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unmerged(21937)

Your Industrial Friend
Nov 15, 2003
9.557
1
Few questions:

What is a definetly safe ID range to put new events in to try 'em out? Something that will never be used for official patch events.

When I create a new courtier, is it always of random dynasty, except when making a bastard?

When creating a new courtier, what would be a sure way to add him / her a trait on the spot?

EDIT: Event name and action option names should go to extra_text.csv?
 
Last edited:
Byakhiam said:
Few questions:

What is a definetly safe ID range to put new events in to try 'em out? Something that will never be used for official patch events.

Paradox reserves the range 1-9999 for their events. LUCKS events start at 20000. 10000-19999 are free for testing. If you want to be sure to avoid conflicts, reserve a block of ids in the Event ID Clearing House sticky thread.

When I create a new courtier, is it always of random dynasty, except when making a bastard?

I believe that is correct.

When creating a new courtier, what would be a sure way to add him / her a trait on the spot?

All initial traits for random courtiers are generated by the game engine; there is no way to specify specific traits for random courtiers.

Event name and action option names should go to extra_text.csv?
That was the initial recommendation from the betas, and what LUCKS has used up until now. Future versions of LUCKS will put action text in modtext.csv, reducing the number of Paradox files that have to be overwritten. If you put your text in modtext.csv, be sure to end it with a #EOF record (with correct number of semicolons and something non-blank after the last semicolon.)

Event names do not have to be put in *text.csv, but can be put in the event file:
Code:
character_event = {
  id = 10000
  name = "This is my event!"
  trigger = {
...
 
And action names can be added like this?

Code:
immidiate = {
         name = "Action"

Or does it need to be " action_a = " always for that to work? (or _b or _c)
 
Byakhiam said:
And action names can be added like this?

Code:
immidiate = {
         name = "Action"

Or does it need to be " action_a = " always for that to work? (or _b or _c)
No, button text has to be added to *text.csv. If there is a way to include it in the event files, no one has revealed it to the mod community. (I don't think the betas doing events know how either, but they are required to put their text in the .csvs for translation.)