I know, you said that. But there is possibly an error elsewhere so post your full script for us to see.I can tell it does in fact not work, it is not displayed in the save game.
player_event=
{
id=2
event="38205"
days=0
scope=
{
char=1000364842
seed=1299624477
from=
{
char=1000383208
seed=241852
root=
{
char=1000364842
seed=241852
from=
{
char=1000383208
seed=241852
root=
{
char=1000364842
seed=241852
from=
{
char=1000383208
seed=241852
saved_event_target=
{
char=1000364842
name="target_father"
}
}
}
saved_event_target=
{
char=1000364842
name="target_father"
}
}
}
saved_event_target=
{
char=1000364842
name="target_father"
}
}
}
primary=yes
}
option = {
name = EVTOPTD38205 # I killed her!
trigger = {
FROM = {
mother = {
killer = event_target:target_father
has_nickname = nick_the_unfaithful
}
}
}
ai_chance = {
factor = 10
modifier = {
factor = 4
trait = cruel
}
modifier = {
factor = 2
trait = zealous
}
}
random_list = {
99 = { FROM = { add_trait = depressed }
}
}
You would need to use mother_even_if_dead as she is dead to get it to workOkay, I solved it, but now I have another problem.Code:player_event= { id=2 event="38205" days=0 scope= { char=1000364842 seed=1299624477 from= { char=1000383208 seed=241852 root= { char=1000364842 seed=241852 from= { char=1000383208 seed=241852 root= { char=1000364842 seed=241852 from= { char=1000383208 seed=241852 saved_event_target= { char=1000364842 name="target_father" } } } saved_event_target= { char=1000364842 name="target_father" } } } saved_event_target= { char=1000364842 name="target_father" } } } primary=yes }
Something went wrong in this code and I can't get this option to appear. I am 1000000% sure I have killed the mother and she has the nickname the unfaithful. How do I solve this?Code:option = { name = EVTOPTD38205 # I killed her! trigger = { FROM = { mother = { killer = event_target:target_father has_nickname = nick_the_unfaithful } } } ai_chance = { factor = 10 modifier = { factor = 4 trait = cruel } modifier = { factor = 2 trait = zealous } } random_list = { 99 = { FROM = { add_trait = depressed } } }
Code:player_event= { id=2 event="38205" days=0 scope= { char=1000364842 seed=1299624477 from= { char=1000383208 seed=241852 root= { char=1000364842 seed=241852 from= { char=1000383208 seed=241852 root= { char=1000364842 seed=241852 from= { char=1000383208 seed=241852 saved_event_target= { char=1000364842 name="target_father" } } } saved_event_target= { char=1000364842 name="target_father" } } } saved_event_target= { char=1000364842 name="target_father" } } } primary=yes }
Did you put the mod in the game's mod folder under steamapps? That will cause problems (hence the "DontPutModsHere.txt" file). Instead, go to your Documents folder, then Paradox Interactive\Crusader Kings II\mod and put the mod there.
Also, make sure you have both a .mod file, and a folder or zip as part of the mod. The mod won't work if one is missing.
Hi I'm brand new and trying to get the After the End mod to run but each time I try to run the game my launcher just closes. Has anyone else seen this error/know how to fix it? Sorry in advance if I'm posting in the wrong place or if this has already been answered. I've already put all the files in the mod folder and I see them in the launcher, it just doesn't work.
The clothes are controlled by interface/portrait_properties/00_portrait_properties.txt. Each entry has a factor and modifiers. The 1st one to come up 100% or more will automatically be used. Otherwise, the resulting factors will be used as weights to randomly pick the clothes.Can anyone tell me if there is any system to how the clothing works? I know all the stuff like title changes and all that stuff, but like why does one of my wives have a different set of clothing from the other? Why do my kings wear different clothing while having almost identical traits, the same culture, title and religion? I have tried removing traits and adding new ones, but that usually does nothing.
Maybe set his Martial to 0 via Modifier? I *assume* the AI will decide letting a guy with no Martial (and maybe remove his Leadship traits?) commanding an Army whilst it has a better option?Is there a quick and easy way to keep the Pope from personally leading crusades (and inevitably being captured)
Looking quickly in Photoshop (and noting that graphic editing is not my area of expertise :/ ) there's an Alpha layer. This seems to 'stick' to the correct place when I increase the size, although I too get errors (but that might be because of the pdxmap file, which I have no idea about... :S )Anyone know how to edit the atlas0.dds file properly? I've been able to enlarge the sheet, adapted the pdxmap fx file for the larger sheet (5x5, 2560px) size so all that is fine and dandy (the sheets are rendered correctly, it's just trouble with some of the textures themselves, not with the pdxmap fx).
However editing in a normal fashion results in graphical issues, due to what I think might be a hidden mask layer - which I can't seem to separate in GIMP. Causes a lot of issues when increasing the size of the atlas file for more textures, as the mask gets left behind when moving the texture tiles around as there is some weird overlap as this 'mask' or whatever it is, is unaffected by copy/cut/paste/delete.
Neither Google nor the forums turn up much in the way of info (beyond a few users who may be complaining about the same issue with no responses). Would really appreciate any help on this one, as I've been banging my head over it for a few hours now.
Thanks!
-snip-
Looking quickly in Photoshop (and noting that graphic editing is not my area of expertise :/ ) there's an Alpha layer. This seems to 'stick' to the correct place when I increase the size, although I too get errors (but that might be because of the pdxmap file, which I have no idea about... :S )
You're welcome to try this file, and see if it works--it should be a 5x5, with the right-and-bottom edges empty to add your new textures.
https://www.dropbox.com/s/8pe9q6q4ol440g1/atlas0.dds?dl=0
(Again, no idea if it will work, since this isn't my area, but... :shrug: )
Re: Popes leading armies.
There's forbidden_to_lead_armies = yes and can_lead_troops = no functions in the code, but those might not be directly usable. Tried to add them with a decision, and that didn't work. No errors either, though.