﻿### Character interior background ## EPE edits this now to fix broken Persian Royalty and Imperial Tier lighting for character portraits.


character_view_bg = {

	######################################

	# Dead
	texture = {
		reference = "event_scenes/temple.dds"
		trigger = {
			is_alive = no
		}
	}

	environment = {
		reference = "environment_event_temple"

		trigger = {
			is_alive = no
		}
	}

	##########################################
	# ACTIVITIES

	####
	# tournament, eastern
	####
	texture = {
		reference = "event_scenes/ep2_tournament_mena.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			involved_activity.activity_location = { geographical_region = graphical_india }
		}
	}

	environment = {
		reference = "environment_mecca"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			involved_activity.activity_location = { geographical_region = graphical_india }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_mecca"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_location = { geographical_region = graphical_india }
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_location = { geographical_region = graphical_india }
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_location = { geographical_region = graphical_india }
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# tournament, mena
	####
	texture = {
		reference = "event_scenes/ep2_tournament_mena.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			involved_activity.activity_location = {
				OR = {
					geographical_region = graphical_mena
					AND = {
			 			geographical_region = world_europe_west_iberia
			 			root = { faith = { religion = religion:islam_religion } }
			 		}
				}
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_desert"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			involved_activity.activity_location = {
				OR = {
					geographical_region = graphical_mena
					AND = {
			 			geographical_region = world_europe_west_iberia
			 			root = { faith = { religion = religion:islam_religion } }
			 		}
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_desert"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_location = {
							OR = {
								geographical_region = graphical_mena
								AND = {
						 			geographical_region = world_europe_west_iberia
						 			root = { faith = { religion = religion:islam_religion } }
						 		}
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_location = {
							OR = {
								geographical_region = graphical_mena
								AND = {
						 			geographical_region = world_europe_west_iberia
						 			root = { faith = { religion = religion:islam_religion } }
						 		}
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_location = {
							OR = {
								geographical_region = graphical_mena
								AND = {
						 			geographical_region = world_europe_west_iberia
						 			root = { faith = { religion = religion:islam_religion } }
						 		}
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# tournament, tribal
	####
	texture = {
		reference = "event_scenes/ep2_tournament_tribal.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			involved_activity.activity_host = {
				OR = {
					government_has_flag = government_is_clan
					government_has_flag = government_is_tribal
				}
				capital_province = {
					NOT = { geographical_region = graphical_mena }
				}
			}
		}
	}

	environment = {
		reference = "environment_village_festival"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			involved_activity.activity_host = {
				OR = {
					government_has_flag = government_is_clan
					government_has_flag = government_is_tribal
				}
				capital_province = {
					NOT = { geographical_region = graphical_mena }
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_village_festival"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_host = {
							OR = {
								government_has_flag = government_is_clan
								government_has_flag = government_is_tribal
							}
							capital_province = {
								NOT = { geographical_region = graphical_mena }
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_host = {
							OR = {
								government_has_flag = government_is_clan
								government_has_flag = government_is_tribal
							}
							capital_province = {
								NOT = { geographical_region = graphical_mena }
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_host = {
							OR = {
								government_has_flag = government_is_clan
								government_has_flag = government_is_tribal
							}
							capital_province = {
								NOT = { geographical_region = graphical_mena }
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# tournament, western
	####
	texture = {
		reference = "event_scenes/ep2_tournament_western.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_village_festival"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_village_festival"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# university, western
	####
	texture = {
		reference = "event_scenes/bp2_university.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_adult_education }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
					has_graphical_mediterranean_culture_group_trigger = yes
				}
			}
		}
	}

	environment = {
		reference = "environment_bp2_university"

		trigger = {
			involved_activity ?= { has_activity_type = activity_adult_education }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
					has_graphical_mediterranean_culture_group_trigger = yes
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_bp2_university"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_adult_education }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = {
							OR = {
								has_graphical_western_culture_group_trigger = yes
								has_graphical_norse_culture_group_trigger = yes
								has_graphical_iberian_culture_group_trigger = yes
								has_graphical_mediterranean_culture_group_trigger = yes
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_adult_education }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = {
							OR = {
								has_graphical_western_culture_group_trigger = yes
								has_graphical_norse_culture_group_trigger = yes
								has_graphical_iberian_culture_group_trigger = yes
								has_graphical_mediterranean_culture_group_trigger = yes
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_adult_education }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = {
							OR = {
								has_graphical_western_culture_group_trigger = yes
								has_graphical_norse_culture_group_trigger = yes
								has_graphical_iberian_culture_group_trigger = yes
								has_graphical_mediterranean_culture_group_trigger = yes
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# university, indian
	####
	texture = {
		reference = "event_scenes/bp2_indian_garden.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_adult_education }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
					has_graphical_mediterranean_culture_group_trigger = yes
				}
			}
		}
	}

	environment = {
		reference = "environment_bp2_garden_india_day"

		trigger = {
			involved_activity ?= { has_activity_type = activity_adult_education }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = {
				has_graphical_india_culture_group_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_bp2_garden_india_day"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_adult_education }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = {
							has_graphical_india_culture_group_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_adult_education }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = {
							has_graphical_india_culture_group_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_adult_education }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = {
							has_graphical_india_culture_group_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# university, mena
	####
	texture = {
		reference = "event_scenes/bp2_university_mena.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_adult_education }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_bp2_university_mena"

		trigger = {
			involved_activity ?= { has_activity_type = activity_adult_education }
			location ?= involved_activity.activity_location
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_bp2_university_mena"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_adult_education }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_adult_education }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_adult_education }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# feast, norse
	####
	texture = {
		reference = "event_scenes/fp1_viking_feast.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			OR = {
				involved_activity.activity_location.culture = { has_building_gfx = norse_building_gfx }
				involved_activity.activity_location.province_owner ?= {
					should_use_tribal_realm_palace_graphics_trigger = yes
				}
			}
		}
	}

