Post by erbkaiser on Mar 11, 2018 18:40:45 GMT
A random collection of stuff I did for my own game.
Roberts_rebellion_events.txt
The major startup event roberts_rebellion.1
Stop legit bastards from getting random siblings:
Add a block for legit_bastard alongside the current blocker for bastard/child of consort.
Add more original artifact holders, like is now done for the crowns:
Another blocker for random siblings for legit and illegit bastards, to stop creating a really messed up family tree:
event roberts_rebellion.151
and further down the same event:
secret_bastard_events.txt
Another easy check for obvious bastards: add brindlemen/ibbish etc. to the check.
Add to the trigger of pil.250:
The Crown of Winter is currently duplicated despite it supposed to being unique, so let's give the Starks after Robert's Rebellion the mid variant instead. That way Joffrey and the other bastards keep the original one but Robb still has one for his big head.
In common\artifacts\00_artifact_spawns.txt disable the segment for crown_of_winter and crown_of_winter_robb - it works better to give it him than to let it spawn.
In history\characters\north.txt:
For Robb Stark #2059:
Make fine armour and Royce's bronze armour count as armor sets, so they are taken into account by the duel engine and other events that check this:
common\artifacts\weapon_artifacts.txt
Allow the beyond_wall_old_gods believers to also hold a northern melee:
decisions\minor_decisions.txt:
But since we only want to do this for Skagosi and Hills clansman, not (full) wildlings, let's specifically block those in the same potential block:
events\northern_melee_events.txt
Change every occurrence of religion = old_gods to
OR = {
religion = old_gods
religion = beyond_wall_old_gods
}
I don't like how the Karstarks can be legitimized as the main branch Starks even when they've betrayed the main line:
events\cadet_event.txt
cadet.16
add to the trigger:
Dragons attacking other dragons is cool, but I doubt a dragon would kill its own lover, and from the lore we don't see them killing their kin at random either (except for the cannibal):
events\dragon_events.txt
dragon.8 in the #Untamed dragon attacks another dragon block
Make it impossible to sell or rename cursed artifacts. This has little value to the core AGOT mod, but makes it play nicer with other mods that add or modify artifacts:
events\mnm_artifacts_events.txt
event MNM.9949:
And if you'd add the curse flags to glass candles, Royce's armour, books, and canon swords there'd be no more need to specifically list them all. Just sayin'.
Some stuff for the New Gift. I read up on the lore, and basically the New Gift was taken from the North and the Starks and theirs weren't really happy about it. So it makes little sense that an independent North would ever gift it or give it back, should they somehow reclaim it.
evens\nightswatch_events.txt
event nightswatch.5, add to the trigger:
This so that we can use a new event for it where you actually can refuse, that also renames the New Gift back to North Road and takes it out of the Wall:
Localization:
event nightswatch.120 to take the historic Northern refusal into account:
There is a vanilla event while you're in seclusion that makes you furious at two lovers. For some dumb reason it doesn't take into account two people that are already married, so let's fix that:
events\rip_seclusion_events.txt
event RIP.12005:
The siege event that stores important buildings so they're automatically rebuilt is missing a few.
events\siege_events_AGOT.txt
siege_agot.9
immediate, add below ca_dragon_pit:
And in the after:
In the unlikely event Jon Snow decides to become a Stark-Targaryen, make him a cadet line of the Targs:
tower_of_joy.55 in the 'Both' block:
And maybe help the AI pick the right choice, same event but for all three choices:
He's also named Aemon in the file at some points, the show uses Aegon as his real name. But I guess as long as the book is still not out we have no definite answer for which is right.
The event for if you use wildfire in a province has three unique text strings, but nothing to make it so the right one is actually used:
events\wildfire_events.txt
wildfire.17
Also in the same file, a bug but I might as well put it here: the random alchemists are created with the kingslander culture which should be crownlander.
