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Fix add_spouse and add_spouse_matrilineal or create a add_secondary_spouse and add_secondary_spouse_matrilineal so that the command does not swap out your primary spouse. This has been an issue since they added polygamy to the game and spouse refers to the primary spouse (which also requires a bunch of other events to be cleaned up).


Like the rest of the list.
Bugs should be reported in the bug forum.
 
Quite a few of these suggestions have been implemented so it's safe to say that Pdox is reading this thread.
With emphasis on "few" ;)
All suggestions on here that they've implemented are listed at the bottom.
 
Missing a few there that are in the current patch in some form or other, at least the following:

Scripting:
Ability to prevent specific characters from inheriting titles (for example by a flag or a trait) (Done: cannot_inherit = yes in traits)
A way to disable random traits on a per-character level (E.G., random_traits = no) (can be done easily by exactly that command for create_character)
Traits inheritable via succession (can be scripted, using a combination of agnatic and potential)

Defines:
Export the onset of old age into defines (PORTRAIT_OLD_AGE_THRESHOLD)
Export the minimum age of pregnancy (part of AGE_OF_MARRIAGE)

Folder exporting:
Export objectives to a folder, like has been done with landed_titles and other files
Export cb_types to a folder, like has been done with landed_titles and other files
 
Enatic and enatic-cognatic succession!
This means female-only and female-before-male, for those who like excuses!

Edit: titles are also renamable by event.
 
With emphasis on "few" ;)
All suggestions on here that they've implemented are listed at the bottom.

I would add the following are possible:

-Ability to add modifiers (province, character, etc.) via the history files
-Ability to set betrothals in history
-add_lover should work in history files
All these can be done one way or another with the effect = { } command in character history files

-A condition to check if one title is the dejure title of another: can be done with dejure_liege_title = { title = <title> } scope
-Ability to mod women to lead armies
-A way to set specific traits as invalid for randomized traits: this is done by omitting personality = yes from the trait entry
-Ability to rename titles by event: done by set_name = <name> command in a title scope
 
Missing a few there that are in the current patch in some form or other, at least the following:

Scripting:
Ability to prevent specific characters from inheriting titles (for example by a flag or a trait) (Done: cannot_inherit = yes in traits)
A way to disable random traits on a per-character level (E.G., random_traits = no) (can be done easily by exactly that command for create_character)
Traits inheritable via succession (can be scripted, using a combination of agnatic and potential)

Defines:
Export the onset of old age into defines (PORTRAIT_OLD_AGE_THRESHOLD)
Export the minimum age of pregnancy (part of AGE_OF_MARRIAGE)

Folder exporting:
Export objectives to a folder, like has been done with landed_titles and other files
Export cb_types to a folder, like has been done with landed_titles and other files
Not really what I meant for "A way to disable random traits on a per-character level", as the issue is William the Conqueror for example getting random traits on campaign start.
"Traits inheritable via succession (can be scripted, using a combination of agnatic and potential)" Which leaves out cognatic succession, and as such doesn't fulfill that purpose.

Added the rest.

I would add the following are possible:

-Ability to add modifiers (province, character, etc.) via the history files
-Ability to set betrothals in history
-add_lover should work in history files
All these can be done one way or another with the effect = { } command in character history files

-A condition to check if one title is the dejure title of another: can be done with dejure_liege_title = { title = <title> } scope
-Ability to mod women to lead armies
-A way to set specific traits as invalid for randomized traits: this is done by omitting personality = yes from the trait entry
-Ability to rename titles by event: done by set_name = <name> command in a title scope
All added now, thanks.
 
Not really what I meant for "A way to disable random traits on a per-character level", as the issue is William the Conqueror for example getting random traits on campaign start.
Oh, you mean like in defines: MAX_GENERATED_TRAITS_FOR_HISTORICAL = 0 ?
"Traits inheritable via succession (can be scripted, using a combination of agnatic and potential)" Which leaves out cognatic succession, and as such doesn't fulfill that purpose.
Inherit_chance = 100 and a check on the succession law in the trigger (father/mother has_law etc.).
 
Oh, you mean like in defines: MAX_GENERATED_TRAITS_FOR_HISTORICAL = 0 ?

Inherit_chance = 100 and a check on the succession law in the trigger (father/mother has_law etc.).
On a per character level. So John Doe gets his 4 random traits, while William the Conqueror only gets whatever traits were specifically assigned to him.

That doesn't work for Elective or Seniority, and would give the trait before the title holder's death.
 
The traits thing is for up to 4. I don't see new traits being piled on Willy the Conker, since he starts with 7 of them none gets added. So the only thing needed for this is to add up to the defined number of traits to historical chars.

That doesn't work for Elective or Seniority, and would give the trait before the title holder's death.
Guess I just don't see what you'd want a trait that acts like that for, or why you wouldn't just tie it to the title itself.

Oh, and:
More specific familial relationship opinion modifiers (E.G., brothers, uncles, grandparents)
This can be done by using smart triggers in a setting event that is ran on an on_action pulse, setting an event_modifier
 
The traits thing is for up to 4. I don't see new traits being piled on Willy the Conker, since he starts with 7 of them none gets added. So the only thing needed for this is to add up to the defined number of traits to historical chars.


Guess I just don't see what you'd want a trait that acts like that for, or why you wouldn't just tie it to the title itself.

Oh, and:
More specific familial relationship opinion modifiers (E.G., brothers, uncles, grandparents)
This can be done by using smart triggers in a setting event that is ran on an on_action pulse, setting an event_modifier
It's just an example. It isn't an issue with William, but it can be an issue with other characters.

"Guess I just don't see what you'd want a trait that acts like that for, or why you wouldn't just tie it to the title itself."
One could have an event upon having the title, but that's inefficient. Getting the trait with the title is a far better way of doing it.

"This can be done by using smart triggers in a setting event that is ran on an on_action pulse, setting an event_modifier"
Which also slows the game if you use a lot of workarounds like that. Workarounds like that should not be needed.
 
More specific familial relationship opinion modifiers (E.G., brothers, uncles, grandparents)
This can be done by using smart triggers in a setting event that is ran on an on_action pulse, setting an event_modifier

Which also slows the game if you use a lot of workarounds like that. Workarounds like that should not be needed.


It's done in Family Relations mini-mod and I'm not seeing slowdowns with it.
 
Couldn't you do that through buildings already? Or is it not possible to build a building via event?