	environment = {
		reference = "environment_event_fp1_viking_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			OR = {
				involved_activity.activity_location.culture = { has_building_gfx = norse_building_gfx }
				involved_activity.activity_location.province_owner ?= {
					should_use_tribal_realm_palace_graphics_trigger = yes
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_fp1_viking_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						OR = {
							involved_activity.activity_location.culture = { has_building_gfx = norse_building_gfx }
							involved_activity.activity_location.province_owner ?= {
								should_use_tribal_realm_palace_graphics_trigger = yes
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						OR = {
							involved_activity.activity_location.culture = { has_building_gfx = norse_building_gfx }
							involved_activity.activity_location.province_owner ?= {
								should_use_tribal_realm_palace_graphics_trigger = yes
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						OR = {
							involved_activity.activity_location.culture = { has_building_gfx = norse_building_gfx }
							involved_activity.activity_location.province_owner ?= {
								should_use_tribal_realm_palace_graphics_trigger = yes
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# feast, indian
	####
	texture = {
		reference = "event_scenes/ep2_feast_indian.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = indian_building_gfx }
		}
	}

	environment = {
		reference = "environment_indian_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = indian_building_gfx }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_indian_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = indian_building_gfx }
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = indian_building_gfx }
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = indian_building_gfx }
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# feast, mena
	####
	texture = {
		reference = "event_scenes/ep2_feast_mena.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			OR = {
				involved_activity.activity_location.culture = { has_building_gfx = arabic_group_building_gfx }
				involved_activity.activity_location.culture = { has_building_gfx = berber_group_building_gfx }
				involved_activity.activity_location.culture = { has_building_gfx = iberian_building_gfx }
			}
		}
	}

	environment = {
		reference = "environment_mena_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			OR = {
				involved_activity.activity_location.culture = { has_building_gfx = arabic_group_building_gfx }
				involved_activity.activity_location.culture = { has_building_gfx = berber_group_building_gfx }
				involved_activity.activity_location.culture = { has_building_gfx = iberian_building_gfx }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_mena_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						OR = {
							involved_activity.activity_location.culture = { has_building_gfx = arabic_group_building_gfx }
							involved_activity.activity_location.culture = { has_building_gfx = berber_group_building_gfx }
							involved_activity.activity_location.culture = { has_building_gfx = iberian_building_gfx }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						OR = {
							involved_activity.activity_location.culture = { has_building_gfx = arabic_group_building_gfx }
							involved_activity.activity_location.culture = { has_building_gfx = berber_group_building_gfx }
							involved_activity.activity_location.culture = { has_building_gfx = iberian_building_gfx }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						OR = {
							involved_activity.activity_location.culture = { has_building_gfx = arabic_group_building_gfx }
							involved_activity.activity_location.culture = { has_building_gfx = berber_group_building_gfx }
							involved_activity.activity_location.culture = { has_building_gfx = iberian_building_gfx }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# feast, steppe
	####
	texture = {
		reference = "event_scenes/ep2_feast_steppe.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = steppe_building_gfx }
		}
	}

	environment = {
		reference = "environment_steppe_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = steppe_building_gfx }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_steppe_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = steppe_building_gfx }
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = steppe_building_gfx }
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = steppe_building_gfx }
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# feast, sub-saharan
	####
	texture = {
		reference = "event_scenes/ep2_feast_sub_saharan.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = african_building_gfx }
		}
	}

	environment = {
		reference = "environment_sub-saharan_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = african_building_gfx }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_sub-saharan_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = african_building_gfx }
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = african_building_gfx }
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = african_building_gfx }
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# feast, western
	####
	texture = {
		reference = "event_scenes/feast.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_event_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# hunt
	####
	texture = {
		reference = "event_scenes/ep2_hunt_poachers_camp.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_hunt }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_event_forest_pine"

		trigger = {
			involved_activity ?= { has_activity_type = activity_hunt }
			location ?= involved_activity.activity_location
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_forest_pine"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_hunt }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_hunt }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_hunt }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

		####
	# Generic hunt
	####
	texture = {
		reference = "event_scenes/ep2_events_generic_hunt.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_hunt }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_generic_hunt"

		trigger = {
			involved_activity ?= { has_activity_type = activity_hunt }
			location ?= involved_activity.activity_location
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_forest_pine"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_hunt }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_hunt }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# pilgrimage, jerusalem
	####
	texture = {
		reference = "event_scenes/ep2_holysite_jerusalem.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.county = title:c_jerusalem
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_jerusalem"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.county = title:c_jerusalem
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_jerusalem"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.county = title:c_jerusalem
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.county = title:c_jerusalem
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.county = title:c_jerusalem
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# pilgrimage, Mecca
	####
	texture = {
		reference = "event_scenes/ep2_holysite_mecca.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.county = title:c_mecca
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_mecca"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.county = title:c_mecca
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_mecca"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.county = title:c_mecca
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.county = title:c_jerusalem
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.county = title:c_jerusalem
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# pilgrimage, tribal generic holy site
	####
	texture = {
		reference = "event_scenes/ep2_holysite_tribal.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.province_owner ?= {
				government_has_flag = government_is_tribal
			}
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_event_garden"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.province_owner ?= {
				government_has_flag = government_is_tribal
			}
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_event_garden"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.province_owner ?= {
							government_has_flag = government_is_tribal
						}
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.province_owner ?= {
							government_has_flag = government_is_tribal
						}
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.province_owner ?= {
							government_has_flag = government_is_tribal
						}
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# pilgrimage, MENA generic holy site
	####
	texture = {
		reference = "event_scenes/ep2_holysite_mena.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_generic_holy_site_mena"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_generic_holy_site_mena"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# pilgrimage, Indian generic holy site
	####
	texture = {
		reference = "event_scenes/ep2_holysite_indian.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.culture ?= { has_graphical_india_culture_group_trigger = yes }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_indian_holy_site"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.culture ?= { has_graphical_india_culture_group_trigger = yes }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_indian_holy_site"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_india_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_india_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_india_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# pilgrimage, Western generic holy site
	####
	texture = {
		reference = "event_scenes/ep2_holysite_western.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.culture ?= { has_graphical_western_culture_group_trigger = yes }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_western_holy_site"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.culture ?= { has_graphical_western_culture_group_trigger = yes }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_western_holy_site"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_western_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_western_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_western_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	####
	# sea, norse
	####
	texture = {
		reference = "event_scenes/fp1_ocean_norse.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			culture = {
				has_clothing_gfx = fp1_norse_clothing_gfx
			}
			location ?= {
				is_sea_province = yes
			}
		}
	}