Seduction events: let's block someone who can't read from signing a love letter.
events\wol_seduction_events.txt
WOL.200 trigger add: can_use_book_trigger = yes
For some reason renaming dead characters seems to not work, so if you start after 8044 there will be a 'Canther' in the line of the High Septons.
So let's remove his name and give it back when he's alive:
history\characters\reach_ancestors.txt
If Varys is with FAegon, he should be his spymaster:
history\characters\merc_companies.txt
Young Griff #125009:
in the 8300.3.1 effect:
The cannibal wildlings are now never used, so let's put them west of the Thenn where they belong:
history\provinces\4 - The Frozen Shore.txt
Add back two missing Riverlands kings, from the prequel submods:
history\titles\e_riverlands.txt
Roberts_rebellion_events.txt
The major startup event roberts_rebellion.1
Stop legit bastards from getting random siblings:
#Auto Generate missing wives/mothers
any_playable_ruler = {
limit = {
NOT = { tier = BARON }
is_female = no
is_married = no
is_betrothed = no
can_marry_trigger = yes
OR = {
AND = {
age = 18
NOT = { dynasty = 0 }
NOT = { any_dynasty_member = { is_alive = yes NOT = { character = PREV } } }
}
any_child_even_if_dead = {
NOT = { trait = bastard }
NOT = { trait = legit_bastard }
NOT = { trait = child_of_consort }
NOT = { mother_even_if_dead = { always = yes } }
}
}
}
character_event = { id = roberts_rebellion.150 }
}
Add a block for legit_bastard alongside the current blocker for bastard/child of consort.
Add more original artifact holders, like is now done for the crowns:
c_11443 = {
random_playable_ruler = {
limit = { has_artifact = forrester_sword }
random_artifact = {
limit = { artifact_type = forrester_sword }
set_original_owner = PREVPREV
}
}
}
c_550187 = {
random_playable_ruler = {
limit = { has_artifact = royce_bronze_armor }
random_artifact = {
limit = { artifact_type = royce_bronze_armor }
set_original_owner = PREVPREV
}
}
}
c_77017 = {
random_playable_ruler = {
limit = { has_artifact = baelors_crown }
random_artifact = {
limit = { artifact_type = baelors_crown }
set_original_owner = PREVPREV
}
}
}
c_821059 = {
random_playable_ruler = {
limit = { has_artifact = crown_of_winter }
random_artifact = {
limit = { artifact_type = crown_of_winter }
set_original_owner = PREVPREV
}
}
}
c_77041 = {
random_playable_ruler = {
limit = { has_artifact = daenerys_crown }
random_artifact = {
limit = { artifact_type = daenerys_crown }
set_original_owner = PREVPREV
}
}
}
c_41544 = {
random_playable_ruler = {
limit = { has_artifact = durrandon_crown }
random_artifact = {
limit = { artifact_type = durrandon_crown }
set_original_owner = PREVPREV
}
}
}
c_900178 = {
random_playable_ruler = {
limit = { has_artifact = falcon_crown }
random_artifact = {
limit = { artifact_type = falcon_crown }
set_original_owner = PREVPREV
}
}
}
c_88151 = {
random_playable_ruler = {
limit = { has_artifact = gardener_crown }
random_artifact = {
limit = { artifact_type = gardener_crown }
set_original_owner = PREVPREV
}
}
}
c_80270190 = {
random_playable_ruler = {
limit = { has_artifact = lannister_crown }
random_artifact = {
limit = { artifact_type = lannister_crown }
set_original_owner = PREVPREV
}
}
}
c_77031 = {
random_playable_ruler = {
limit = { has_artifact = maekars_crown }
