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Blood and Steel

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Well given the mod is only in 0.1.3 right now, with the next update being 0.1.4, there is alot left to do. Consider this mod "done" when it reaches version number 1.0, we are far off from that yet. Stop being impatient :p
im not being impatient im just wondering how far into the history it is.
 

Korbah

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About the children taking the mother's race, how would that work with the racial trait?

As you may have been able to tell, I'm yet to try this mod out.

And you (or I should say, Korba) posted on the mod forum (ck2.knuddelwuddel) about a 'simple patch' to make it work but it causing portrait problems. Would you mind expanding on that?

You'll need a tool called WinMerge and then you want to compare the following files to the 1.111 patch;

defines.lua
the interface folder (since I don't remember which files have changed in there)
Match up any new changes brought in 1.111 into those files. This will then let you load into game but you'll encounter CTDs during play due to the tooltip change, to fix that you'll need to edit every event file that has custom_tooltip and change it to the new standard (which can be found in the vanilla event files).
It's simple, but it requires existing knowledge of CK2 modding.
 

Leztoon

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Sorry if this has been asked but with the new Akiviri portraits coming in will there be any "men" left on Akivir? I know the Tsaeci pretty much got rid of them but they are represented in the games (Oblivion, Skyrim) as oriental looking humans. Just thought it might be cool to try and lead an Akiviri human revolt against the snake people.
I know this might involve yet another racial trait for little gain like the Imga and the Kothringi but thought I'd throw it out there
 

Korbah

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Sorry if this has been asked but with the new Akiviri portraits coming in will there be any "men" left on Akivir? I know the Tsaeci pretty much got rid of them but they are represented in the games (Oblivion, Skyrim) as oriental looking humans. Just thought it might be cool to try and lead an Akiviri human revolt against the snake people.
I know this might involve yet another racial trait for little gain like the Imga and the Kothringi but thought I'd throw it out there

Well, in some way the Islanders are the remnants. That said, each Akavir race will get it's own racial trait once the portraits are implemented anyway.
 

Blood and Steel

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will you guy's later on when you have time make more sprites or what ever they are like the one's the guys made but like the latter legions just wondering.
 

Alyiakal

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You'll need a tool called WinMerge and then you want to compare the following files to the 1.111 patch;

defines.lua
the interface folder (since I don't remember which files have changed in there)
Match up any new changes brought in 1.111 into those files. This will then let you load into game but you'll encounter CTDs during play due to the tooltip change, to fix that you'll need to edit every event file that has custom_tooltip and change it to the new standard (which can be found in the vanilla event files).
It's simple, but it requires existing knowledge of CK2 modding.

Korbah, so if I understand the crux of what is wrong, one just needs to find the differences from 1.103 to 1.111, and apply them. I ask, because the Elder Kings defines appears to be radically different from the default defines, while there appear to be only two changes between 1.103 and 1.111 (additional children for the player and navy movement and loading changes).
 

Korbah

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Korbah, so if I understand the crux of what is wrong, one just needs to find the differences from 1.103 to 1.111, and apply them. I ask, because the Elder Kings defines appears to be radically different from the default defines, while there appear to be only two changes between 1.103 and 1.111 (additional children for the player and navy movement and loading changes).

Elder Kings is a total conversion so it changes values all over the place, yes. Adding the missing lines is all that's necessary for defines.lua.
 

Alyiakal

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Ok well, went through all the files looking for "custom_tooltip" and fixing up those references. Did not add in the new events that appear to have appeared in the latest patch, because I was unsure of the ramifications of them/whether they were thematically appropriate. In addition to the defines changes, the game does not spectacularly crash upon launch now. Most of the files in each folder I didn't really touch, but I couldn't remember exactly which files I had to change stuff in, so I just RARed the whole thing.

I haven't really run the game for more than a few years in game though, so I could have missed something.

View attachment ElderKingsFix.rar

EDIT: In case it's not completely obvious what to do with this, un-RAR and drag the contents into your mod/ElderKings folder and replace everything.
 
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Ok well, went through all the files looking for "custom_tooltip" and fixing up those references. Did not add in the new events that appear to have appeared in the latest patch, because I was unsure of the ramifications of them/whether they were thematically appropriate. In addition to the defines changes, the game does not spectacularly crash upon launch now. Most of the files in each folder I didn't really touch, but I couldn't remember exactly which files I had to change stuff in, so I just RARed the whole thing.

I haven't really run the game for more than a few years in game though, so I could have missed something.

View attachment 93281

EDIT: In case it's not completely obvious what to do with this, un-RAR and drag the contents into your mod/ElderKings folder and replace everything.

If this works the Nine Divines bless you!
 

Alyiakal

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Crashed on load :'( but thank you for trying! :D

You're running it on the latest patch after copying the files on top of a fresh 0.1.3a right? Do you have LoR? I haven't taken that fix into account.

EDIT: Yeah, I probably shouldn't have included the avatars.gfx file in the fix. Looks like there are no changes in that file, so if you indeed don't have LoR, copy the LoR fix afterwards again.
 
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