I think we have a misunderstanding here, I thought you said I could not copy over the original 00_opinion_modifiers.txt file to my mod, and only have a new text file in there that includes the female_ruler_opinion modifiers and such and the game would ignore the ones in the base game's files.
There's actually a warning in there against moving or removing that stuff due to it being hardcoded. I'm not going to touch that for now.
What I intended to say:
You can override the opinion values to be zero by overriding 00_opinion_modifiers.txt. You WILL have to override the full vanilla file in your mod, because otherwise, there would be two definitions of those opinion modifiers, and that would be a no-no. Likewise, an 00_opinion_modifiers.txt with ONLY the overridden modifiers will leave tons of hard-referenced opinion modifiers undefined. Ergo, you may either:
a) Just copy 00_opinion_modifiers.txt to your mod, zero the opinion values for the GE modifiers in it, and be done.
b) Go the cleaner and more tenable route: copy 00_opinion_modifiers.txt to your mod, and move out all the hard-referenced opinion modifiers you are going to change to separate, small, topic-specific files. This way you always know that the 00_opinion_modifiers.txt is pristine other than missing stuff you've explicitly moved into your neat collection of other mod-specific files in the folder. When a patch comes, the merge will be a lot easier (since everything you moved out of the vanilla file was specifically overridden from its default definition anyway). And, as Meneth was stating, you get the ability to use sub-mods to extend your own mod with different modes of operation, and likewise, if you want easier compatibility with other mods, you will be sorted too.
Why are you removing the opinion_female_ruler / opinion_female_heir by event? If the opinion value is zero, it will achieve the same goal, and no constant maintenance overhead or complexity is required. In fact, it shouldn't even show-up as 0 on the diplomacy break-down (talking pure aesthetics here now), as zero-value opinions are now interpreted by the game as "targeting" opinions by default (but don't quote me on that, the modifier might need a 'hidden = yes' or something, which you could still add to those if so). The allowed existence of the automatically applied opinion modifier (better called "relations" since they're really not necessarily about _modifying_ the opinion value at all), at least in this case, will have no effect upon the game other than being more efficient and consistent than constantly trying to remove them from every possible affected character (with undefined consequences since they're hard-referenced).
I can see why you might jump to that course of action [checking for the modifiers and removing them by event], but just FYI, it's advisable to not in this case (i.e., a case where the continued existence of the zeroed opinion modifier itself has no semantic meaning to the game or any of its events).