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Ols

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My suspicion was that it was hardcoded, and is therefore not something you'll be able to find.
 

Jorlem

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My suspicion was that it was hardcoded, and is therefore not something you'll be able to find.
Ah, pity. Would be nice if it would be possible to change their minds.
 

Ols

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I can work around it with a new event, but personally I think the system for the High Kingdoms is fine right now. I wont be changing it for the next release.
 

Jorlem

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I can work around it with a new event, but personally I think the system for the High Kingdoms is fine right now. I wont be changing it for the next release.
Yeah, it probably is fine. I just kinda wish there was some way I could try to convince the kings to change their minds, that's all. Having to jump through some hoops would be better than a flat no, and would at least be more fun. Ah, whatever, it doesn't really matter that much, I guess. Thanks, though.

Edit:
Just wanted to let you know, I'm removing the culture requirements for creation of duchies, as they become relevant, so I can usurp them. I don't really see why, if Dummonia/Britannia has pushed Cantia back far enough that all of the Weald is controlled by them instead of Cantia, that the Britannians should be disallowed from ever having a duke-level title for the area. (This is an issue I have with vanilla too, incidentally.)
 
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Frednutts

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I think there is a duke level title, but it's one of the special ones that becomes de jure when you control enough of the land. I think you need both the Cantian duchies to form it - it's just since the Saxon de jure view of the land would be entirely different from the Briton one... It's one of the special things about this mod, the dynamic de jure map...
 

Ols

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Just wanted to let you know, I'm removing the culture requirements for creation of duchies, as they become relevant, so I can usurp them. I don't really see why, if Dummonia/Britannia has pushed Cantia back far enough that all of the Weald is controlled by them instead of Cantia, that the Britannians should be disallowed from ever having a duke-level title for the area. (This is an issue I have with vanilla too, incidentally.)

That will break the game. The culture requirements for Saxons/Britons are there for a reason and should not be changed. There are Briton reconquest titles available when certain lands have been taken. The one for Cantia is called Cantauria and is part of Dumnonia.

I appreciate that there are elements of the mod's balancing that may seem inconvinient, but Luca put it in for a reason. Wiping it all out to make the mod easier will ultimately unsettle game balance and make much of the underlying flavour and code behave incorrectly. Try to avoid making a sweeping change before you understand why seemingly arbitrary requirements are there.
 

Jorlem

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I think there is a duke level title, but it's one of the special ones that becomes de jure when you control enough of the land. I think you need both the Cantian duchies to form it - it's just since the Saxon de jure view of the land would be entirely different from the Briton one... It's one of the special things about this mod, the dynamic de jure map...
Ah, ok. I wish I had known about that beforehand. (I knew there was some sort of dynamic system, but not how it worked, or how to see what the titles are, or what is needed to form them.) I imagine it will be easier to encounter those titles once the conqueror CB is working again, and I'm not eating Cantia at a rate of one county every two years.

Edit:
Also, for some reason, I don't have anyone that I can set as my Druid now. (Merlin died of illness a while back) I invited a druid with the decision, but he randomly decided to quit for some reason, and now I can't hire a new one because I can't invite one, and apparently no one in my realm wants the job. The 'appoint' list is completely empty. Is this WAI?
 

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Sorry to clog the thread with more installation questions, but where do I put the folder and .mod if I'm using a Mac?

I currently have it in the "mod" folder I use for my other mods. The game launches, but usually crashes before I even select a language. In the few cases I've been able to select a language, the game crashes a few seconds after.
 

Ols

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Sorry to clog the thread with more installation questions, but where do I put the folder and .mod if I'm using a Mac?

I currently have it in the "mod" folder I use for my other mods. The game launches, but usually crashes before I even select a language. In the few cases I've been able to select a language, the game crashes a few seconds after.

Most recently posted solution to that problem:

path = "/Users/gapotts/Documents/Paradox Interactive/Crusader Kings II/mod/Britannia"

I tried this and it didn't work. The mod just disappears from the list of mod options on the splash screen. Same with #path = "mod/Britannia"

path = #"mod/Britannia" allows me to open the game with the mod selected but just runs the game as vanilla without the mod

path = "#mod/Britannia" crashes like the default



Edit: Ah looks like I had to create the Britannia folder within the Paradox folder in addition to moving the folder and mod file into the mod folder. Now it works. The default path works if the folder is created.

