Although I did not use scripts in GAFM, Aradan did work on the advice thread for me. It triggers when certain ancs are lost or when certain characters (or rather their traits) are killed.

He can probably tell you more about that, but I did notice that sometimes the advisor did not always show. I think - and I noticed this with perfect spy too - that when you quit the game using alt+f4 (as most modders will to save time) it can interfere with it. I also noticed that having the automatic settlement government option checked interfered with perfect spy too.

There's an option in the actual game to "reset" the advisor but I never could work out what that actually changed if you used it ;)

Although I'm probably somewhat known for promoting and recommending modfoldering, I actually resisted it when it was first revealed and succesfully implemented because it had seming loop holes in it. These were quickly overcome by researchers and I then used (and improved) it to where it is today. I still see loop holes in scripting which is why I do not support it - or at least its heavy use (and I think FATW is the better for it imho) - but (as I implied before) your work here is overcoming some of those loop holes for me so kudos to you all

I of course realize that some mods - many mods perhaps - need certain things to happen (historical accuracy and so forth) and so scripting is important. I am actually looking into a script at present to overcome an issue that no one else seems to have addressed (which is really quite strange seeing as it is a huge gap in the gameplay) but I may ask a little help from some of you soon on the matter as it ties in with this thread :)