	environment = {
		reference = "environment_event_fp1_ocean"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			culture = {
				has_clothing_gfx = fp1_norse_clothing_gfx
			}
			location ?= {
				is_sea_province = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_fp1_ocean"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						culture = {
							has_clothing_gfx = fp1_norse_clothing_gfx
						}
						location = {
							is_sea_province = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						culture = {
							has_clothing_gfx = fp1_norse_clothing_gfx
						}
						location ?= {
							is_sea_province = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						culture = {
							has_clothing_gfx = fp1_norse_clothing_gfx
						}
						location ?= {
							is_sea_province = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# sea
	####
	texture = {
		reference = "event_scenes/fp1_ocean.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location ?= {
				is_sea_province = yes
			}
		}
	}

	environment = {
		reference = "environment_event_fp1_ocean"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location ?= {
				is_sea_province = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_fp1_ocean"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							is_sea_province = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location ?= {
							is_sea_province = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location ?= {
							is_sea_province = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# ep2_hunt_snowy_forest
	####
	texture = {
		reference = "event_scenes/ep2_hunt_snowy_forest.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location ?= {
				OR = {
					has_province_modifier = winter_normal_modifier
					has_province_modifier = winter_harsh_modifier
				}
				OR = {
					graphical_wilderness_forest_trigger = yes
					graphical_wilderness_forest_pine_trigger = yes
				}
			}
		}
	}

	environment = {
		reference = "environment_event_mountains"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location ?= {
				OR = {
					has_province_modifier = winter_normal_modifier
					has_province_modifier = winter_harsh_modifier
				}
				OR = {
					graphical_wilderness_forest_trigger = yes
					graphical_wilderness_forest_pine_trigger = yes
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_mountains"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							OR = {
								has_province_modifier = winter_normal_modifier
								has_province_modifier = winter_harsh_modifier
							}
							OR = {
								graphical_wilderness_forest_trigger = yes
								graphical_wilderness_forest_pine_trigger = yes
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location ?= {
							OR = {
								has_province_modifier = winter_normal_modifier
								has_province_modifier = winter_harsh_modifier
							}
							OR = {
								graphical_wilderness_forest_trigger = yes
								graphical_wilderness_forest_pine_trigger = yes
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location ?= {
							OR = {
								has_province_modifier = winter_normal_modifier
								has_province_modifier = winter_harsh_modifier
							}
							OR = {
								graphical_wilderness_forest_trigger = yes
								graphical_wilderness_forest_pine_trigger = yes
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#forest_pine
	#####
	texture = {
		reference = "event_scenes/forest_pine.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_forest_pine_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_event_forest_pine"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_forest_pine_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_forest_pine"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_forest_pine_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_forest_pine_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_forest_pine_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#forest
	#####
	texture = {
		reference = "event_scenes/forest.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_forest_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_event_forest"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_forest_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_forest"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_forest_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_forest_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_forest_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#ep2_travel_bridge
	#####
	texture = {
		reference = "event_scenes/ep2_travel_bridge.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				is_riverside_province = yes
				geographical_region = world_europe
				OR = {
					terrain = farmlands
					terrain = plains
					terrain = mountains
					terrain = hills
				}
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_hills"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				is_riverside_province = yes
				OR = {
					terrain = farmlands
					terrain = plains
					terrain = mountains
					terrain = hills
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_hills"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							is_riverside_province = yes
							OR = {
								terrain = farmlands
								terrain = plains
								terrain = mountains
								terrain = hills
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							is_riverside_province = yes
							OR = {
								terrain = farmlands
								terrain = plains
								terrain = mountains
								terrain = hills
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							is_riverside_province = yes
							OR = {
								terrain = farmlands
								terrain = plains
								terrain = mountains
								terrain = hills
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#jungle
	#####
	texture = {
		reference = "event_scenes/bp1_jungle.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_jungle_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_jungle"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_jungle_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_jungle"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_jungle_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_jungle_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_jungle_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#wetlands
	#####
	texture = {
		reference = "event_scenes/bp1_wetlands.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_wetlands_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_wetlands"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_wetlands_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_wetlands"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_wetlands_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_wetlands_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_wetlands_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#drylands
	#####
	texture = {
		reference = "event_scenes/drylands.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_drylands_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_event_desert"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_drylands_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_desert"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_drylands_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_drylands_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_drylands_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#hills, unsettled
	#####
	texture = {
		reference = "event_scenes/bp1_hills.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_hills_trigger = yes
				NOT = { exists = province_owner }
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_hills"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_hills_trigger = yes
				NOT = { exists = province_owner }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_hills"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_hills_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_hills_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_hills_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#hills, settled
	#####
	texture = {
		reference = "event_scenes/ep2_travel_hills.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_hills_trigger = yes
				exists = province_owner
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_hills"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_hills_trigger = yes
				exists = province_owner
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_hills"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_hills_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_hills_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_hills_trigger = yes
							exists = province_owner
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#plains, unsettled
	#####
	texture = {
		reference = "event_scenes/bp1_plains.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_plains_trigger = yes
				NOT = { exists = province_owner }
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_plains"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_plains_trigger = yes
				NOT = { exists = province_owner }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_plains"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_plains_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_plains_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_plains_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#plains, settled
	#####
	texture = {
		reference = "event_scenes/ep2_travel_hills.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_plains_trigger = yes
				exists = province_owner
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_plains"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_plains_trigger = yes
				exists = province_owner
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_plains"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_plains_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_plains_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_plains_trigger = yes
							exists = province_owner
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#steppe, unsettled
	#####
	texture = {
		reference = "event_scenes/steppe.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_steppe_trigger = yes
				NOT = { exists = province_owner }
			}
		}
	}

	environment = {
		reference = "environment_event_steppe"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_steppe_trigger = yes
				NOT = { exists = province_owner }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_steppe"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_steppe_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_steppe_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_steppe_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#steppe, settled
	#####
	texture = {
		reference = "event_scenes/ep2_travel_steppe.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_steppe_trigger = yes
				exists = province_owner
			}
		}
	}

	environment = {
		reference = "environment_event_steppe"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_steppe_trigger = yes
				exists = province_owner
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_steppe"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_steppe_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_steppe_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_steppe_trigger = yes
							exists = province_owner
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#mountains, unsettled
	#####
	texture = {
		reference = "event_scenes/mountains.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_mountains_trigger = yes
				NOT = { exists = province_owner }
			}
		}
	}

	environment = {
		reference = "environment_event_mountains"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_mountains_trigger = yes
				NOT = { exists = province_owner }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_mountains"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_mountains_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_mountains_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_mountains_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#mountains, settled
	#####
	texture = {
		reference = "event_scenes/ep2_travel_mountains.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_mountains_trigger = yes
				exists = province_owner
			}
		}
	}

	environment = {
		reference = "environment_event_mountains"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_mountains_trigger = yes
				exists = province_owner
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_mountains"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_mountains_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_mountains_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_mountains_trigger = yes
							exists = province_owner
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#Desert, unsettled
	#####
	texture = {
		reference = "event_scenes/desert.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_desert_trigger = yes
				NOT = { exists = province_owner }
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_desert"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_desert_trigger = yes
				NOT = { exists = province_owner }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_desert"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_desert_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_desert_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_desert_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#Desert, settled
	#####
	texture = {
		reference = "event_scenes/ep2_travel_desert.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_desert_trigger = yes
				exists = province_owner
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_desert"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_desert_trigger = yes
				exists = province_owner
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_desert"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_desert_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_desert_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_desert_trigger = yes
							exists = province_owner
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#Farmland, unsettled
	#####
	texture = {
		reference = "event_scenes/farms.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				terrain = farmlands
				NOT = { exists = province_owner }
			}
		}
	}

	environment = {
		reference = "environment_event_farms"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				terrain = farmlands
				NOT = { exists = province_owner }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_farms"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							terrain = farmlands
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							terrain = farmlands
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							terrain = farmlands
							NOT = { exists = province_owner }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#Farmland, settled
	#####
	texture = {
		reference = "event_scenes/ep2_travel_farm.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				terrain = farmlands
				exists = province_owner
			}
		}
	}

	environment = {
		reference = "environment_event_farms"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				terrain = farmlands
				exists = province_owner
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_farms"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							terrain = farmlands
							exists = province_owner
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							terrain = farmlands
							exists = province_owner
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							terrain = farmlands
							exists = province_owner
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	# Wandering drunk/reveler
	texture = {
		reference = "character_view/tavern.dds"

		trigger = {
			OR = {
				has_trait = drunkard
				has_trait = lifestyle_reveler
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_cw_tavern"

		trigger = {
			OR = {
				has_trait = drunkard
				has_trait = lifestyle_reveler
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_tavern_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							has_trait = drunkard
							has_trait = lifestyle_reveler
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						NOR = {
							OR = {
								has_trait = drunkard
								has_trait = lifestyle_reveler
							}
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						NOR = {
							OR = {
								has_trait = drunkard
								has_trait = lifestyle_reveler
							}
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	# Wandering coastal
	texture = {
		reference = "character_view/docks.dds"

		trigger = {
			exists = location
			location = {
				is_coastal = yes
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_docks"

		trigger = {
			exists = location
			location = {
				is_coastal = yes
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_docks"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = location
						location = {
							is_coastal = yes
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = location
						location = {
							is_coastal = yes
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = location
						location = {
							is_coastal = yes
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	# Wandering europe
	texture = {
		reference = "character_view/crossroads_inn.dds"

		trigger = {
			exists = location
			location = {
				geographical_region = world_europe
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_crossroads_inn"

		trigger = {
			exists = location
			location = {
				geographical_region = world_europe
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_crossroads_inn"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = location
						location = {
							geographical_region = world_europe
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = location
						location = {
							geographical_region = world_europe
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = location
						location = {
							geographical_region = world_europe
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	# Wandering mena
	texture = {
		reference = "character_view/courtyard_mena.dds"

		trigger = {
			exists = location
			location = {
				OR = {
					geographical_region = world_middle_east
					geographical_region = world_middle_east_persia
				}
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_courtyard_mena"

		trigger = {
			exists = location
			location = {
				OR = {
					geographical_region = world_middle_east
					geographical_region = world_middle_east_persia
				}
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_courtyard_mena"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = location
						location = {
							OR = {
								geographical_region = world_middle_east
								geographical_region = world_middle_east_persia
							}
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = location
						location = {
							OR = {
								geographical_region = world_middle_east
								geographical_region = world_middle_east_persia
							}
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = location
						location = {
							OR = {
								geographical_region = world_middle_east
								geographical_region = world_middle_east_persia
							}
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	# Wandering india
	texture = {
		reference = "character_view/courtyard_indian.dds"

		trigger = {
			exists = location
			location = {
				geographical_region = world_india
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_courtyard_indian"

		trigger = {
			exists = location
			location = {
				geographical_region = world_india
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_courtyard_indian"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = location
						location = {
							geographical_region = world_india
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = location
						location = {
							geographical_region = world_india
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = location
						location = {
							geographical_region = world_india
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	# Wandering fallback
	texture = {
		reference = "character_view/bonfire.dds"

		trigger = {
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_bonfire"

		trigger = {
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_bonfire"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################
	# TEMPLES

	texture = { # Zoroastrian
		reference = "event_scenes/fp3_temple.dds"

		trigger = {
			should_use_temple_character_background_trigger = yes
			religion = religion:zoroastrianism_religion
		}
	}

	environment = {
		reference = "environment_event_fp3_temple"

		trigger = {
			should_use_temple_character_background_trigger = yes
			religion = religion:zoroastrianism_religion
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_fp3_temple"

		trigger = {
			OR = {
				primary_spouse ?= {
					should_use_temple_character_background_trigger = yes
					religion = religion:zoroastrianism_religion
				}
				betrothed ?= {
					should_use_temple_character_background_trigger = yes
					religion = religion:zoroastrianism_religion
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						should_use_temple_character_background_trigger = yes
						religion = religion:zoroastrianism_religion
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	texture = { # Iberian
		reference = "event_scenes/fp2_temple.dds"

		trigger = {
			should_use_temple_character_background_trigger = yes
			OR = {
				religion = religion:christianity_religion
				religion = religion:islam_religion
			}
			trigger_if = {
				limit = { exists = liege }
				liege.culture = { has_building_gfx = iberian_building_gfx }
			}
			trigger_else = {
				culture = { has_building_gfx = iberian_building_gfx }
			}
		}
	}

	environment = {
		reference = "environment_event_fp2_temple"

		trigger = {
			should_use_temple_character_background_trigger = yes
			OR = {
				religion = religion:christianity_religion
				religion = religion:islam_religion
			}
			trigger_if = {
				limit = { exists = liege }
				liege.culture = { has_building_gfx = iberian_building_gfx }
			}
			trigger_else = {
				culture = { has_building_gfx = iberian_building_gfx }
			}
		}
	}

	environment = {
		reference = "environment_event_fp2_temple"

		trigger = {
			OR = {
				primary_spouse ?= {
					should_use_temple_character_background_trigger = yes
					OR = {
						religion = religion:christianity_religion
						religion = religion:islam_religion
					}
					trigger_if = {
						limit = { exists = liege }
						liege.culture = { has_building_gfx = iberian_building_gfx }
					}
					trigger_else = {
						culture = { has_building_gfx = iberian_building_gfx }
					}
				}
				betrothed ?= {
					should_use_temple_character_background_trigger = yes
					OR = {
						religion = religion:christianity_religion
						religion = religion:islam_religion
					}
					trigger_if = {
						limit = { exists = liege }
						liege.culture = { has_building_gfx = iberian_building_gfx }
					}
					trigger_else = {
						culture = { has_building_gfx = iberian_building_gfx }
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						should_use_temple_character_background_trigger = yes
						OR = {
							religion = religion:christianity_religion
							religion = religion:islam_religion
						}
						trigger_if = {
							limit = { exists = liege }
							liege.culture = { has_building_gfx = iberian_building_gfx }
						}
						trigger_else = {
							culture = { has_building_gfx = iberian_building_gfx }
						}
						religion = religion:zoroastrianism_religion
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	texture = { # Christian
		reference = "event_scenes/church.dds"

		trigger = {
			should_use_temple_character_background_trigger = yes
			religion = religion:christianity_religion
		}
	}

	environment = {
		reference = "environment_event_church"

		trigger = {
			should_use_temple_character_background_trigger = yes
			religion = religion:christianity_religion
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_church"

		trigger = {
			OR = {
				primary_spouse ?= {
					should_use_temple_character_background_trigger = yes
					religion = religion:christianity_religion
					is_character_window_main_character = yes
				}
				betrothed ?= {
					should_use_temple_character_background_trigger = yes
					religion = religion:christianity_religion
					is_character_window_main_character = yes
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						should_use_temple_character_background_trigger = yes
						religion = religion:christianity_religion
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	texture = { # Islam
		reference = "event_scenes/mosque.dds"

		trigger = {
			should_use_temple_character_background_trigger = yes
			religion = religion:islam_religion
		}
	}

	environment = {
		reference = "environment_event_mosque"

		trigger = {
			should_use_temple_character_background_trigger = yes
			religion = religion:islam_religion
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_mosque"

		trigger = {
			OR = {
				primary_spouse ?= {
					should_use_temple_character_background_trigger = yes
					religion = religion:islam_religion
				}
				betrothed ?= {
					should_use_temple_character_background_trigger = yes
					religion = religion:islam_religion
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						should_use_temple_character_background_trigger = yes
						religion = religion:islam_religion
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	texture = { # FP1
		reference = "event_scenes/fp1_tribal_temple.dds"

