Is the <holding_type>_levy_size modifier visible ingame (as in, can I see if it's in effect)? Also, can it be used with tribes?
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But since you are on ironman, you can not mod anything in your current game sadly.
You could easily do a simple mod that changes the line in the defines, but it would probably not work on your save game.
So I have no idea what you could do, other than start another game not in ironman![]()
You could try making a mod that changes the "BASE_AGE = 16" define to something lower, but frankly I don't think it'll work.Is it at all possible to make it so RD can make child rulers?
I just tested it on a province modifier and yes, "tribal_levy_size" works - however, for some reason its tooltip is not localized?Is the <holding_type>_levy_size modifier visible ingame (as in, can I see if it's in effect)? Also, can it be used with tribes?
Okay... frankly now I'm confused. I don't understand what exactly you want to have, sorry.but on that save game if i enable In my image mod in the launcher (this mod have 25 minor clan limit) it work... no crush or problem ^^. the problem is that they turn tribal too soon or i would finish my india with IMI mod on making my 25 minor clan and go =)!
I dont want to make any change to the IMI mod since is ok for me and it work well after the World conquest as it is... so I was thinking how can I "create" a decision *as IMI is* to get a "more clan" boost
Okay... frankly now I'm confused. I don't understand what exactly you want to have, sorry.
Maybe someone else around here knows?
decision_name = {
is_high_prio = yes # Will show an alert once decision is enabled
potential = {
#Conditions for the decision to appear
}
allow = {
#Conditions for the decision to be enabled
}
effect = {
#Commands executed when taking the decision
}
revoke_allowed = {
always = no #Not used in vanilla
}
ai_will_do = {
#Factors for an AI character to take the decision (1 = 100% chance)
}
}
Yeah, seems to me that the first one should be in the new_character scope. ROOT is the character who triggered the event.
Pinging used to be necessary, but nowadays I find it far easier to just use saved event targets instead.
Save them with 'ROOT = { save_event_target_as = player_character } ' and 'new_character = { save_event_target_as = created_character }'... or whichever target names you want to use.
Then you can use something like 'event_target:<character1> = { death = { death_reason = death_vanished killer = event_target:<character2> } }' in the last event. Makes it far easier to keep track of who is who.
And if you need to display specific portraits, you can use the new use 'show_portrat = event_target:<character>' command.
character_event = {
id = EG.301
Event Setup Stuff
#Wake
option = {
name = EG_event_301_Option_WakeHer
hidden_tooltip = {
create_character = {
New Character Traits
}
new_character = {
save_event_target_as = 300_target_Woman
}
ROOT = {
save_event_target_as = 300_target_Player
}
event_target:300_target_Woman = {
character_event = {id = EG.320 }
}
}
}
option = {
Other Option
}
}
#PING event - used to get other character into scope
character_event = {
id = EG.320
hide_window = yes
is_triggered_only = yes
immediate = {
event_target:300_target_Player = {
character_event = {id = EG.302 }
}
}
option = { name = OK }
}
Yeah ok I understand nowi hope that i'm more clear ^^"
What Rydelfox said then - you need to adjust the define to increase the limit.You'd still need to raise the limit in the defines - information in the defines can't be changed through an event or decision.
What I've tried now is the following:
Code:character_event = { id = EG.301 Event Setup Stuff #Wake option = { name = EG_event_301_Option_WakeHer hidden_tooltip = { create_character = { New Character Traits } new_character = { save_event_target_as = 300_target_Woman } ROOT = { save_event_target_as = 300_target_Player } event_target:300_target_Woman = { character_event = {id = EG.320 } } } } option = { Other Option } } #PING event - used to get other character into scope character_event = { id = EG.320 hide_window = yes is_triggered_only = yes immediate = { event_target:300_target_Player = { character_event = {id = EG.302 } } } option = { name = OK } }
If I do it like that, EG.302 is never called, so I assume EG.320 is not called either. Are the stored event targets stored in the Scope? So EG.320 would not work like that as it does not have the 300_target_Player stored?
Any ideas what I'm doing wrong?
I guess I could also just call all events on the Player character and use the show_portrait, however, I do want to have the Event window with 2 portraits, and I also would like to use the Scope in the localization texts.
I just tested it on a province modifier and yes, "tribal_levy_size" works - however, for some reason its tooltip is not localized?
![]()
A bug maybe, but it still applies the modifier properly.
You'd still need to raise the limit in the defines - information in the defines can't be changed through an event or decision.
It is probably a syntax error somewhere. Check it with a validator. Also it could be that the event won't fire because the initial event chain creator is dead.
Yeah ok I understand now
What Rydelfox said then - you need to adjust the define to increase the limit.
I think that would be enough, and should enable more clans too spawn without an additional decision.
Can I just check that you're actually creating a mod, rather than trying to edit your main game files?Ok. so is it possiblebut i'm not a modder and i'm not sure where or how to write down this to make it work and (is 3 days that i'm looking for) i'm not sure how to write it down can you give me a wiki page or some hint to where to find all the info to create a notepad++ file (is that enough?!) to add more nomadic clan to my game?! =)
THX =)
Your ping character probably does not fit the trigger requirements, also if you are using an event just to ping then you do not need any triggers in your event at all as it is only directly triggered from one place. You can also use hide_window so as to not need an option or description either.After a bit of playing around, I found the issue with my Ping events not working.
Apparently, using Fast event triggers on those Ping events causes them to nor work (not sure why, but that fixes it)
Your ping character probably does not fit the trigger requirements, also if you are using an event just to ping then you do not need any triggers in your event at all as it is only directly triggered from one place. You can also use hide_window so as to not need an option or description either.
You are a very wise [Root.GetManWoman], [Root.FirstName], [Root.GetSonDaughter ] of [Root.Father_even_if_dead.FirstName]
Is Root definitely the scoped character? I assume your file is correctly a csv and is delimited properly etcYes, that's probably the case - Thanks for all the help!
It brings me right to the next issue I'm having, now that I'm sure I'm scoped to the right characters, I see that my localization has a problem - I'm using this text:
Code:You are a very wise [Root.GetManWoman], [Root.FirstName], [Root.GetSonDaughter ] of [Root.Father_even_if_dead.FirstName]
But none of the commands show up, they're all empty (the Root is the Player character, and hes not dead)
Afaik it is sort of a "fallback" culture, and also determines which type of event pictures people get if their individual graphical culture does not have any event pictures defined.What does the graphical_cultures you put in a culture/religion group compared to what it does putting them inside a specific culture/religion?
Don't worry, I've made the mod for you - download the attachment to this post, unzip and enable the modOk. so is it possiblebut i'm not a modder and i'm not sure where or how to write down this to make it work and (is 3 days that i'm looking for) i'm not sure how to write it down can you give me a wiki page or some hint to where to find all the info to create a notepad++ file (is that enough?!) to add more nomadic clan to my game?! =)
THX =)