Use replace_path = "music" in your mod file, that should make it so it can only read your mod's files.
That did the trick, thanks !
Use replace_path = "music" in your mod file, that should make it so it can only read your mod's files.
is_triggered_only events can be launched either from another event, from a decision, from a war result, or from on_actions (common\on_actions\ folder) on a certain pulse (yearly, once per decade, etc.) or situation (coming of age, losing a battle, being in a besieged province etc.).
If an i_t_o event has a trigger defined, it is usually called from on_actions event, and the trigger serves the purpose of making sure it doesn't fire always but only if the trigger also matches.
If you have to find what launched the event, first search the same event file it's in for its ID (73000 in your example) and if not found there, in on_actions. Your specific example happens to be an on_action event that has a chance of firing for every single character once per year.
on_actions is divided in sections which fire automatically depending on situation (the pulses I mentioned before).
You have in there both events, which will always fire, and random_events, which have a chance of firing.
73000 is under the on_yearly_pulse block, in the random_events section. This means it will be pulsed for every character once per year, and has a random chance of actually firing.
100 = 73000 means it has a chance of '100' to actually fire, to calculate what the actual chance is you need to add all the chances inside the random block for that pulse. So if for example the total is 100000, event 73000 has a 100/100000 chance of actually firing for any living character once per year, or a 0.1% chance. If the total was 10000 it would have a 1% chance of firing, etc.
How do I give someone a temporary title at the beginning of a start date? I'm trying to make a character an adventurer
on_yearly_childhood_pulse fires if the character is over the age of NCharacter::AGE_CHILDHOOD_PULSE and is not an adult. The description in the on action is incorrect, will fix that text for the next version.A technical question likely impossible to be known by fellow forumites, so I am bothering the devs directly.
@blackninja9939 (or some other dev who has time):
Because I have setup a mod that should execute immediately after the child turns 2, yet testing shows it reproducibly only fires once the child is over the age of 6.
- Could it be that in on_actions, "on_yearly_childhood_pulse" does fire events in the category "events" (not "random_events") only for characters age 6 and up, and not for age 2-16, as would be expected?
It should remove a trait given on_birth, so I can visibly follow whether the event has executed or not. The event itself works fine once the child is 6, and it is simple enough to verify no errors on my part should be the cause for this behavior (I can post the code if you want). Which is why I have started to suspect this, especially since vanilla does not have any events in "events" (i.e. non-random) there.
Without access to the engine it's probably hard to verify my suspicion (let alone fix it if confirmed), that's why I am bothering a dev directly.
Ah, I totally overlooked that define!on_yearly_childhood_pulse fires if the character is over the age of NCharacter::AGE_CHILDHOOD_PULSE and is not an adult. The description in the on action is incorrect, will fix that text for the next version.
Good evening gents and ladies. I'm making a soundtrack mod and wanted to know how to tie a song to a government, I know how to tie it to a culture but I wanted to tie a song to Merchant Republics.
Thank you for the help.
song = {
name = "florence.ogg"
song_name = "Florence"
chance = {
factor = 2
modifier = {
factor = 0
is_patrician = no
}
}
volume = 0.45
}
song = {
name = "tourofvenice.ogg"
song_name = "Tour of Venice"
chance = {
factor = 2
modifier = {
factor = 0
is_patrician = no
}
}
volume = 0.45
}
song = {
name = "sanctuary.ogg"
song_name = "Sanctuary"
chance = {
factor = 2
modifier = {
factor = 0
is_patrician = no
}
}
volume = 0.45
}
song = {
name = "themadman.ogg"
song_name = "The Madman"
chance = {
factor = 2
modifier = {
factor = 0
NOT = { culture_group = latin }
}
}
volume = 0.45
}
song = {
name = "cityofrome.ogg"
song_name = "City of Rome"
chance = {
factor = 2
modifier = {
factor = 0
NOT = { religion_group = christian }
}
}
volume = 0.45
}
song = {
name = "echoesoftheromanruins.ogg"
song_name = "Echoes of the Roman Ruins"
chance = {
factor = 2
modifier = {
factor = 0
NOT = { religion_group = christian }
}
}
volume = 0.45
}
song = {
name = "welcometoconstantinople.ogg"
song_name = "Welcome to Constantinople"
chance = {
factor = 2
modifier = {
factor = 0
NOT = { culture_group = byzantine }
NOT = { culture = turkish }
}
}
volume = 0.45
}
song = {
name = "thecrossroadsoftheworld.ogg"
song_name = "The Crossroads of the World"
chance = {
factor = 2
modifier = {
factor = 0
NOT = { culture_group = byzantine }
NOT = { culture_group = arabic }
NOT = { culture = turkish }
}
}
volume = 0.45
}
song = {
name = "byzantium.ogg"
song_name = "Byzantium"
chance = {
factor = 2
modifier = {
factor = 0
NOT = { culture_group = byzantine }
}
}
volume = 0.45
}
song = {
name = "istanbul.ogg"
song_name = "Istanbul"
chance = {
factor = 2
modifier = {
factor = 0
NOT = { culture_group = byzantine }
NOT = { culture = turkish }
}
}
volume = 0.45
}
Looks fine.Can anyone tell me if there are any flaws in this text?
Code:song = { name = "tourofvenice.ogg" song_name = "Tour of Venice" chance = { factor = 2 modifier = { factor = 0 is_patrician = no } } volume = 0.45 } song = { name = "sanctuary.ogg" song_name = "Sanctuary" chance = { factor = 2 modifier = { factor = 0 is_patrician = no } } volume = 0.45 } song = { name = "themadman.ogg" song_name = "The Madman" chance = { factor = 2 modifier = { factor = 0 NOT = { culture_group = latin } } } volume = 0.45 } song = { name = "cityofrome.ogg" song_name = "City of Rome" chance = { factor = 2 modifier = { factor = 0 NOT = { religion_group = christian } } } volume = 0.45 } song = { name = "echoesoftheromanruins.ogg" song_name = "Echoes of the Roman Ruins" chance = { factor = 2 modifier = { factor = 0 NOT = { religion_group = christian } } } volume = 0.45 } song = { name = "welcometoconstantinople.ogg" song_name = "Welcome to Constantinople" chance = { factor = 2 modifier = { factor = 0 NOT = { culture_group = byzantine } NOT = { culture = turkish } } } volume = 0.45 } song = { name = "thecrossroadsoftheworld.ogg" song_name = "The Crossroads of the World" chance = { factor = 2 modifier = { factor = 0 NOT = { culture_group = byzantine } NOT = { culture_group = arabic } NOT = { culture = turkish } } } volume = 0.45 } song = { name = "byzantium.ogg" song_name = "Byzantium" chance = { factor = 2 modifier = { factor = 0 NOT = { culture_group = byzantine } } } volume = 0.45 } song = { name = "istanbul.ogg" song_name = "Istanbul" chance = { factor = 2 modifier = { factor = 0 NOT = { culture_group = byzantine } NOT = { culture = turkish } } } volume = 0.45 }
Thank you in advance!
Did you tried to use event with on_action trigger? You only need to make an "is_triggered_only = yes" event which give the trait to the child only if any parent have that trait, and put ID of the event into list in file in common\on_actions...