Is Root definitely the scoped character? I assume your file is correctly a csv and is delimited properly etc
Jep, the Root is the Player character and its delimited properly - the Text itself works, its just the commands that are being empty.
Is Root definitely the scoped character? I assume your file is correctly a csv and is delimited properly etc
That is weird then, try running it through the validator and making sure your commands etc are definitely spelt correctlyJep, the Root is the Player character and its delimited properly - the Text itself works, its just the commands that are being empty.
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.
But frankly I am not very sure about this, so maybe wait for a second answer ^^
Don't worry, I've made the mod for you - download the attachment to this post, unzip and enable the mod
- LordPeter gains the charitable trait -
I only increased the limit to 12 for now, since I don't know how many clans the interface can show - but you can easily open the defines file in the mod and change the 12 to a higher number if you want.
That is weird then, try running it through the validator and making sure your commands etc are definitely spelt correctly
EG_event_304_descr;'You are a very wise [Root.GetManWoman], [Root.FirstName], [Root.GetSonDaughter] of [Root.Father_even_if_dead.FirstName].\nAs a reward, I will teach my ancient knowledge';;;;;;;;;;;;
father_even_if_dead should be correct, according to the wiki. I don't know why the validator would not know it - but are you sure there is a problem with it, and it wasn't just that you used "FirstName" instead of "GetFirstName" there, too?I did, and fixed all of the issues that were in the loca file (there were some older ones, but nothing in that particular line), only thing that came up is that the Validator does not know the "Father_even_if_dead" scope (but removing it did not fix the problems)
Here's the line how it looks like in the csv - maybe that helps?
Code:EG_event_304_descr;'You are a very wise [Root.GetManWoman], [Root.FirstName], [Root.GetSonDaughter] of [Root.Father_even_if_dead.FirstName].\nAs a reward, I will teach my ancient knowledge';;;;;;;;;;;;
*Edit* Not entirely sure why, but in this version the [Root.GetManWoman] and the [Root.GetSonDaughter] commands work, but the other two still don't
*Edit2* lol, the reason was of course that I'm stupid and the command is actually GetFirstName - so there you go. Before the commands did not work because there was some other error a few lines above that one.
Now I just have to figure out how to scope correctly to the characters (dead) father.
father_even_if_dead should be correct, according to the wiki. I don't know why the validator would not know it - but are you sure there is a problem with it, and it wasn't just that you used "FirstName" instead of "GetFirstName" there, too?
Is there any way to 'randomise' Holy Sites? I have two religions with 'no' Holy Sites (they're actually non-used Counties that don't appear on the Map); but that leaves me with only 20% Moral Authority indefinitely. It'd be cool to be able to have them randomly assigned to Provinces that aren't already Holy_Sites. Anyone know of any way to do that?
Only some scopes can be used in localisations, father_even_if_dead is not one that does you just use Father instead. The wiki lists most of the scopes that work.No, even with GetFirstName it showed nothing. However - using just Root.Father.GetFirstName works - so probably for names it does not matter if the Scope is a dead character.
I have no idea if this would actually work because I've never messed with the "holdings" in titular counties, (which incidentally have some weird behaviors themselves) but I think if you actually defined provinces corresponding to the counties that aren't on the map, you could simulate this behavior by using commands to build temples in the invisible county, and making sure that they give moral authority to the religion would be a case of giving each county to an immortal and incapable ruler at game start and flipping that character's religion when the corresponding province on the actual map is owned by a character of the correct religion and changing it again if they lose the county.
As for assigning these holy sites, you would need a on_game_start event that would scope to a random province and set flags as relevant.
allow = {
random_realm_title = {
limit = {
is_holy_site = ROOT
}
is_holy_site = ROOT
}
}
While we are on the topic of holy sites -- I'm trying to figure out how to do a decision that applies to one of the holy sites in the realm, if there are any -- So far without much of success.
The first part is seeing if the action should be allowed. At the moment I'm trying:
Code:allow = { random_realm_title = { limit = { is_holy_site = ROOT } is_holy_site = ROOT } }
I figure that this should only work if there is a holy site title in the realm (as the is_holy_site only works in a titular scope) - I've also tried the same with any_realm_title, which also does not work.
I'm also not sure how to figure out if the holy site I'm looking it still has free holdings, the has_empty_holdings condition only works on the province scope, and the province scope knows nothing of wether it contains a holy site.
So probably what would work:
Or alternatively
- Scope to all provinces
- Scope to all holdings within every province that has empty holdings
- Scope to the title of those holdings (How?)
