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nelliott

Corporal
86 Badges
Apr 17, 2010
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Information​

I have verifed my game files (Steam only)​

Yes

I have disabled all mods​

Yes

I am running the latest game update​

Yes

Required​

Summary​

New dynasty banner has warbanner modifiers instead of dynasty ones

Description​

When founding a kingdom as an adventurer, my newly created dynasty and house banners had warbanner modifiers instead of the dynasty ones (see attached screenshot). Looking at the code, this is caused by the player character having the epic_loser variable set. The artifact creation effect assumes it is a warbanner if this is set, which is not correct.

The specific bug occurs in scripted_effects\01_ep1_court_artifact_creation_effects.txt, which checks for epic_loser and assumes that if that is set, it is a banner from war loot. That isn't an accurate assumption. Lines 1396-1400 check if whether the character has the epic_loser variable. And if so, warbanner modifiers are applied (shown: lines 1569-1576) instead of applying the dynasty modifiers (lines 2055-2059). Suggested fix: either check for and apply the house/dynasty modifiers before the warbanner modifiers or add additional conditions besides just the existence of epic_loser.

(EDIT: code moved to comment since I couldn't figure out how to format it here)

Steps to reproduce​

1. Start a game as an adventurer and dynasty head
2. Obtain the epic_loser variable (not sure how exactly this is done -- winning a war? battle? some sort of decisiveness required?)
3. Become landed

Game Version​

1.16

Platform​

Windows

Additional Information​

Affected Feature​

  • Gameplay

Save Game​

ck3_dynasty_banner_wrong_modifiers_bug.png

Other Attachments​

ck3_dynasty_banner_wrong_modifiers_bug.png

 
Last edited:
Upvote 0
In scripted_effects\01_ep1_court_artifact_creation_effects.txt:

Lines 1396-1400 check if whether the character has the epic_loser variable:
Code:
if = {
       limit = { has_variable = epic_loser }
       var:epic_loser = { save_scope_as = epic_loser }
       remove_variable = epic_loser
   }

And if so, warbanner modifiers are applied (shown: lines 1569-1576)
Code:
scope:newly_created_artifact = {
       add_scaled_artifact_modifier_grandeur_small_effect = yes
       if = {
           limit = {
               exists = scope:epic_loser
           }
           random_list = {
               pick = 2
               unique = yes
                # Warbanner modifiers applied

instead of applying the dynasty modifiers (lines 2055-2059):
Code:
else = {
       add_scaled_artifact_modifier_dynasty_prestige_effect = yes
       add_scaled_artifact_modifier_prestige_effect = yes
       add_scaled_artifact_modifier_rulership_effect = yes
   }

Suggested fix: either check for and apply the house/dynasty modifiers before the warbanner modifiers or add additional conditions besides just the existence of epic_loser. For example:
Code:
if = {
       limit = {
           exists = scope:epic_loser
           NOR = {
               has_variable = banner_dynasty   #set on lines 1466-1469 if a dynasty banner
               has_variable = banner_house   #set on lines 1518-1521 if a house banner
            }
       }
       random_list = {
           pick = 2
           unique = yes
 
Last edited:
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