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Yeah, but that would presumably be a massive undertaking...
As they seem to be unhardcoding a number of diplo actions we'll hopefully get something for marriage logic in 2.9, even if not complete scriptability.
 
As they seem to be unhardcoding a number of diplo actions we'll hopefully get something for marriage logic in 2.9, even if not complete scriptability.

We can always hope, but the marriage interaction (and betrothal interaction, for that matter) seems to be a bit removed from the theme of HF and the announced features (which included "New Succession Laws") to be guaranteed to be something they've really looked at (though they've of course tweaked divorces a bit, even if that's a separate interaction), much like the war declaration interaction, the title grant interaction, and various other interactions that would be very nice to have access to but that I suspect we won't get in script.
 
We can always hope, but the marriage interaction (and betrothal interaction, for that matter) seems to be a bit removed from the theme of HF and the announced features (which included "New Succession Laws") to be guaranteed to be something they've really looked at (though they've of course tweaked divorces a bit, even if that's a separate interaction), much like the war declaration interaction, the title grant interaction, and various other interactions that would be very nice to have access to but that I suspect we won't get in script.
We will be getting fully scriptable divorce requests now and already have scriptable third-party interactions, so it isn't completely out of the picture. Here's hoping.

EDIT: Clarified word stress
 
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We will be getting fully scriptable divorce requests now and already have scriptable third-party interactions, so it certainly isn't completely out of the picture. Here's hoping.

The big difference is that divorces are unlikely to be extremely performance-intensive compared to marriages.

Even assuming each married character is considering whether to get divorced as often as someone would consider a marriage, they'll still only be checking stuff involving a very small number of people that we have an easy way of scoping to; their spouse(s) and the rel head that needs to approve the request.

On the other hand, marriage requests/bethrothal requests need to be checked for more people (e.g. the ruler will want to set up a marriage for all of their children, themselves, and possibly their siblings and grandchildren, if those people are in their court, above the age of twelve (and below 45, if female), and not married already (or not married to enough spouses already, if they have polygamy)) and need to check a lot more people since every character of the opposite gender could be a valid target unless already married to the maximum allowed amount of characters (or stuff like diplo range, religion, age, etc. makes someone impossible to marry; diplo range and religion aren't guaranteed to exclude a lot of people, however, since you could have a huge realm following a religion that allows for intermarriage (or that exists in a world where only religions they can intermarry with exist)) and they need to consider whether the target's host would approve (if the target isn't making the decision) and whether the resulting NAP(s) would be good and ideally shouldn't go for the first candidate that it checks that doesn't fail those checks (because there might be multiple viable candidates and one of those could be a lot better than the others).

Other third party interactions, at least those concerned with shipping people off to China, also only check a very small amount of characters, have a very small amount of allowed targets (the EoC), and are checked very infrequently (once every year for concubines, one every three years for eunuchs/commanders/physicians).


It would definitely be nice to have fully scriptable marriages, but the performance cost makes me doubt that that will happen.
 
Oh no, I very much expect it to continue to be hardcoded, I just refuse to let go of what sliver of hope I have :oops:
 
The marriage interaction is still hardcoded, unhardcoding all the interactions would be a nice thing, but doing all of them and making sure the performance does not suffer would be a pretty big undertaking.
 
The marriage interaction is still hardcoded, unhardcoding all the interactions would be a nice thing, but doing all of them and making sure the performance does not suffer would be a pretty big undertaking.

Could we at least have (as someone has said before) an option to toggle whether nomads can skip "infidel" marriage restrictions? And even better, a parameter (something like "can marry infidel nomads = ") settable on religion, culture, government, etc that would forbid marriage with nomads of other religions.

They would default to vanilla parameters so no files would be needed to be changed for vanilla.

I mean, even though marriage is hardcoded, religions have quite a degree of control ("intermarry =", "hostile_within_group =", game rules, etc.) yet nomads skip all this so it'd be good to be able to control it.

Regards.
 
Could we at least have (as someone has said before) an option to toggle whether nomads can skip "infidel" marriage restrictions? And even better, a parameter (something like "can marry infidel nomads = ") settable on religion, culture, government, etc that would forbid marriage with nomads of other religions.

They would default to vanilla parameters so no files would be needed to be changed for vanilla.

I mean, even though marriage is hardcoded, religions have quite a degree of control ("intermarry =", "hostile_within_group =", game rules, etc.) yet nomads skip all this so it'd be good to be able to control it.

Regards.
I'll look at that, will likely not make it in for Holy Fury though if I do get time to do it.
 
I really-really need a "change_age" command for my next mod.
I didn't find anything like it on the wikis, nor in the game files, so I'm assuming it doesn't exist.
Alternatively, a command that changes a character's portrait age would work for me too, but I still think that a command that changes the age would be better - the possibilities for new cool mods would be endless!
 
