Sorry to bother you again but I can't find how to go on a reformed draconic pilgrimage, it never appears as an option in the decision menu for me. Enjoying the mod so far. thanks for noticing the issues I brought up earlier.
Screenshot please for confirmation? It would also be nice if I could make it so they are always dragons.Children of dragons and dragonborn can already become dragons, I've done this a lot on my current game. It seems to be a 25% chance from my experience
potential = {
race = draconic
OR = {
AND = {
real_father = {
trait = dragon
}
mother = {
trait = dragon
}
}
AND = {
OR = {
real_father = {
trait = dragon
}
mother = {
trait = dragon
}
}
OR = {
real_father = {
trait = dragonborn
}
mother = {
trait = dragonborn
}
}
}
}
}
potential = {
ALL = {
OR = {
real_father = {
trait = dragon
}
mother = {
trait = dragon
}
}
OR = {
real_father = {
NOT = {
trait = dragon
}
}
mother = {
NOT = {
trait = dragon
}
}
}
}
}
# Mother is dragon, father is dragonborn
else_if = {
limit = {
event_target:true_father = { trait = dragonborn }
mother_even_if_dead = { trait = dragon }
}
random_list = {
3 = {
add_trait = dragon
remove_trait = dragonborn
set_graphical_culture = draconic
remove_trait = pup
remove_trait = fledgling
}
7 = {
modifier = {
factor = 0.7
has_game_rule = { name = breeding value = more }
}
modifier = {
factor = 1.5
has_game_rule = { name = breeding value = fewer }
}
add_trait = dragonborn
remove_trait = dragon
set_graphical_culture = event_target:true_father
}
}
}
# Father is dragon, mother is dragonborn
else_if = {
limit = {
event_target:true_father = { trait = dragon }
mother_even_if_dead = { trait = dragonborn }
}
random_list = {
1 = {
add_trait = dragon
remove_trait = dragonborn
set_graphical_culture = draconic
remove_trait = pup
remove_trait = fledgling
}
9 = {
modifier = {
factor = 0.7
has_game_rule = { name = breeding value = more }
}
modifier = {
factor = 1.5
has_game_rule = { name = breeding value = fewer }
}
add_trait = dragonborn
remove_trait = dragon
mother_even_if_dead = { ROOT = { set_graphical_culture = PREV } }
}
}
}
Where is SPECIES.2? I know it's an on action, but where is that code found?Rather than a screenshot, here's the actual code from SPECIES.2
Code:# Mother is dragon, father is dragonborn else_if = { limit = { event_target:true_father = { trait = dragonborn } mother_even_if_dead = { trait = dragon } } random_list = { 3 = { add_trait = dragon remove_trait = dragonborn set_graphical_culture = draconic remove_trait = pup remove_trait = fledgling } 7 = { modifier = { factor = 0.7 has_game_rule = { name = breeding value = more } } modifier = { factor = 1.5 has_game_rule = { name = breeding value = fewer } } add_trait = dragonborn remove_trait = dragon set_graphical_culture = event_target:true_father } } } # Father is dragon, mother is dragonborn else_if = { limit = { event_target:true_father = { trait = dragon } mother_even_if_dead = { trait = dragonborn } } random_list = { 1 = { add_trait = dragon remove_trait = dragonborn set_graphical_culture = draconic remove_trait = pup remove_trait = fledgling } 9 = { modifier = { factor = 0.7 has_game_rule = { name = breeding value = more } } modifier = { factor = 1.5 has_game_rule = { name = breeding value = fewer } } add_trait = dragonborn remove_trait = dragon mother_even_if_dead = { ROOT = { set_graphical_culture = PREV } } } } }
So, if the mother is a dragon and the father is dragonborn, it's a 30% chance of a dragon. The reverse is a 10% chance of a dragon.
EDIT: As for the revoking, I don't think that's possible without needing an awkward second decision to revoke the title. I think the normal revoke title decision is hard coded.
# Vassals of other religions can have their titles revoked for free
free_revoke_on_governments_religion = { #or draconic culture
tribal_government
feudal_government
#any non-draconic government basically
}
events/species_events.txtWhere is SPECIES.2? I know it's an on action, but where is that code found?
EDIT: Nevermind, I found it.
EDIT: All that has to be done is let draconic governments revoke titles from vassals without Draconic culture or government. Just insert something like:
Code:# Vassals of other religions can have their titles revoked for free free_revoke_on_governments_religion = { #or draconic culture tribal_government feudal_government #any non-draconic government basically }
And when I looked in the save files I found some weird "ACK" symbol that might mean corruption of some kind?
the ACK doesn't appear in game, only in the save files. What could be causing the game to use the vanilla germanic symbol by default? The new runic symbol only appeared when Jotnar became the main branch.It looks like Reformed Germanic is appearing as a heresy of Jotnar without having reformed - I'll need to look at the heresy code.
Is the ACK appearing in-game somewhere? Due to how the game handles pagan heresies are referring to the unreformed religion as "Old", normally Jotnar would be listed as "Old Jotnar" even if it hadn't reformed, and if it became the main branch, both reformed and unreformed Germanic would be listed as "Old Germanic". This is especially noticable with Celtic/Druidic, Kemetic/Atenist, and Hellenic/Roman, where neither should be labelled "Old" and would be a roadblock to a future planned heresy. To fix this, I blanked out the "Old" suffix by replacing it with a non-printing character, then reformation renames the unreformed religion to "Old Whatever". Since the reformed religion is appearing without reforming, neither is getting the "Old" name.
That makes a lot of sense. I'll need to see if I can find a better way to rewrite that event.
I was planning on releasing the next version tomorrow, but if I can find a way to rework that event, I might delay a bit to test that.