You basically have to do things on a Mac that's normally done automatically on Windows. Must be something to do with how Mac deals with non-existent file directories. If that doesn't work, I'll look into it more deeply.
 

ohjeeztower

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You basically have to do things on a Mac that's normally done automatically on Windows. Must be something to do with how Mac deals with non-existent file directories. If that doesn't work, I'll look into it more deeply.

Thanks, I appreciate it. Creating additional folders didn't seem to help, but editing the mod file's path lets me at least load the game. However, the game crashes after fully loading, either while selecting a character or immediately after choosing one.
 

Ols

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Go into the Crusader Kings II folder (the folder that contains the mod folder within your documents library) and create a folder called "Britannia". Error reports should be placed inside the log file that will (hopefully) appear within, and I can use those to diagnose the issue.
 

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Ols,

Instead of me peppering you with ideas, I thought I'd flip the script. Are there any features/possibilities you'd love to see done in the mod, or would like to try? Perhaps if there's something you think could be cool, those of us who've read the books (and/or are mega history nerds about this period like me) could offer you some setting-appropriate ways to try those ideas out?

Regardless, I'm grateful for all the work you, Lucca, and whoever else did. I've had far more fun with this mod than several commercial box products I've paid for (I'm lookin at you TW: Rome 2).
 

Ols

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I know quite a lot about the period already. I'm going to read the books and sit down for long sessions of coding when I'm out doing a week's work experience in Brussels next week. Currently I'm focusing on fixing flagrant bugs, but yes, I guess I could send out my own ideas. Personally I want to flesh out the Irish and Gaelic peoples, and make the Visigoths, Burgundians and Armoricans interact with the Franks and other invaders in a more varied fashion. I also want to think of a way to encourage Gaul to stabilise within about 100 years, so that invasion events such as from the Umayyad Caliphate can take place. On the long term I'm looking into ways to completely remodel invasions and migrations in a way that would even make Paradox devs envious. Making the Saxons form up in clean and effective ways would greatly enhance later years of the mod. The mod should also reward people who stand their ground and don't expand, and provide long term goals that lead all the way up to the Norse invasion content. Restoring Britannia or pushing Aenglaland to its maximum extent shouldn't require you to expand madly and then quit out of boredom when there's no opposition.
 

Jorlem

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I noticed something odd: If, as a High King, I recreate a destroyed kingdom, that kingdom's succession law will be Agnatic Feudal Elective, even though it is not possible to switch to this succession type as a kingdom. The created kingdom's succession law is defaulting to the succession law of the highest title held by the creator, even when it shouldn't be able to use that law.

Edit:
Is there supposed to be an event that fires when the Vassal Kingdom of Trinovantia is created, that would reassign the counties in East Seaxe to that Vassal Kingdom? If there is, it didn't fire when it should have.
 
Last edited:

Nax24

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Hey a question about the download. It says the file is a RAR file but it shows up as a notepage file. I dont have windows RAR so would that be the reason?
 

Ols

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You need WinRAR, naturally. Pretty much all the files I download off the internet that are not simply .exe's are RARs, so I don't see how anyone could live without it. It's free, after all.
 

Luca0312

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Is there supposed to be an event that fires when the Vassal Kingdom of Trinovantia is created, that would reassign the counties in East Seaxe to that Vassal Kingdom? If there is, it didn't fire when it should have.

The 'reassignment' is de jure, not de facto. You are not given any land 'for free', but you get a Casus Belli to conquer them.

Check your de jure map.
 

zombieflanders

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You need WinRAR, naturally. Pretty much all the files I download off the internet that are not simply .exe's are RARs, so I don't see how anyone could live without it. It's free, after all.
It's actually nagware, as it'll keep on bothering you every time you use it after the first 60 days. I much prefer 7ZIP. It's totally free (and IIRC open source), can handle more file types than WinRAR, and is less resource-intensive.
 

Ols

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Up to you. I don't mind being asked to buy something when I load it up as much as I don't mind adverts on a website that needs them to survive.
 

Jorlem

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The 'reassignment' is de jure, not de facto. You are not given any land 'for free', but you get a Casus Belli to conquer them.

Check your de jure map.

That's what I had meant, that they weren't being reassigned de jure. Here's what my de jure map looks like:





As you can see, even though I was able to create the vassal kingdom, thanks to having complete control over all four counties, those counties were not reassigned to be de jure in the vassal kingdom of Trinovantia.
 
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