random_artifact = {
limit = { artifact_type = maekars_crown }
set_original_owner = PREVPREV
}
}
}
c_5317 = {
random_playable_ruler = {
limit = { has_artifact = renlys_crown }
random_artifact = {
limit = { artifact_type = renlys_crown }
set_original_owner = PREVPREV
}
}
}
c_4317 = {
random_playable_ruler = {
limit = { has_artifact = stannis_crown }
random_artifact = {
limit = { artifact_type = stannis_crown }
set_original_owner = PREVPREV
}
}
}
I tried to get this to work for the swords, but no dice :/Another blocker for random siblings for legit and illegit bastards, to stop creating a really messed up family tree:
event roberts_rebellion.151
immediate = {
random = {
chance = 8
break = yes
}
if = {
limit = {
fertility = 0.1
age = 14
spouse = {
fertility = 0.1
age = 14
}
current_heir = {
is_child_of = ROOT
dynasty = ROOT
age = 1
NOT = { trait = bastard }
NOT = { trait = legit_bastard }
NOT = { trait = child_of_consort }
}
}
spouse = { save_event_target_as = second_parent }
and further down the same event:
#add siblings
if = {
limit = {
age = 5
NOT = { any_sibling_even_if_dead = { count = 2 } }
NOT = {
any_sibling = {
is_alive = yes
is_older_than = ROOT
}
}
OR = {
father_even_if_dead = { always = yes }
NOT = { age = 30 }
}
NOT = { trait = bastard }
NOT = { trait = legit_bastard }
NOT = { trait = child_of_consort }
}
if = { #create parents if needed
secret_bastard_events.txt
Another easy check for obvious bastards: add brindlemen/ibbish etc. to the check.
Add to the trigger of pil.250:
#Not even normal human
AND = {
mother_even_if_dead = { cannot_outbreed_trigger = yes }
father_even_if_dead = { NOT = { cannot_outbreed_trigger = yes } }
}
AND = {
father_even_if_dead = { cannot_outbreed_trigger = yes }
mother_even_if_dead = { NOT = { cannot_outbreed_trigger = yes } }
}
The Crown of Winter is currently duplicated despite it supposed to being unique, so let's give the Starks after Robert's Rebellion the mid variant instead. That way Joffrey and the other bastards keep the original one but Robb still has one for his big head.
In common\artifacts\00_artifact_spawns.txt disable the segment for crown_of_winter and crown_of_winter_robb - it works better to give it him than to let it spawn.
In history\characters\north.txt:
For Robb Stark #2059:
8298.12.20 = {
effect = {
k_north = { destroy_landed_title = ROOT }
add_artifact = crown_of_winter_mid
}
give_nickname = nick_the_young_wolf
}
Make fine armour and Royce's bronze armour count as armor sets, so they are taken into account by the duel engine and other events that check this:
common\artifacts\weapon_artifacts.txt
fine_armour = {
monthly_character_prestige = 0.15
combat_rating = 0.87
quality = 2
active = {
age = 14
}
flags = { armor_set armor armour armour_tier_2 }
stacking = no
picture = "GFX_suit_of_armor"
slot = torso
}
royce_bronze_armor = {
monthly_character_prestige = 0.2
combat_rating = 1.17
quality = 3
active = {
age = 14
}
flags = { armor_set armor armour armour_tier_3 }
stacking = no
picture = "GFX_royce_bronze_armor"
slot = torso
indestructible = yes
}
Allow the beyond_wall_old_gods believers to also hold a northern melee:
decisions\minor_decisions.txt:
potential = {
is_ruler = yes
OR = {
religion = old_gods
religion = beyond_wall_old_gods
}
NOT = { tier = BARON }