		trigger = {
			should_use_temple_character_background_trigger = yes
			religion = religion:germanic_religion
		}
	}

	environment = {
		reference = "environment_event_fp1_tribal_temple"

		trigger = {
			should_use_temple_character_background_trigger = yes
			religion = religion:germanic_religion
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_fp1_tribal_temple"

		trigger = {
			OR = {
				primary_spouse ?= {
					should_use_temple_character_background_trigger = yes
					religion = religion:germanic_religion
				}
				betrothed ?= {
					should_use_temple_character_background_trigger = yes
					religion = religion:germanic_religion
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						should_use_temple_character_background_trigger = yes
						religion = religion:germanic_religion
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	texture = { # Fallback
		reference = "event_scenes/temple.dds"

		trigger = { should_use_temple_character_background_trigger = yes }
	}

	environment = {
		reference = "environment_event_temple"

		trigger = {
			OR = { should_use_temple_character_background_trigger = yes }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_temple"

		trigger = {
			OR = {
				primary_spouse ?= { should_use_temple_character_background_trigger = yes }
				betrothed ?= { should_use_temple_character_background_trigger = yes }
				AND = {
					liege.diarch ?= this
					liege ?= { should_use_temple_character_background_trigger = yes }
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################
	# PHYSICIANS

	texture = { # Tribal
		reference = "event_scenes/fp4_physician_tribal.dds"

		trigger = {
			has_court_position = court_physician_court_position
			employer ?= { government_has_flag = government_is_tribal }
		}
	}

	environment = {
		reference = "environment_ce1_physician_tribal"

		trigger = {
			has_court_position = court_physician_court_position
			employer ?= { government_has_flag = government_is_tribal }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_ce1_physician_tribal"

		trigger = {
			OR = {
				primary_spouse ?= {
					has_court_position = court_physician_court_position
					employer ?= { government_has_flag = government_is_tribal }
					is_character_window_main_character = yes
				}
				betrothed ?= {
					has_court_position = court_physician_court_position
					employer ?= { government_has_flag = government_is_tribal }
					is_character_window_main_character = yes
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	texture = { # MENA
		reference = "event_scenes/fp4_study_physician_mena.dds"

		trigger = {
			has_court_position = court_physician_court_position
			employer.culture ?= {
				OR = {
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
				}
			}
		}
	}

	environment = {
		reference = "environment_ce1_study_physician_mena"

		trigger = {
			has_court_position = court_physician_court_position
			employer.culture ?= {
				OR = {
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_ce1_study_physician_mena"

		trigger = {
			OR = {
				primary_spouse ?= {
					has_court_position = court_physician_court_position
					employer.culture ?= {
						OR = {
							has_graphical_mena_culture_group_trigger = yes
							has_graphical_african_culture_group_trigger = yes
							has_graphical_steppe_culture_group_trigger = yes
						}
					}
					is_character_window_main_character = yes
				}
				betrothed ?= {
					has_court_position = court_physician_court_position
					employer.culture ?= {
						OR = {
							has_graphical_mena_culture_group_trigger = yes
							has_graphical_african_culture_group_trigger = yes
							has_graphical_steppe_culture_group_trigger = yes
						}
					}
					is_character_window_main_character = yes
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	texture = { # Indian
		reference = "event_scenes/fp4_study_physician_indian.dds"

		trigger = {
			has_court_position = court_physician_court_position
			employer.culture ?= { has_graphical_india_culture_group_trigger = yes }
		}
	}

	environment = {
		reference = "environment_ce1_study_physician_indian"

		trigger = {
			has_court_position = court_physician_court_position
			employer.culture ?= { has_graphical_india_culture_group_trigger = yes }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_ce1_study_physician_indian"

		trigger = {
			OR = {
				primary_spouse ?= {
					has_court_position = court_physician_court_position
					employer.culture ?= { has_graphical_india_culture_group_trigger = yes }
					is_character_window_main_character = yes
				}
				betrothed ?= {
					has_court_position = court_physician_court_position
					employer.culture ?= { has_graphical_india_culture_group_trigger = yes }
					is_character_window_main_character = yes
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	texture = { # Western/fallback
		reference = "event_scenes/study_physician.dds"

		trigger = { has_court_position = court_physician_court_position }
	}

	environment = {
		reference = "environment_event_study_physician"

		trigger = {
			has_court_position = court_physician_court_position
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_study_physician"
		trigger = {
			OR = {
				primary_spouse ?= {
					has_court_position = court_physician_court_position
					is_character_window_main_character = yes
				}
				betrothed ?= {
					has_court_position = court_physician_court_position
					is_character_window_main_character = yes
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################
	# THRONE ROOMS

	# Chinese Throneroom
	texture = {
		reference = "character_view/throneroom_china.dds"

		trigger = {
			exists = primary_title
			primary_title = title:e_celestia_china
			# has_graphical_china_region_trigger = yes
		}
	}

	##########################################

	# Chinese, regular
	texture = {
		reference = "character_view/china.dds"

		trigger = {
			OR = {
				has_government = chinese_government
				has_graphical_china_region_trigger = yes
				culture = {
					OR = {
						has_cultural_pillar = heritage_korean
						any_parent_culture_or_above = {
							has_cultural_pillar = heritage_korean
						}
					}
				}
			}
		}
	}

	##########################################

	# Tibetan Throneroom
	texture = {
		reference = "character_view/dharma_tibet_throneroom.dds"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_tibet_region_trigger = yes
		}
	}

