.mod file added

This commit is contained in:
trashmasteruni 2025-09-14 23:20:32 +02:00
parent 9112a64c1b
commit 71fbf5783f
622 changed files with 2 additions and 1370904 deletions

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@ -1,155 +0,0 @@

change_to_administrative_hereditary_effect = {
scope:recipient = {
save_scope_as = petition_vassal
every_held_title = {
limit = {
tier = scope:petition_vassal.highest_held_title_tier
is_landless_type_title = no
is_noble_family_title = no
}
custom_tooltip = {
text = petition_liege_house_governorship_rights_tt
set_variable = {
name = petition_house_rights
value = scope:petition_vassal.house
years = 100
}
}
}
}
}
change_to_administrative_effect = {
save_scope_as = governor
if = {
limit = {
NOT = { government_has_flag = government_is_administrative }
}
change_government = administrative_government
save_scope_as = new_admin
}
if = {
limit = {
primary_title.tier >= tier_duchy
liege = {
is_independent_ruler = yes
government_allows = administrative
}
house.house_head = {
NOT = {
any_held_title = { is_noble_family_title = yes }
}
}
}
create_noble_family_effect = yes
}
hidden_effect = {
if = {
limit = {
is_governor = yes
NOT = { has_trait = governor }
}
add_trait = governor
}
}
if = {
limit = { exists = scope:new_admin }
domicile ?= {
set_up_domicile_estate_effect = yes
}
}
}
change_to_administrative_interaction_effect = {
scope:actor = {
pay_short_term_gold = {
target = scope:recipient
gold = {
value = 50
scope:recipient = {
if = {
limit = { highest_held_title_tier >= tier_kingdom }
multiply = 10
}
else_if = {
limit = { highest_held_title_tier >= tier_duchy }
multiply = 6
}
else_if = {
limit = { highest_held_title_tier >= tier_county }
multiply = 3
}
}
if = {
limit = { scope:gold ?= yes }
add = scope:actor.medium_gold_value
}
if = {
limit = {
scope:actor = { has_realm_law_flag = admin_change_vassal_gov_cheaper }
}
multiply = 0.5
}
}
}
}
scope:recipient = { change_to_administrative_effect = yes }
if = {
limit = {
scope:hook = yes
scope:actor = { has_usable_hook = scope:recipient }
}
scope:actor = { use_hook = scope:recipient }
}
if = {
limit = { scope:hereditary = yes }
scope:recipient = { save_scope_as = petition_vassal }
change_to_administrative_hereditary_effect = yes
}
if = {
limit = { scope:influence = yes }
scope:actor = {
change_influence = {
value = massive_influence_loss
}
}
}
}
set_up_domicile_estate_effect = {
if = {
limit = { is_domicile_type = estate }
# Intentionally one level lower than what you can get
if = {
limit = {
NOT = { has_domicile_building_or_higher = estate_main_02 }
owner.culture ?= { has_innovation = innovation_city_planning }
}
add_domicile_building = estate_main_02
}
if = {
limit = {
has_domicile_building = estate_main_02
NOT = { has_domicile_building_or_higher = estate_main_03 }
owner.culture ?= { has_innovation = innovation_manorialism }
}
add_domicile_building = estate_main_03
}
switch = {
trigger = has_domicile_building
estate_main_03 = {
while = {
count = 2
add_random_internal_estate_building = yes
}
}
estate_main_02 = {
add_random_internal_estate_building = yes
}
}
fill_external_estate_building_effect = yes
}
}

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@ -1,28 +0,0 @@
create_artifact_excalibur_effect = {
# Get the character the artifact is being made for.
$OWNER$ = { save_scope_as = owner }
# Not really used, but if we don't set the scopes we get errors in the feature selection
set_artifact_rarity_common = yes
# Create the artifact
create_artifact = {
name = excalibur_name
description = excalibur_description
type = pedestal
visuals = excalibur
wealth = scope:wealth
quality = scope:quality
history = {
type = created_before_history
}
modifier = excalibur_modifier
save_scope_as = newly_created_artifact
decaying = no
}
scope:newly_created_artifact = {
set_variable = { name = historical_unique_artifact value = yes }
set_variable = excalibur
save_scope_as = epic
}
}

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@ -1,64 +0,0 @@
NEOW_set_bhakti_effect = { #reminder: patron gods will not remove on conversion until a specific base game event is replaced/overwritten. This folder is being created, rather than overwriting a base game folder to reduce overall complexity/troubleshooting
# Remove any previous personal god relation.
## Britannic
#Leviathan
if = {
limit = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:leviathan } }
if = {
limit = {
has_character_modifier = bhakti_leviathan_nationalisators
}
remove_character_modifier = bhakti_leviathan_nationalisators
add_piety = massive_piety_loss
}
else_if = {
limit = {
has_character_modifier = bhakti_leviathan_technosaurs
}
remove_character_modifier = bhakti_leviathan_technosaurs
add_piety = massive_piety_loss
}
else_if = {
limit = {
has_character_modifier = bhakti_leviathan_mechasaurs
}
remove_character_modifier = bhakti_leviathan_mechasaurs
add_piety = massive_piety_loss
}
else_if = {
limit = {
has_character_modifier = bhakti_leviathan_petrosaurs
}
remove_character_modifier = bhakti_leviathan_petrosaurs
add_piety = massive_piety_loss
}
else_if = {
limit = {
has_character_modifier = bhakti_leviathan_metallurgicals
}
remove_character_modifier = bhakti_leviathan_metallurgicals
add_piety = massive_piety_loss
}
else_if = {
limit = {
has_character_modifier = bhakti_leviathan_nautiluses
}
remove_character_modifier = bhakti_leviathan_nautiluses
add_piety = massive_piety_loss
}
else_if = {
limit = {
has_character_modifier = bhakti_leviathan_aerosaurs
}
remove_character_modifier = bhakti_leviathan_aerosaurs
add_piety = massive_piety_loss
}
}
# Put other religions/modifiers down here
else = {
# If no current bhakti, cost is reduced.
add_piety = medium_piety_loss
}
add_character_modifier = $BHAKTI$
}