But since we only want to do this for Skagosi and Hills clansman, not (full) wildlings, let's specifically block those in the same potential block:
NOT = { trait = wildling }
events\northern_melee_events.txt
Change every occurrence of religion = old_gods to
OR = {
religion = old_gods
religion = beyond_wall_old_gods
}
I don't like how the Karstarks can be legitimized as the main branch Starks even when they've betrayed the main line:
events\cadet_event.txt
cadet.16
add to the trigger:
OR = { #Stark - Karstark after AFFC
NOT = { year = 8300 }
AND = {
year = 8300
dynasty = 59
any_dynasty_member_even_if_dead = {
limit = { trait = assign_mission_target }
any_child = {
limit = { trait = assign_mission_target }
NOT = { dynasty = 59 }
NOT = { dynasty = 89 }
}
}
}
}
Dragons attacking other dragons is cool, but I doubt a dragon would kill its own lover, and from the lore we don't see them killing their kin at random either (except for the cannibal):
events\dragon_events.txt
dragon.8 in the #Untamed dragon attacks another dragon block
dragon = { #try to find wild dragon first
limit = {
is_alive = yes
at_location = ROOT
NOT = { has_character_modifier = locked_in_dragonpit }
NOT = {
attribute_diff = { character = ROOT attribute = martial value = 10 }
}
NOT = { any_friend = { always = yes } }
NOT = { character = ROOT }
NOT = { is_lover = ROOT }
OR = {
ROOT = { trait = lunatic_dragon }
NOT = { is_close_relative = ROOT }
}
ai = yes
}
character_event = { id = dragon.140 }
break = yes
}
dragon = { #then try a dragon with a rider
limit = {
is_alive = yes
at_location = ROOT
NOT = { has_character_modifier = locked_in_dragonpit }
NOT = {
attribute_diff = { character = ROOT attribute = martial value = 10 }
}
NOT = { any_friend = { in_command = yes } }
NOT = { character = ROOT }
NOT = { is_lover = ROOT }
OR = {
ROOT = { trait = lunatic_dragon }
NOT = { is_close_relative = ROOT }
}
ai = yes
}
character_event = { id = dragon.140 }
break = yes
}
Make it impossible to sell or rename cursed artifacts. This has little value to the core AGOT mod, but makes it play nicer with other mods that add or modify artifacts:
events\mnm_artifacts_events.txt
event MNM.9949:
immediate = {
FROMFROM = {
if = { #find artifact sale value
limit = {
NOT = { has_artifact_flag = no_usurp_transfer }
NOT = { has_artifact_flag = curse }
}
ROOT = { set_variable = { which = artifact_value value = 0 } }
option = {
name = EVTOPTBMNM.9949 #Rename
trigger = {
higher_tier_than = COUNT
FROMFROM = {
NOT = { artifact_type = glass_candle }
NOT = { artifact_type = royce_bronze_armor }
NOT = { has_artifact_flag = book }
NOT = { has_artifact_flag = canon_sword }
NOT = { has_artifact_flag = curse }
}
}
option = {
name = EVTOPTCMNM.9949 #Sell
trigger = {
FROMFROM = {
NOT = { has_artifact_flag = no_usurp_transfer }
NOT = { has_artifact_flag = curse }
}
}
And if you'd add the curse flags to glass candles, Royce's armour, books, and canon swords there'd be no more need to specifically list them all. Just sayin'.
Some stuff for the New Gift. I read up on the lore, and basically the New Gift was taken from the North and the Starks and theirs weren't really happy about it. So it makes little sense that an independent North would ever gift it or give it back, should they somehow reclaim it.
evens\nightswatch_events.txt
event nightswatch.5, add to the trigger:
any_demesne_title = {
OR = {
title = d_the_wall
location = { duchy = { title = d_the_wall } }
}
NOT = { title = c_new_gift }
}
This so that we can use a new event for it where you actually can refuse, that also renames the New Gift back to North Road and takes it out of the Wall:
#Give title to the watch (New Gift version)
character_event = {
id = nightswatch.5001
desc = "EVTDESCnightswatch.5001"
picture = GFX_evt_the_wall
is_triggered_only = yes
war = no
only_rulers = yes
trigger = {
NOT = { trait = wildling }
NOT = { any_liege = { trait = wildling } }
NOT = { liege_before_war = { trait = wildling } }
NOT = { any_liege = { liege_before_war = { trait = wildling } } }
NOT = { trait = nightswatch }
NOT = { trait = white_walker }
NOT = { trait = winter_wasteland }
NOT = { culture = ruin }
any_demesne_title = {
location = { duchy = { title = d_the_wall } }
title = c_new_gift
}
NOT = { any_liege = { trait = nightswatch } }
NOT = { liege_before_war = { trait = nightswatch } }
d_nightswatch = {
holder_scope = {
trait = nightswatch
NOT = { character = ROOT }
}
}
}
option = {
name = "EVTOPTAnightswatch.5001"
ai_chance = {
factor = 100
# Northerners may want the land back
modifier = {
factor = 0.5
OR = {
AND = {
has_regent = no
culture_group = first_men
}
regent = {
culture_group = first_men
}
}
}
modifier = {
factor = 0.5
OR = {
AND = {
has_regent = no
religion = old_gods
}
regent = {
religion = old_gods
}
}
}
modifier = {
factor = 0
OR = {
trait = wildling
trait = deserter
}
}
modifier = {
factor = 0.5
any_demesne_province = { region = world_north }
}
modifier = {
factor = 0.5
dynasty = 59
}
# Personality Effects
modifier = {
factor = 0.5
OR = {
AND = {
has_regent = no
trait = cynical
}
regent = {
trait = cynical
}
}
}
modifier = {
factor = 0.5
OR = {
AND = {
has_regent = no
trait = greedy
}
regent = {
trait = greedy
}
}
}
modifier = {
factor = 0.5
OR = {
AND = {
has_regent = no
trait = selfish
}
regent = {
trait = selfish
}
}
}
modifier = {
factor = 0.5
OR = {
AND = {
has_regent = no
trait = arbitrary
}
regent = {
trait = arbitrary
}
}
}
}
d_nightswatch = {
holder_scope = {
ROOT = {
any_demesne_title = {
limit = {
title = c_new_gift
}
grant_title = PREVPREV
}
}
random_courtier = {
limit = {
trait = nightswatch
is_ruler = no
NOT = { trait = maester }
}
PREV = {
random_demesne_title = {
limit = {
NOT = { tier = DUKE }
NOT = {
AND = {
tier = count
location = {
is_capital = yes
}
}
}
}
grant_title = PREVPREV
}
}
}
}
}
}
option = {
name = "EVTOPTBnightswatch.5001"
ai_chance = {
factor = 50
#Personality effects
modifier = {
factor = 0.5
OR = {
AND = {
has_regent = no
trait = just
}
regent = {
trait = just
}
}
}
modifier = {
factor = 0.5
OR = {
AND = {
has_regent = no
trait = charitable
}
regent = {
trait = charitable
}
}
}
modifier = {
factor = 0.5
OR = {
AND = {
has_regent = no
trait = honorable
}
regent = {
trait = honorable
}
}
}
modifier = {
factor = 0.5
OR = {
AND = {
has_regent = no
trait = zealous
}
regent = {
trait = zealous
}
}
}
}
any_demesne_title = {
limit = {
title = c_new_gift
}
de_jure_liege = d_northclans
set_name = "North Road"
}
d_nightswatch = {
holder_scope = {
opinion = {
who = ROOT
modifier = opinion_angry
years = 15
}
}
}
}
}
Localization:
EVTDESCnightswatch.5001;I currently have a title in my possession that should belong to the Night's Watch. Perhaps I should return it to the black brothers?;J'ai actuellement des titres en ma possession qui devraient revenir à la Garde de Nuit. Peut-être devrais les redonner aux Frères Noirs ?;;;Poseo títulos que deberían pertenecer a la Guardia de la Noche. Debería devolverlos a los hermanos negros?;;;;;;;;;x
EVTOPTAnightswatch.5001;Honour dictates that I should;L'Honneur demande à ce que je le fasse;;;El honor exige que lo haga;;;;;;;;;x
EVTOPTBnightswatch.5001;The land rightfully belongs to the realm;Non;;;No;;;;;;;;;x
event nightswatch.120 to take the historic Northern refusal into account:
# Donate New Gift to Night's Watch?
character_event = {
id = nightswatch.120
desc = "EVTDESCnightswatch.120"
picture = GFX_evt_the_wall
is_triggered_only = yes
only_independent = yes
trigger = {
c_new_gift = {
holder_scope = {
top_liege = { character = ROOT }
war = no
NOT = { any_liege = { war = yes } }
}
NOT = { dejure_liege_title = { title = d_the_wall } }
}
NOT = { capital_scope = { province_id = 20 } } #capital is not actually the new gift
OR = {
tier = EMPEROR
primary_title = { NOT = { check_variable = { which = "de_facto_empire" value = 1 } } }
}
d_nightswatch = {
holder_scope = {
war = no
trait = nightswatch
demesne_size = 1
}
}
NOT = { trait = nightswatch }
NOT = { trait = wildling }
war = no
NOT = { has_character_flag = rejected_new_gift }
#North was historically angry at the gift
NOT = { has_landed_title = e_north }
NOT = { has_landed_title = k_north }
NOT = { has_landed_title = d_northclans }
}
weight_multiplier = {
factor = 1
modifier = {
factor = 4
has_landed_title = c_new_gift
}
modifier = {
factor = 4
trait = charitable
}
modifier = {
factor = 0.25
trait = greedy
}
modifier = {
factor = 0.5
trait = cynical
}
modifier = {
factor = 2
trait = zealous
}
modifier = {
factor = 0.5
NOR = {
# culture_group = first_men
culture_group = andal
culture_group = dornish
culture = high_valyrian
culture = western_valyrian
}
}
}
(etc.)There is a vanilla event while you're in seclusion that makes you furious at two lovers. For some dumb reason it doesn't take into account two people that are already married, so let's fix that:
events\rip_seclusion_events.txt
event RIP.12005:
immediate = {
random_courtier = {
limit = {
ai = yes
at_location = ROOT
has_character_modifier = in_seclusion
any_lover = {
ai = yes
NOT = { character = ROOT }
NOT = { is_married = ROOT }
has_character_modifier = in_seclusion
at_location = ROOT
}
}
save_event_target_as = lover_one
random_lover = {
limit = {
ai = yes
NOT = { character = ROOT }
NOT = { is_married = ROOT }
has_character_modifier = in_seclusion
at_location = ROOT
}
save_event_target_as = lover_two
}
}
}
The siege event that stores important buildings so they're automatically rebuilt is missing a few.
events\siege_events_AGOT.txt
siege_agot.9
immediate, add below ca_dragon_pit:
if = {
limit = { has_building = ca_thetwins }
set_title_flag = ca_thetwins
}
if = {
limit = { has_building = ca_storms_end }
set_title_flag = ca_storms_end
}
if = {
limit = { has_building = ca_the_eyrie }
set_title_flag = ca_the_eyrie
}
if = {
limit = { has_building = ca_moat_cailin }
set_title_flag = ca_moat_cailin
}
if = {
limit = { has_building = ca_harrenhal_castle }
set_title_flag = ca_harrenhal_castle
}
if = {
limit = { has_building = ca_dragonstone }
set_title_flag = ca_dragonstone
}
if = {
limit = { has_building = ca_painted_table }
set_title_flag = ca_painted_table
}
if = {
limit = { has_building = ca_casterly_rock }
set_title_flag = ca_casterly_rock
}
if = {
limit = { has_building = ca_ironwood }
set_title_flag = ca_ironwood
}
if = {
limit = { has_building = ca_hyrkooni_fortress }
set_title_flag = ca_hyrkooni_fortress
}
if = {
limit = { has_building = ca_lorathi_maze }
set_title_flag = ca_lorathi_maze
}
if = {
limit = { has_building = ca_summerhall }
set_title_flag = ca_summerhall
}
if = {
limit = { has_building = ca_five_forts }
set_title_flag = ca_five_forts
}
if = {
limit = { has_building = ca_starfall }
set_title_flag = ca_starfall
}
if = {
limit = { has_building = ca_black_wall }
set_title_flag = ca_black_wall
}
if = {
limit = { has_building = ca_triple_walls }
set_title_flag = ca_triple_walls
}
And in the after:
if = {
limit = { has_title_flag = ca_thetwins }
add_building = ca_thetwins
clr_title_flag = ca_thetwins
}
if = {
limit = { has_title_flag = ca_storms_end }
add_building = ca_storms_end
clr_title_flag = ca_storms_end
}
if = {
limit = { has_title_flag = ca_the_eyrie }
add_building = ca_the_eyrie
clr_title_flag = ca_the_eyrie
}
if = {
limit = { has_title_flag = ca_moat_cailin }
add_building = ca_moat_cailin
clr_title_flag = ca_moat_cailin
}
if = {
limit = { has_title_flag = ca_harrenhal_castle }
add_building = ca_harrenhal_castle
clr_title_flag = ca_harrenhal_castle
}
if = {
limit = { has_title_flag = ca_dragonstone }
add_building = ca_dragonstone
clr_title_flag = ca_dragonstone
}
if = {
limit = { has_title_flag = ca_painted_table }
add_building = ca_painted_table
clr_title_flag = ca_painted_table
}
if = {
limit = { has_title_flag = ca_casterly_rock }
add_building = ca_casterly_rock
clr_title_flag = ca_casterly_rock
}
if = {
limit = { has_title_flag = ca_ironwood }
add_building = ca_ironwood
clr_title_flag = ca_ironwood
}
if = {
limit = { has_title_flag = ca_hyrkooni_fortress }
add_building = ca_hyrkooni_fortress
clr_title_flag = ca_hyrkooni_fortress
}
if = {
limit = { has_title_flag = ca_lorathi_maze }
add_building = ca_lorathi_maze
clr_title_flag = ca_lorathi_maze
}
if = {
limit = { has_title_flag = ca_summerhall }
add_building = ca_summerhall
clr_title_flag = ca_summerhall
}
if = {
limit = { has_title_flag = ca_five_forts }
add_building = ca_five_forts
clr_title_flag = ca_five_forts
}
if = {
limit = { has_title_flag = ca_starfall }
add_building = ca_starfall
clr_title_flag = ca_starfall
}
if = {
limit = { has_title_flag = ca_black_wall }
add_building = ca_black_wall
clr_title_flag = ca_black_wall
}
if = {
limit = { has_title_flag = ca_triple_walls }
add_building = ca_triple_walls
clr_title_flag = ca_triple_walls
}
In the unlikely event Jon Snow decides to become a Stark-Targaryen, make him a cadet line of the Targs:
tower_of_joy.55 in the 'Both' block:
hidden_tooltip = { #Make it a cadet house of the Targs
c_77039 = {
set_dynasty_flag = owned_cadet_house_1002059
add_trait = assign_mission_target
set_dynasty_flag = has_cadet_house
}
add_trait = assign_mission_target
set_dynasty_flag = is_cadet_house
set_dynasty_flag = cadet_house_77039
}
And maybe help the AI pick the right choice, same event but for all three choices:
option = {
name = "EVTOPTAtower_of_joy.55" #Targaryen
ai_chance = {
factor = 50
modifier = {
factor = 2
NOT = {
any_character = {
limit = { dynasty = 496 }
is_alive = yes
}
}
}
modifier = {
factor = 2
c_77041 = { #Dany
is_alive = yes
}
}
}
option = {
name = "EVTOPTBtower_of_joy.55" #Stark
ai_chance = {
factor = 40
modifier = {
factor = 2
NOT = {
any_character = {
AND = {
dynasty = 59
NOT = { is_descendant_of = ROOT }
}
is_alive = yes
}
}
}
modifier = {
factor = 2
any_character = {
AND = {
dynasty = 59
has_character_flag = robb_stark_sibling
}
is_alive = yes
}
}
}
option = {
name = "EVTOPTCtower_of_joy.55" #Both
ai_chance = {
factor = 10
modifier = {
factor = 6
NAND = {
any_character = {
dynasty = 496
is_alive = yes
}
any_character = {
AND = {
dynasty=59
NOT = { is_descendant_of = ROOT }
}
is_alive = yes
}
}
}
}
He's also named Aemon in the file at some points, the show uses Aegon as his real name. But I guess as long as the book is still not out we have no definite answer for which is right.