	##########################################

	# Tibetan, regular
	texture = {
		reference = "character_view/india.dds"

		trigger = {
			has_graphical_tibet_region_trigger = yes
		}
	}

	##########################################

	# Tribal India
	texture = {
		reference = "character_view/dharma_tribal_throneroom.dds"

		trigger = {
			has_government = tribal_government
			OR = {
				has_graphical_india_region_trigger = yes
				has_graphical_burma_region_trigger = yes
				has_graphical_tibet_region_trigger = yes
			}
		}
	}

	##########################################

	# Japan
	texture = {
		reference = "character_view/yamato.dds"

		trigger = {
			has_graphical_japan_region_trigger = yes
		}
	}

	##########################################

	# 'Feudal'/High-tier Norse, or non-Tribals in Scandinavia
	texture = { # FP1 Norse
		reference = "character_view/fp1_throneroom_nontribal.dds"

		trigger = {
			has_fp1_dlc_trigger = yes
			OR = {
				AND = {
					is_ruler = no
					OR = {
						AND = {
							exists = liege
							liege = {
								OR = {
									NOT = {
										government_has_flag = government_is_tribal
									}
									primary_title.tier >= tier_kingdom
								}
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
						AND = {
							exists = host
							host = {
								OR = {
									NOT = {
										government_has_flag = government_is_tribal
									}
									primary_title.tier >= tier_kingdom
								}
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
					}
				}
				AND = {
					is_ruler = yes
					OR = {
						NOT = {
							government_has_flag = government_is_tribal
						}
						primary_title.tier >= tier_kingdom
					}
					OR = {
						culture = culture:norse
						religion = religion:germanic_religion
						has_graphical_scandinavia_region_trigger = yes
					}
				}
			}
		}
	}

	environment = {
		reference = "environment_fp1_cw_nontribal_main"

		trigger = {
			has_fp1_dlc_trigger = yes
			OR = {
				AND = {
					is_ruler = no
					OR = {
						AND = {
							exists = liege
							liege = {
								OR = {
									NOT = {
										government_has_flag = government_is_tribal
									}
									primary_title.tier >= tier_kingdom
								}
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
						AND = {
							exists = host
							host = {
								OR = {
									NOT = {
										government_has_flag = government_is_tribal
									}
									primary_title.tier >= tier_kingdom
								}
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
					}
				}
				AND = {
					is_ruler = yes
					OR = {
						NOT = {
							government_has_flag = government_is_tribal
						}
						primary_title.tier >= tier_kingdom
					}
					OR = {
						culture = culture:norse
						religion = religion:germanic_religion
						has_graphical_scandinavia_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_fp1_cw_nontribal_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						has_fp1_dlc_trigger = yes
						OR = {
							NOT = {
								government_has_flag = government_is_tribal
							}
							primary_title.tier >= tier_kingdom
						}
						OR = {
							culture = culture:norse
							religion = religion:germanic_religion
							has_graphical_scandinavia_region_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						has_fp1_dlc_trigger = yes
						OR = {
							NOT = {
								government_has_flag = government_is_tribal
							}
							primary_title.tier >= tier_kingdom
						}
						OR = {
							culture = culture:norse
							religion = religion:germanic_religion
							has_graphical_scandinavia_region_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						has_fp1_dlc_trigger = yes
						OR = {
							NOT = {
								government_has_flag = government_is_tribal
							}
							primary_title.tier >= tier_kingdom
						}
						OR = {
							culture = culture:norse
							religion = religion:germanic_religion
							has_graphical_scandinavia_region_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Tribal Norse
	texture = { # FP1 Norse
		reference = "character_view/fp1_throneroom_tribal.dds"

		trigger = {
			has_fp1_dlc_trigger = yes
			OR = {
				AND = {
					is_ruler = no
					OR = {
						AND = {
							exists = liege
							liege = {
								government_has_flag = government_is_tribal
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
						AND = {
							exists = host
							host = {
								government_has_flag = government_is_tribal
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
					}
				}
				AND = {
					is_ruler = yes
					government_has_flag = government_is_tribal
					OR = {
						culture = culture:norse
						religion = religion:germanic_religion
					}
				}
			}
		}
	}

	environment = {
		reference = "environment_fp1_cw_tribal_main"

		trigger = {
			has_fp1_dlc_trigger = yes
			OR = {
				AND = {
					is_ruler = no
					OR = {
						AND = {
							exists = liege
							liege = {
								government_has_flag = government_is_tribal
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
						AND = {
							exists = host
							host = {
								government_has_flag = government_is_tribal
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
					}
				}
				AND = {
					is_ruler = yes
					government_has_flag = government_is_tribal
					OR = {
						culture = culture:norse
						religion = religion:germanic_religion
					}
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_fp1_cw_tribal_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						government_has_flag = government_is_tribal
						has_fp1_dlc_trigger = yes
						OR = {
							culture = culture:norse
							religion = religion:germanic_religion
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						government_has_flag = government_is_tribal
						has_fp1_dlc_trigger = yes
						OR = {
							culture = culture:norse
							religion = religion:germanic_religion
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						government_has_flag = government_is_tribal
						has_fp1_dlc_trigger = yes
						OR = {
							culture = culture:norse
							religion = religion:germanic_religion
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Tribal
	texture = {
		reference = "character_view/throneroom_tribal.dds"

		trigger = {
			government_has_flag = government_is_tribal
		}
	}

	environment = {
		reference = "environment_cw_tribal_main"

		trigger = {
			government_has_flag = government_is_tribal
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_tribal_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						government_has_flag = government_is_tribal
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						government_has_flag = government_is_tribal
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						government_has_flag = government_is_tribal
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	# FP3
	texture = {
		reference = "event_scenes/fp3_throneroom.dds"

