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You must put this part inside trigger = {}:

Code:
NOT = { 
		tier = baron
		tier = king
	}
	NOT = {
		trait = stresed
		trait = depressed
		trait = lunatic
		trait = possessed
		trait = syphilitic
		trait = wounded
		trait = maimed
		trait = infirm
		trait = incapable
		trait = drunkard
		trait = bastard
		trait = twin
		trait = excommunicated
		trait = inbred
		trait = content
	}
	NOT = {
		has_global_flag = mysterious_stranger_arrived
	}

It should look like this:
Code:
trigger = {
	NOT = { 
		tier = baron
		tier = king
	}
	NOT = {
		trait = stresed
		trait = depressed
		trait = lunatic
		trait = possessed
		trait = syphilitic
		trait = wounded
		trait = maimed
		trait = infirm
		trait = incapable
		trait = drunkard
		trait = bastard
		trait = twin
		trait = excommunicated
		trait = inbred
		trait = content
	}
	NOT = {
		has_global_flag = mysterious_stranger_arrived
	}
}

trait = mysterious_stranger won't work as it's not a trait in the game, use something else or set a flag with that name. You cannot create a character with flags, instead you can use new_character which will change the scope to the newly created character and set the flags there and you can use it to send a new event to the character as well.

This is how it could look like:
Code:
			4 = {
				create_character = {
					random_traits = no
					dynasty = (tbd)
					age = 20
					health = 10
					attributes = {
						intrigue = 25
					}
				}
				hidden_tooltip = {
					new_character = {
						set_character_flag = mysterious_stranger
						set_character_flag = has_agenda_z_extreme
						set_character_flag = secretly_monstrous
							character_event = {
								id = 900001
							}
						}
					}
				}				
			}
			narrative_event = {
				id = 900006
			}

Not quite sure what you want this to do:
Code:
ai_chance = {
			factor = 12
		clr_character_flag = mysterious_stranger_negotiations
		clr_demense_flag = secret_technology
		clr_demense_flag = daughter_apprenticed
		clr_demense_flag = autonomy_approved
If you want to clear the flags, just remove "ai_chance = { factor = 12" or close it with a }.

Code:
ai_chance = {
			factor = 12
		}

This is not correct, it should be "factor" instead of "modifier":
Code:
ai_chance = {
			modifier = 22
		}
Or:
Code:
ai_chance = {
			factor = 1
			modifier = {
				factor = 10
				wealth = -100
			}
		}

has_demense_flag is not correct, it should be has_province_flag but that only works in province scopes and you use narrative_event. You can either do a scope change or you use character_flag instead. Narrative events are character events, you can write longer event descriptions than in character events but for triggers and effects they are the same. An example of scope change:
random_demesne_province = { set_province_flag = NAME }

Just read through your events real quick, might be that I have forgotten something. Looks like an interesting event chain though, good luck!
 
Last edited: