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I'm creating a mod and have modified the 'giant' trait as so:

Code:
giant = {
    opposites = {
        dwarf
    }

    prowess = 6

    inherit_chance = 0
    genetic = no
    physical = no
    good = yes

    birth = 0
    random_creation = 0

    tribal_government_opinion = 10
    glory_hound_opinion = 10

    culture_modifier = {
        parameter = strong_traits_more_valued
        monthly_prestige = 0.5
    }

    shown_in_ruler_designer = no
    parent_inheritance_sex = female
    child_inheritance_sex = female
    inherit_from_real_father = no

    desc = {
        first_valid = {
            triggered_desc = {
                trigger = {
                    NOT = { exists = this }
                }
                desc = trait_giant_desc
            }
            desc = trait_giant_character_desc
        }
    }
}

It has `birth` and `random_creation` set to `0`, as well as `genetic` set to `no`. So it should not appear whatsoever.

However, it does, after a few years into a new campaign, as seen in the screenshot (giant trait being re-labelled to 'Amazonian'). Why would this happen if I have set the `random_creation` trait flag to 0?
 

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Those attributes will make the trait not spawn through conceived characters, but it doesn't affect characters that are generated through create_character effects. If you look at common\scripted_character_templates you'll see that some of the templates give the giant trait. That would be where I would imagine those traits are coming from: events are firing and happen to give giant traits by creating new characters from those scripted character templates. If you remove the giant trait from all of those templates, I imagine you won't see the giant trait show up anymore (unless there are instances of create_character that are making characters with giant traits that aren't drawing from the templates).
 
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Those attributes will make the trait not spawn through conceived characters, but it doesn't affect characters that are generated through create_character effects. If you look at common\scripted_character_templates you'll see that some of the templates give the giant trait. That would be where I would imagine those traits are coming from: events are firing and happen to give giant traits by creating new characters from those scripted character templates. If you remove the giant trait from all of those templates, I imagine you won't see the giant trait show up anymore (unless there are instances of create_character that are making characters with giant traits that aren't drawing from the templates).
Looking through all the files I see lots of instances of `create_character` that I had not accounted for :facepalm: . So thank you for that heads-up. When I remove the `giant` trait from all these `create_character` blocks I'll expect there to be no more naturally-spawning giants.
 
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