		trigger = {
			has_fp3_dlc_trigger = yes
			exists = primary_title
			primary_title.tier >= tier_kingdom
			has_graphical_iran_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_fp3_iranian_throneroom_main"

		trigger = {
			has_fp3_dlc_trigger = yes
			exists = primary_title
			primary_title.tier >= tier_kingdom
			has_graphical_iran_region_trigger = yes
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_fp3_iranian_throneroom_spouse"

		trigger = {
			OR = {
				primary_spouse ?= {
					has_fp3_dlc_trigger = yes
					exists = primary_title
					primary_title.tier >= tier_kingdom
					has_graphical_iran_region_trigger = yes
				}
				betrothed ?= {
					has_fp3_dlc_trigger = yes
					exists = primary_title
					primary_title.tier >= tier_kingdom
					has_graphical_iran_region_trigger = yes
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_iberia_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Iberian, high rank
	texture = {
		reference = "character_view/fp2_throneroom_iberian.dds"

		trigger = {
			has_fp2_dlc_trigger = yes
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_iberia_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_fp2_iberian_throneroom_main"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_iberia_region_trigger = yes
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_fp2_iberian_throneroom_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_iberia_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_iberia_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_iberia_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################
	# Iberian, regular
	texture = {
		reference = "character_view/fp2_iberian.dds"

		trigger = {
			has_fp2_dlc_trigger = yes
			has_graphical_iberia_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_fp2_iberian"

		trigger = {
			has_graphical_iberia_region_trigger = yes
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_fp2_iberian_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = { has_graphical_iberia_region_trigger = yes }
				}
				AND = {
					exists = betrothed
					betrothed = { has_graphical_iberia_region_trigger = yes	}
				}
				AND = {
					liege.diarch ?= this
					liege ?= { has_graphical_iberia_region_trigger = yes }
				}
			}
			is_character_window_main_character = no
		}
	}

	############################################

	# Mediterranean, high rank
	texture = {
		reference = "character_view/throneroom_mediterranean.dds"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_mediterranean_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_mediterranean_throneroom_main"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_mediterranean_region_trigger = yes
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_mediterranean_throneroom_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_mediterranean_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_mediterranean_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_mediterranean_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################
	# Mediterranean, regular
	texture = {
		reference = "character_view/mediterranean.dds"

		trigger = {
			has_graphical_mediterranean_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_mediterranean_main"

		trigger = {
			has_graphical_mediterranean_region_trigger = yes
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_mediterranean_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						has_graphical_mediterranean_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						has_graphical_mediterranean_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						has_graphical_mediterranean_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Eastern, high rank
	texture = {
		reference = "character_view/throneroom_east.dds"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_mena_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_east_throneroom_main"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			is_character_window_main_character = yes
			has_graphical_mena_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_east_throneroom_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_mena_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_mena_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_mena_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Eastern, regular
	texture = {
		reference = "character_view/mena.dds"

		trigger = {
			has_graphical_mena_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_east_main"

		trigger = {
			is_character_window_main_character = yes
			has_graphical_mena_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_east_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						has_graphical_mena_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						has_graphical_mena_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						has_graphical_mena_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# India, high rank
	texture = {
		reference = "character_view/throneroom_india.dds"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			OR = {
				has_graphical_india_region_trigger = yes
				has_graphical_burma_region_trigger = yes
				has_graphical_sea_region_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_cw_india_throneroom_main"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			OR = {
				has_graphical_india_region_trigger = yes
				has_graphical_burma_region_trigger = yes
				has_graphical_sea_region_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_india_throneroom_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = primary_title
						primary_title.tier >= tier_empire
						OR = {
							has_graphical_india_region_trigger = yes
							has_graphical_burma_region_trigger = yes
							has_graphical_sea_region_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = primary_title
						primary_title.tier >= tier_empire
						OR = {
							has_graphical_india_region_trigger = yes
							has_graphical_burma_region_trigger = yes
							has_graphical_sea_region_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = primary_title
						primary_title.tier >= tier_empire
						OR = {
							has_graphical_india_region_trigger = yes
							has_graphical_burma_region_trigger = yes
							has_graphical_sea_region_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# India, regular
	texture = {
		reference = "character_view/india.dds"

		trigger = {
			OR = {
				has_graphical_india_region_trigger = yes
				has_graphical_burma_region_trigger = yes
				has_graphical_sea_region_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_cw_india_main"

		trigger = {
			is_character_window_main_character = yes
			OR = {
				has_graphical_india_region_trigger = yes
				has_graphical_burma_region_trigger = yes
				has_graphical_sea_region_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_cw_india_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							has_graphical_india_region_trigger = yes
							has_graphical_burma_region_trigger = yes
							has_graphical_sea_region_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							has_graphical_india_region_trigger = yes
							has_graphical_burma_region_trigger = yes
							has_graphical_sea_region_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							has_graphical_india_region_trigger = yes
							has_graphical_burma_region_trigger = yes
							has_graphical_sea_region_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Western, high rank
	texture = {
		reference = "character_view/throneroom_west.dds"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_western_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_west"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_western_region_trigger = yes
			is_character_window_main_character = yes

		}
	}

	environment = {
		reference = "environment_cw_west_spouse"
		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_western_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_western_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_western_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Western, regular
	texture = {
		reference = "character_view/west.dds"

		trigger = {
			has_graphical_western_region_trigger = yes
		}
	}

	texture = {
		reference = "character_view/west.dds"
	}

	environment = {
		reference = "environment_cw_west"

		trigger = {
			has_graphical_western_region_trigger = yes
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_west_spouse"
		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						has_graphical_western_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						has_graphical_western_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						has_graphical_western_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Fallback Environment
	environment = {
		reference = "environment_event_temple"
	}
}