- See if its a holy site.
- Scope to all Titles
- See which is a holy site
- Scope to the province of that holy site title (How?)
- Figure out if that province has a free holding.
The next part is to then have that particular holy site I've found stored somewhere, to be used in an event. I tried putting the save_event_target_as command in the allow block, which (unsurprisingly) doesn't really work.
Though in the worst case I can just do a player-side holy site selection with event options.
Anybody got an idea?
random_realm_title = {
::Limit Stuff::
random_landed_title = {
county = {
modifier = default_culture_modifier
character_modifier = {
health = 150
fertility = -1
While we are on the topic of holy sites -- I'm trying to figure out how to do a decision that applies to one of the holy sites in the realm, if there are any -- So far without much of success.
The first part is seeing if the action should be allowed. At the moment I'm trying:
Code:allow = { random_realm_title = { limit = { is_holy_site = ROOT } is_holy_site = ROOT } }
I figure that this should only work if there is a holy site title in the realm (as the is_holy_site only works in a titular scope) - I've also tried the same with any_realm_title, which also does not work.
I'm also not sure how to figure out if the holy site I'm looking it still has free holdings, the has_empty_holdings condition only works on the province scope, and the province scope knows nothing of wether it contains a holy site.
So probably what would work:
Or alternatively
- Scope to all provinces
- Scope to all holdings within every province that has empty holdings
- Scope to the title of those holdings (How?)
- See if its a holy site.
- Scope to all Titles
- See which is a holy site
- Scope to the province of that holy site title (How?)
- Figure out if that province has a free holding.
The next part is to then have that particular holy site I've found stored somewhere, to be used in an event. I tried putting the save_event_target_as command in the allow block, which (unsurprisingly) doesn't really work.
Though in the worst case I can just do a player-side holy site selection with event options.
Anybody got an idea?
allow = {
any_realm_province = {
any_province holding = {
is_holy_site = ROOT
}
}
}
Periodic event to check for people of that race, and add an Immortality trait if they don't have it?I'm trying to make an Elven race for a fantasy mod me and friends are working on.
Is there a way to apply immortality to all members of an ethnicity? I see no modifiers on the wiki that allow me to add traits like immortality to all members.
A workaround, I suppose, would be to apply the character_modifiers below to the ethnicity, given that health affects maximum age.
Code:modifier = default_culture_modifier character_modifier = { health = 150 fertility = -1
That would work, but I don't want this ethnicity to age graphically, and the only other workaround I would see is changing the gfx of the ethnicity to be the young gfx, regardless of ingame age, but it's a brutish approach.
Anybody have any idea?
character_event = {
id = MakeElvesImmortal.1
hide_window = yes
mean_time_to_happen = {
days = 30
}
trigger = {
race = ElvenRace
NOT = {
trait = ElvenImmortalityTrait
}
}
immediate = {
add_trait = ElvenImmortalityTrait
}
}
Doesn't "county" jump to the Province of a Title? (Ah, it does, but only for Baronies) Hmm, if you can get the Title, can you not use "random_landed_title" down from that Scope, to grab a Barony, and then scope back up to the County?
so it'd be something like
1) Go to the Title, only if it is a Holy Site
2) Find select a random Landed Title below that title
3) Scope back up to the County
Which I think would be...
Code:random_realm_title = { ::Limit Stuff:: random_landed_title = { county = {
You may be able to use "random_province_holding" instead of 'landed_title", too? Not certain if any of this would work, but from reading the Wiki I *think* that's how you'd do it?
To store it, you'd need it in the Effect/option/immediate block. I'd guess you could have your decision fire a hidden event to grab the holy_site?
Code:allow = { any_realm_province = { any_province holding = { is_holy_site = ROOT } } }
any_realm_title = {
is_holy_site = ROOT
}
any_realm_title = {
limit = {
is_holy_site = ROOT
}
is_holy_site = ROOT
}
any_realm_province = {
limit = {
province_id = 290
}
has_empty_holding = yes
}
random_realm_province = {
limit = {
province_id = 290
}
has_empty_holding = yes
}
Periodic event to check for people of that race, and add an Immortality trait if they don't have it?
Ah, will they? That is useful to know--I have some special 'spawns a child' decisions that granted them immortal; never got round to seeing they never 'grew up'... Thanks for pointing that outI'd like to suggest a small modification to that script to avoid an issue down the line
Add the pre-trigger "min_age = 16"
Otherwise, all of your elves born normally will permanently look like children.