Is there any way to mod defensive pacts/threat? For example if a catholic ruler declares holy war against muslims other catholic/christian rulers won't side with the muslims.
Have you tried changing these values in defines.lua? Maybe a value above 1 makes it impossible for them to join.Is there any way to mod defensive pacts/threat? For example if a catholic ruler declares holy war against muslims other catholic/christian rulers won't side with the muslims.
EVERY_DEFENSIVE_PACT_JOIN_THREAT = 0.95, -- If threat is this high, members of all defensive pacts against a target will join
EVERY_DEFENSIVE_PACT_EXCEPT_HEADS_JOIN_THREAT = 0.75, -- If threat is this high, members of all defensive pacts against a target will join, except religious heads that only joins when their own group is attacked
OTHER_DEFENSIVE_PACT_JOIN_THREAT = 0.5, -- If threat is this high, other religious groups band together when attacked, if it's lower every defensive pact acts on it's own
How do you ensure that it does? Alpha-numeric sorting via the name of the mod's csv file?Your redefinition of the key has to load before the vanilla one.
How do you ensure that it does? Alpha-numeric sorting via the name of the mod's csv file?
It may be as simple as making a localization string for HEAD_DALAI_LAMA_female. You *might* need to then add title_female="HEAD_DALAI_LAMA_female" to the religious head's title (d_bon_reformed in your case).How would I go about changing the title for a religious head? I want to fix the Dalai Lama being called a generic Duchy-level title instead of the Dalai lama if they're a woman.
character_event = {
id = falmer.29
desc = EVTDESC_falmer_29
picture = GFX_evt_snow_prince_moesring
border = GFX_event_normal_frame_religion
trigger = {
OR = {
has_landed_title = { c_riften }
liege = { culture = falmer }
}
NOT = {
has_character_modifier = in_seclusion
has_character_modifier = excavate_rifton_start
}
culture = falmer
}
mean_time_to_happen = { months = 6 }
option = {
name = EVTOPTA_falmer_29
hidden_tooltip = {
random_list = {
50 = { character_event = { id = falmer.30 days = 50 random = 50 } }
50 = { character_event = { id = falmer.31 days = 50 random = 50 } }
}
narrative_event = { id = falmer.32 days = 200 random = 50 }
}
}
option = {
name = EVTOPTB_falmer_29
}
after = { set_character_flag = excavate_rifton_start }
}
hereditary_immortality = {
inherit_chance = 100
personality = yes
immortal = yes
random = no
diplomacy = 10
stewardship = 10
martial = 10
intrigue = 10
learning = 10
combat_rating = 100
health = 100
}
[\code]
inherit_chance = 100 and random = no *should* work. They're used by the horse & cat traits for exactly that purpose. I'm sure birth defaults to 0, since those traits *don't* use it.I am working on a small mod for hereditary immortality, which does work as expected. However I am getting the trait assigned to random characters at game start, then lowborn characters also getting the trait. I thought either birth = 0 or random = no would do the trick but no luck. AI = no does work but prevents any character but my own to have the trait. Any ideas?
Code:hereditary_immortality = { inherit_chance = 100 personality = yes immortal = yes random = no diplomacy = 10 stewardship = 10 martial = 10 intrigue = 10 learning = 10 combat_rating = 100 health = 100 } [\code]
inherit_chance = 100 and random = no *should* work. They're used by the horse & cat traits for exactly that purpose. I'm sure birth defaults to 0, since those traits *don't* use it.
It seems odd that you have it flagged as a personality trait. I could see that leading to the trait being pruned from people with too many personality traits, but it shouldn't lead to *more* people getting it.
on_marriage = {
events = {
event.16
}
}
character_event = {
id = event.16
desc = "EVTDESCevent.16"
picture = "GFX_evt_Marriage"
is_triggered_only = yes
trigger = {
ROOT = { ai = yes }
FROM = {
spouse = { has_character_modifier = dummy }
}
}
immediate = {
FROM = {
spouse = { character_event = { id = event.15 } }
}
}
#options and stuff
}