The marriage interaction is still hardcoded, unhardcoding all the interactions would be a nice thing, but doing all of them and making sure the performance does not suffer would be a pretty big undertaking.
Will we at least get something for women who're able to have kids past 45? An elimination of that hard rule on the AI behavior rejecting all marriages involving women past a certain age? That's a big problem for any game with female rulers and anything where women can live and have children significantly longer than in vanilla.
 
Will we at least get something for women who're able to have kids past 45? An elimination of that hard rule on the AI behavior rejecting all marriages involving women past a certain age? That's a big problem for any game with female rulers and anything where women can live and have children significantly longer than in vanilla.
There is a define that handles that already, unless you mean you want more custom behavior for fantasy mods with multiple species?
 
Are you referring to NDefines.NCharacter.MAX_CHILD_BIRTH_AGE? That affects the maximum age at which women can give birth, but doesn't seem to affect how the AI handles marriage - they will still claim women approaching 45 are too old. If there's a different define controlling that, it doesn't seem to be on the wiki.
 
Are you referring to NDefines.NCharacter.MAX_CHILD_BIRTH_AGE? That affects the maximum age at which women can give birth, but doesn't seem to affect how the AI handles marriage - they will still claim women approaching 45 are too old. If there's a different define controlling that, it doesn't seem to be on the wiki.
Oh does the AI not take that into account? It should be doing so I think so if it doesn't that would be an oversight/bug.
 
Oh does the AI not take that into account? It should be doing so I think so if it doesn't that would be an oversight/bug.
It might be a good idea to make it check the fertility stat directly, at least if it's 0%. That way we can manipulate that value in case different women/races/cultures have menopause at different times or if there's special publicly know barren traits. So the block on marriage becomes, 'Unable to have children' if the woman is either past menopause age OR has 0% fertility. The no fertility isn't necessary, since we can just put a flag trait that blocks marriages entirely for random courtier women past menopause as a work around.
 
Oh does the AI not take that into account? It should be doing so I think so if it doesn't that would be an oversight/bug.
That seems to be the case - my mod bumped the max age really high then added menopause via trait so some fantasy races can be fertile longer, but marriage proposals still get rejected for the woman being too old.
 
That seems to be the case - my mod bumped the max age really high then added menopause via trait so some fantasy races can be fertile longer, but marriage proposals still get rejected for the woman being too old.
I'll take a look, won't make it in for HF but can probably get it in for a patch after it.
 
1. Would be awesome if societies had conditions under which they are/aren't criminal or secret.
Instead of criminal = yes, it could be something like:
criminal = {
liege = {
NOT = { religion_group = pagan_group }​
}​
}
Same thing for secret societies.

2. Currently soundtracks for societies can only be defined in interface\sound.sfx, which kind of means that it isn't possible to have 2 mods that add societies installed at the same time, if both these mods have custom sounds.

3. When a character fails the potential trigger for their society, the game fires the MNM.10021 event, which kicks them from the society. Problem is, if the character is a member of a society from a mod, then this event will have some weird text, as if the character is being kicked from the Assassins. Besides that, modders have to modify vanilla files to fix this, which again ruins cross-compatibility for different society mods. There is an easy way to fix this - just add a trigger to the MNM.10021 event, which fails if the character is not a member of one of the vanilla societies.

4. That change_age command I requested earlier. Pretty please? :)
 
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Found a potential UI bug with decisions using character third parties.

When a third party is used in a targeted decision targeting a third party, the character window pops up and displays the third_party_score. Now when you hover over the score you get a tooltip with a breakdown of all the different reasons why that character got that score. This is fine.

The problem is when you use a character third party in a title_decision. Hovering over the third_party_score here doesn't give a tooltip.

working tooltip.jpg

bugged tooltip.jpg

Cursor isn't showing but it's on the score in both images.
2. Currently soundtracks for societies can only be defined in interface\sound.sfx, which kind of means that it isn't possible to have 2 mods that add societies to be installed at the same time, if both these mods have custom sounds.

3. When a character fails the potential trigger for their society, the game fires the MNM.10021 event, which kicks them from the society. Problem is, if the character is a member of a society from a mod, then this event will have some weird text, as if the character is being kicked from the Assassins. Besides that, modders have to modify vanilla files to fix this, which again ruins cross-compatibility for different society mods. There is an easy way to fix this - just add a trigger to the MNM.10021 event, which fails if the character is not a member of one of the vanilla societies.
Oh please yes.

Also adding on to 3: could the same be done to the notification event for becoming grandmaster of the society? This one: MNM.1750.

EDIT: Found another bug related to societies.
If you use "society_member_of" in the potential or allow_join for a faction, it only works on the player.
Without using "society_member_of" and only using "is_in_society" it works fine, both the AI and player can freely join and create it.
However once I add "society_member_of" it only works for the player, the AI gets invalidated for some reason.
 
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