = {
has_landed_title = c_arques
OR = {
has_landed_title = c_evreux
has_landed_title = c_avranches
has_landed_title = c_mortain
has_landed_title = c_bayeux
has_landed_title = c_coustance
has_landed_title = c_vexin
has_landed_title = c_eu
}
}
effect = {
hidden_tooltip = {
narrative_event = { id = norman.1 }
any_playable_ruler = {
limit = {
tier = COUNT
liege = {
has_landed_title = d_neustrian_march
}
}
add_trait = bastard #just to check if the event decision is working, will remove later
set_defacto_liege = k_france
}
}
set_global_flag = normandy_created
primary_title = {
d_normandy = {
activate_title = { title = THIS status = yes }
grant_title = ROOT
copy_title_laws = PREV
make_primary_title = yes
set_defacto_liege = k_france
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1
}
}
}
narrative_event = {
id = norman.1
is_triggered_only = yes
hide_window = yes
immediate = {
d_neustrian_march = {
holder_scope = {
character_event = { id = norman.2 }
}
destroy_landed_title = THIS
}
activate_title = { title = d_neustrian_march status = no }
}
option = {
name = OK
}
}
character_event = {
id = norman.2
is_triggered_only = yes
hide_window = yes
immediate = {
ROOT = {
set_defacto_liege = k_france
}
}
option = {
name = OK
}
}
AND = {
culture = x
location = { #province where current scoped character is located
culture = x
de_jure_liege_or_above = k_y
}
}
Hey guys, how I should write this trigger? I didn't found any useful trigger :c
Code:AND = { culture = someculture province with someculture is in de jure k_somekingdom }
It will be good?
Code:is_located_in = k_ireland
I think you can simply use kingdom = k_ireland (although I always forget wether that will check if it's in ireland de jure or de facto).
So add a title or character flag, presumably?@ogarrr :
I think the problem is that you're setting the de facto liege before destroying the title. Save the holder as an event target, and set de facto liege after destroying and deactivating the title.
I think you can simply use kingdom = k_ireland (although I always forget wether that will check if it's in ireland de jure or de facto).
trigger = {
year = 900
NOT = { year = 1150 }
OR = {
AND = {
culture = irish
culture = scottish
culture = pictish
culture = welsh
owner = {
OR = {
culture = norse
culture = norsegael
}
}
}
AND = {
culture = norse
DE JURE IRELAND
}
}
}
@richvh @ngppgn @DC123456789
I think I don't get it guys. Im dumb, sorry :CC
Here is whole trigger for my province event:
Code:trigger = { year = 900 NOT = { year = 1150 } OR = { AND = { culture = irish culture = scottish culture = pictish culture = welsh owner = { OR = { culture = norse culture = norsegael } } } AND = { culture = norse DE JURE IRELAND } } }
trigger = {
year = 900
NOT = { year = 1150 }
OR = {
AND = {
culture = irish
culture = scottish
culture = pictish
culture = welsh
owner = {
OR = {
culture = norse
culture = norsegael
}
}
}
AND = {
culture = norse
kingdom = {
title = k_ireland
}
}
}
}
AND = {
culture = x
culture = y
}
sound_list = {
male = {
"testsound"
}
female = {
"testsound"
}
}