The event for if you use wildfire in a province has three unique text strings, but nothing to make it so the right one is actually used:
events\wildfire_events.txt
wildfire.17
option = {
name = {
text = "EVTOPTAwildfire.17" #Gods what have I done
trigger = {
OR = {
trait = zealous
trait = honorable
trait = kind
AND = {
NOT = { trait = cruel }
NOT = { trait = ruthless }
NOT = { trait = lunatic }
NOT = { trait = fire_obsessed }
}
}
NOT = { trait = cynical }
}
}
name = {
text = "EVTOPTBwildfire.17" #Fire! Fire! Fire!
trigger = {
OR = {
trait = cruel
trait = ruthless
trait = lunatic
trait = fire_obsessed
AND = {
NOT = { trait = kind }
NOT = { trait = honorable }
NOT = { trait = just }
NOT = { trait = humble }
}
}
}
}
name = {
text = "EVTOPTCwildfire.17" #Neutral
}
Also in the same file, a bug but I might as well put it here: the random alchemists are created with the kingslander culture which should be crownlander.
Seduction events: let's block someone who can't read from signing a love letter.
events\wol_seduction_events.txt
WOL.200 trigger add: can_use_book_trigger = yes
For some reason renaming dead characters seems to not work, so if you start after 8044 there will be a 'Canther' in the line of the High Septons.
So let's remove his name and give it back when he's alive:
history\characters\reach_ancestors.txt
1001777 = { # High Septon
name=" "
dynasty=285 #Hightower
martial = 8
learning = 9
religion="the_seven"
culture="reachman"
father=17285 # Manfred Hightower
mother=88301 # Valiete Osgrey
add_trait=zealous
add_trait=ambitious
add_trait=brave
add_trait=proud
add_trait=authoritative
add_trait=scholarly_theologian
7980.1.1={birth="7980.1.1"}
7980.1.1= {effect = { set_name = "Canther" } }
7998.1.1={
add_trait=septon
employer=1000777
}
8022.1.1 = {effect = { set_name = " " } } # Become High Septon
If Varys is with FAegon, he should be his spymaster:
history\characters\merc_companies.txt
Young Griff #125009:
in the 8300.3.1 effect:
random_courtier = {
limit = { c_696969101 = { character = PREV } } #Varys
remove_title = job_chancellor
remove_title = job_treasurer
remove_title = job_marshal
remove_title = job_spymaster
remove_title = job_castellan
remove_title = job_spiritual
give_job_title = job_spymaster
}
The cannibal wildlings are now never used, so let's put them west of the Thenn where they belong:
history\provinces\4 - The Frozen Shore.txt
# 4 - The Frozen Shore
# County Title
title = c_frozen_shore
# Settlements
max_settlements = 1
b_icehome = castle
# Misc
culture = cannibal_clan
religion = beyond_wall_old_gods
#History
6000.1.1={
b_icehome = ca_wildling_barracks
b_icehome = ca_culture_group_frozen_shore_1
}
Add back two missing Riverlands kings, from the prequel submods:
history\titles\e_riverlands.txt
7595.1.1 = { holder=601074435 } # Jon (C)
7637.1.1 = { holder=600074435 } # Theomore (C)
7653.1.1 = { holder=607174435 } # Humfrey (C)