I don't think it's sensible to change default country codes, what with all the attendant scripts and such. Keep the them unchanged and alter the new ones instead.
I don't think it's sensible to change default country codes, what with all the attendant scripts and such. Keep the them unchanged and alter the new ones instead.
Ius Hibernicum, in nomine juris. Quidquid latine dictum sit, altum sonatur.
Ancestor Moth scribe for CK 2: Elder Kings - can you rival Tiber Septim's power?
Burgundy: A Dream of Lotharingia (a Death & Taxes AAR - currently on hiatus)
The Three Certainties of Life (a Byzantine D&T AAR - updated 03.06.12)








I hope an update comes soon. I'll be waiting eagerly.
Until then, the mod is unplayable for me. No matter what I do, the game freezes after I unpause after starting.

Are you trying to play the modded game in English or in an other language? At my computer the German is freezing before the beginning, if I am not wrong (it is a time ago that I tried), but the English is working. (The Dutch works also, but because of missing localisation here nearly all is only the code.) You can change the language of EUIII in the settings.txt in your EUIII folder.
Is the currently map supposed to be this jagged, or have I horribly fouled up installation somewhere along the way?
Is it normal for the Divine Wind version to randomly freeze after a random length of time? Probably when an event somewhere tries to fire. I've had it freeze 5 days in and had to restart, then had to work fine for about 5 years. Then I reloaded a previous save and it froze about 3 years from the start point instead.

Mac downloads aren't working. Sorry to annoy with my mac-related problems, I'll install windows on it soon, I promise!![]()
Nationality - American
Ethnicity - American
Religion - Sikh
Political Ideology - Anti-Communist, Raj America
Issues - World Domination Tour, Justice, Happiness, Love
Personality - Dreamer
Background - Determinator
Treasury - $? / +$20.00
Consciousness - 9008.24/+0.02
Militancy - 12.00/ +?
I downloaded it today, and found some funny/annoying errors in the game. Firstly the provinces of Berry and Barrois in France are uncolonized in 1399, while Burgundy has No Government. Also a province in Lithuania is called PROV2207. Using my own knowledge i would suggest you call this province Panevezys.
Ignoring these bugs, it is a great mod![]()
Comrade Vladimir Mehmetovich Sakharov, NK Finance, in Avindian's Tukhachevsky's Army and the Politburo (Interactive TFH 4.02)
The Earth is the Cradle of the Mind -- but one cannot eternally live in a cradle." - Konstantin E.Tsiolkovsky
"Let others shoot; For here I leave my second leg, and the Forty-second Foot." - The Ballad of Faithless Nelly Gray by Thomas Hood
Please make this idea more known! I want it to get into the next Victoria 2 DLC! by Sakura_F. Copy this if you want this to be implemented
The download link for IN isn't working. It just redirects to the main page because the file wasn't found. Is there a different link or should i just wait till it gets fixed?

Do they make a new verision of "The Whole World"?
The version have only "small provinces" and the newest patch gave the bigger. You now what I mean.

Bug with animations (navy units):
In Europa Universalis 3 Divine Wind game, in the gfx\anims directory, there are *.pdax files, *.pdaxb files, *.dds files, *.color.dds files and *.xac files. In Mod Whole World, the gfx\anims directory, have only the *.pdax files and *.pdaxb files. Could this be the cause for the bug with the animations, where the new naval units are presented as soldiers? I´m searching for some help in this forum. If someone can help me, I will apreciate a lot.
Freezes:
At my first atempts to play this great mod, after few minutes, the game freezes always in the same year. I had disable the autosave in the game options to "never", and for the moment, the game seems OK. I have already played for a long period with no freezes.
The problem with ships and DW relates to a new file in the interface (not gfx\interface) directory called ships.gfx. The mod needs a copy of this file and the mods copy needs to be edited to add each custom ship type to the file and to remove any that are not in the mod. Because we can't make xac files the custom ships need to point to existing xac files and existing graphics and this pointing in DW unlike HTT is done in the ships.gfx file. So for example:
Step 1) Add one of these to the file for each non vanilla ship unit in the mod
EMFXActorType = {
name = "twodecker"
actorfile = "gfx\anims\Twodecker.xac"
idle = "gfx\anims\Ships_Moving.xsm"
move = "gfx\anims\Ships_Moving.xsm"
attack = "gfx\anims\Ships_Attack.xsm"
scale = 2.0
}
Step 2) change the name= line to match the name of the ship unit in the mod
Step 3) change the actorfile = to match one of the existing ship actor files already in this ship.gfx file that would be most appropriate for the custom ship. So if the new unit is close to a two decker then pick the two decker etc.
On a separate note: The mod also needs a buildings.gfx file (new in DW) added to this same interface directory. The mods copy of this file needs to be edited so that each religion group (not religion but religion group) in the mod has one of these:
EMFXActorType = {
name = "eastern_missionary"
actorfile = "gfx\anims\Asian_Missionary.xac"
idle = "gfx\anims\Missionary_Animation.xsm"
scale = 1.8
}
the name = line should be religongroupname_missionary
and the actorfile line should match one of the existing ones already in the file.
Remember to go through the file and make sure ALL the religion groups in the mod have one of these sections in the file and ALSO to remove any sections in the file for religion groups not in the mod.
Note unlike the ships which will only display wrong in game if not set up correctly in the ship.gfx file the religion group sections in building.gfx will at some point cause CTDs if not set up correctly.
Also I assume if the mod has any custom buildings they also need to be set up in this same file but I am not sure about that.
Someone on the WWM team should make a note to fix these items for the next release.
Last edited by 17blue17; 31-12-2011 at 22:41.
