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vukica

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well, its annoying AF. The message pops up once every 30 minutes or so, even though everything else is running smoothly. I might need another mod just to make the popup disappear

It pops on startup and every five years. If you can't disable it you probably shouldn't mix mods.
 

UndefinedT

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Great work as always, I'd like to add a quick suggestion to this change:
  • Prepare ground decision can only be taken for provinces that border a county that already openly has targeted religion or has secret community of the targeted secret religion.
That it's also possible in your capital, perhaps with an even higher fail rate, if no provinces follow that religion or have a secret community. As it stands it'll be impossible to do if you're trying to bring back a dead religion.
 

vukica

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Great work as always, I'd like to add a quick suggestion to this change:
  • Prepare ground decision can only be taken for provinces that border a county that already openly has targeted religion or has secret community of the targeted secret religion.
That it's also possible in your capital, perhaps with an even higher fail rate, if no provinces follow that religion or have a secret community. As it stands it'll be impossible to do if you're trying to bring back a dead religion.

good one
 

vukica

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Quick question, it says that in order to join lucifer's own, I must be a sinner. What constitutes being a sinner? I have 2 sin traits.

Code:
            OR = {
                has_impious_trait_trigger = yes
                trait = drunkard
                trait = possessed
                trait = lunatic
            }
            OR = {
                has_vice_trigger = yes
                trait = possessed
                trait = lunatic
                AND = { # Specific Zoroastrian sins
                    true_religion_zoroastrian_trigger = yes
                    trait = arbitrary # Being unjust is seen as a sin
                }
            }

Code:
has_impious_trait_trigger = {
    OR = {
        trait = cynical
        trait = bad_priest_christian
        trait = bad_priest_muslim
        trait = bad_priest_norse
        trait = bad_priest_tengri
        trait = bad_priest_zoroastrian
        trait = bad_priest_aztec
        trait = hedonist
        trait = lustful
        trait = cannibal_trait
        trait = impaler
    }
}

Code:
has_vice_trigger = {
    OR = {
        trait = lustful
        trait = gluttonous
        trait = greedy
        trait = slothful
        trait = wroth
        trait = envious
        trait = proud
    }
}
 

LordPeter

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Ah, interesting.
How would I go about doing this?

In the submod I'm working on, I simply hashed the relevant events (Plus.367 and Plus.369 in CK2Plus_maintenance_events.txt). Otherwise, put "supported_checksums = {CHECKSUM WITH YOUR SUBMOD HERE}" in your .mod file.
 

LordPeter

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In the submod I'm working on, I simply hashed the relevant events (Plus.367 and Plus.369 in CK2Plus_maintenance_events.txt). Otherwise, put "supported_checksums = {CHECKSUM WITH YOUR SUBMOD HERE}" in your .mod file.
Cool, that's pretty convenient.
That way even submods can check compatibility with a certain mod version. Only that I will have to put like an insane amount of checksums there in the future, for all the combinations ^^
 

vukica

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In the submod I'm working on, I simply hashed the relevant events (Plus.367 and Plus.369 in CK2Plus_maintenance_events.txt). Otherwise, put "supported_checksums = {CHECKSUM WITH YOUR SUBMOD HERE}" in your .mod file.

Cool, that's pretty convenient.
That way even submods can check compatibility with a certain mod version. Only that I will have to put like an insane amount of checksums there in the future, for all the combinations ^^

That's just a terrible way of doing it :D
 

LordPeter

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Yeah please don't @_@

Just look for some flag that the other mod uses.
Too late.
I'd have to overwrite a crucial event file of CK2Plus, which would actually increase incompatibility with each new main mod version. Likewise, the Plus team can have no idea whether my submods will still work with their new version if I am lagging behind (which I frequently are ^^), and thus could unknowingly sanction severe compatibility issues that this very event is meant to avoid.
Since apparently submods can declare additional checksums that the main mod event then counts as valid, I will just post the required checksums in the appropriate threads, and you can add them to your .mod file and play without the warning even if I don't do a real update. The more I think about it, the more convenient it is, for everyone.
 

Kernow EoJ

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Stupid question time- i have a fully patched/correct checksum version of the base game. I downloaded CKplus from the download link, deleted anything in my mod folder that looked relevant to old CKplus versions and pasted the new files into the mod folder as per instructions.

My checksum is different to the one specified in the OT. I've tried looking to see if I have a really old CKplus steam workshop downloaded somewhere but haven't found anything (though finding any locations where steam workshop downloads is bloody difficult anyway). Attempts to delete and reinstall/redownload are met with the same problem.

Pretty sure I've missed something. Any ideas?
 
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