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  1. #1

    Icon5 A point in the right direction

    Hopefully this is the right forum to ask this.

    I wanted to create some settlement-specific traits to make one of the mods i have installed a little more immersive.

    I have created the entries in the EDCT and corresponding VnV.text entries , but i'm at a loss for how to make the appropiate triggers to make said traits (if it's even possible)

    could someone point me in the right direction? A tutorial of some kind maybe?
    JaNuZ99 wishes he could give non-horde faction an option of looting cities instead of extermination...


  2. #2
    StealthEvo's Avatar Campidoctor
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    Default Re: A point in the right direction

    I have a rough and ready solution. Looking at the Ancillary Triggers we have this.

    Code:
    ;------------------------------------------
    Trigger trigger_patriarch_1
        WhenToTest CharacterTurnEnd
        Condition EndedInSettlement
              and RemainingMPPercentage = 100
              and Trait Christian >= 1
              and SettlementBuildingExists >= church_christianity_basilica
              and IsGeneral
              and SettlementBuildingExists >= monastary
              and FactionType empire_east
              and Trait Christian >= 1
              and not FactionwideAncillaryExists patriarch_1
              and SettlementName Alexandria
              and not Trait ChristianDisillusion >= 1
    
        AcquireAncillary patriarch_1 chance  16
    Ergo the super easy shortcut. I'm not 100% sure if this trigger is applicable towards Traits bit it would be a PITA if it wasn't.

    There is another way. Just create a unique building that is present in the settlement from the beginning of the game. And then run a trait trigger through that. IE

    Code:
    ;------------------------------------------
    Trigger zoroastrians_hermitage
        WhenToTest CharacterTurnEnd
    
        Condition Trait Zoroastrian >= 1
              and EndedInSettlement
              and RemainingMPPercentage = 100
              and SettlementBuildingExists >= hermitage: Replace with the newly created buildings name.
    
        Affects HatesChristianity  1  Chance  4 
        Affects ZoroastrianLoatheChristians  1  Chance  1 
        Affects ZoroastrianDisillusion  1  Chance  1

  3. #3

    Default Re: A point in the right direction

    Thank you! I will try it out.

    This looks really promising and coincidently with your example it just so happens that the traits i created are for a mod i installed set in the time of the Imperial roman empire. Though for the Western Empire.

    I do hope the first solution works as it would be ideal considering i want my generals to acquire the new trait by ending their turn in a specific settlement

    i.e. A general i want to make The Magister Equitum per Gallias will acquire the trait (and hence gain the rank,duty, and benefits) by staying at the historical HQ for said magister.

    If not i will try out the second possibility. Though i hope do avoid tinkering with creating new buildings. The more i tinker the more chance i exp a CTD or an error that Id' have to fix (and thus the less time i actually spend playing).
    JaNuZ99 wishes he could give non-horde faction an option of looting cities instead of extermination...


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