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Rorgloin

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e_null is intentional. It is merely there to prevent bugs. It is supposed to blend in with wasteland so players don't notice it. We will take a look at changing the other two though

May I ask what bugs you need e_null to prevent? I have removed non-historical de jure Empires in my mod and haven't seen any problems with not having a de jure empire for all kingdoms.
 

Toa Kraka

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May I ask what bugs you need e_null to prevent? I have removed non-historical de jure Empires in my mod and haven't seen any problems with not having a de jure empire for all kingdoms.
This is one of the vanilla bugs (first reported in 2.5, and still not fixed in 2.6) associated with not having a de jure empire set in the landed_titles files. You can see it even in HIP if you attempt to make the Papacy (which isn't part of e_null in the landed_titles files) a de jure part of your empire. Whenever you re-load your save, the Papacy will become part of no empire because of the bug, and then an HIP event (emf_startup.40) will put it in e_null.
 

HandicapdHippo

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May I ask what bugs you need e_null to prevent? I have removed non-historical de jure Empires in my mod and haven't seen any problems with not having a de jure empire for all kingdoms.
Nomads settling in a place without a de jure empire can cause crashes from what I recall, there are also subtle problem like memory leaks and other weirdness. I think after Paradox made all the map belong to a de jure empire in one of the early patches they started sometimes assuming that there would always be a de jure empire even if the requirement isn't hardcoded like how counties must have a duchy and landed duchies must have a kingdom.

Edit: Here is a better explanation from Rylock
 
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IoannesBarbarus

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This is one of the vanilla bugs (first reported in 2.5, and still not fixed in 2.6) associated with not having a de jure empire set in the landed_titles files. You can see it even in HIP if you attempt to make the Papacy (which isn't part of e_null in the landed_titles files) a de jure part of your empire. Whenever you re-load your save, the Papacy will become part of no empire because of the bug, and then an HIP event (emf_startup.40) will put it in e_null.
The Papacy is a unique case. It will never drift into an empire—either that, or it will always reset upon save load, I forget which. Anyway, it’s intended behavior that it shouldn’t have a de jure liege. As for the bug mentioned in your links, that’s a different thing.
 

majesty8

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Not Greek localization but Greek title:
When c_byzantion is ruled by Russians/Bulgarians/other Slavs, it's named "Tsargrad", but ERE itself is named "Rimskaya Imperiya".
Historically, Russians used the term "Tsar" for roman/byzantian/german emperors (and "Tsarstvo" for their empires), thus "Tsargrad" - Tsar's city; using "Imperator"/"Imperiya" for emperors/empires is a much later, post-Mongol development.
To continue on this: Russian has two different words for "Roman" - "Rimskoye", which is used for pre-Christian united Roman Empire, and "Romeyskoye", which was historically used for the Christian Byzantine Empire (e.g., in the letter of Patriarch Photius I to "Christ-loving Lord Vasiliy", "Romeyskaya derzhava" is used for "Roman nation").
Thus, "Romeyskoye Tsarstvo" would be the proper term for ERE when controlled by Russians (and, I imagine, by other Slavs as well), with "Rimskoye" possibly used for the Roman Empire.
 
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Toa Kraka

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The Papacy is a unique case. It will never drift into an empire—either that, or it will always reset upon save load, I forget which. Anyway, it’s intended behavior that it shouldn’t have a de jure liege. As for the bug mentioned in your links, that’s a different thing.
Are you sure that you aren't mixing up two separate behaviors?
- k_jerusalem has the line assimilate = no in the landed_titles files. This means that duchies will never assimilate into or out of it, and that it will never assimilate into or out of empires (I think). Assimilation never progresses at all in-game.
- k_papacy isn't under a de jure empire in the landed_titles files. This means that, for k_papacy (and for any custom kingdom), assimilation into an empire will progress normally in-game (and the progress will be recorded properly in the savefile), but the completed assimilation will not be saved properly due to the vanilla bug, resulting in an instant de-assimilation when the savegame is loaded.

If the Papacy's failure to assimilate into empires is an intended feature in SWMH, maybe you should add assimilate = no to k_papacy in the landed_titles files. This also would prevent it from assimilating Latium and becoming non-titular, however.
 

IoannesBarbarus

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Are you sure that you aren't mixing up two separate behaviors?
- k_jerusalem has the line assimilate = no in the landed_titles files. This means that duchies will never assimilate into or out of it, and that it will never assimilate into or out of empires (I think). Assimilation never progresses at all in-game.
- k_papacy isn't under a de jure empire in the landed_titles files. This means that, for k_papacy (and for any custom kingdom), assimilation into an empire will progress normally in-game (and the progress will be recorded properly in the savefile), but the completed assimilation will not be saved properly due to the vanilla bug, resulting in an instant de-assimilation when the savegame is loaded.

If the Papacy's failure to assimilate into empires is an intended feature in SWMH, maybe you should add assimilate = no to k_papacy in the landed_titles files. This also would prevent it from assimilating Latium and becoming non-titular, however.
assimilate = no only prevents a title from acquiring or losing de jure vassals. There is no complementary function to prevent a title from itself drifting.

This explanation involving kingdoms without de jure lieges in landed_titles seems plausible, might be correct over the one I gave. I sure thought that custom kingdom assimilation issues were fixed a long time ago, though.
 
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Eldgrimr

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I've noticed that three places in Scandinavia have the wrong names in the old Norse culture. Here's what it should be:
Östergötland = Austrgautland
Västergötland = Vestrgautland
Gotland/Gautland = Gutland
 

majesty8

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From the 2.6.2 change log:
###################
# Free Features
###################
- Added a new Game Rule for "Titles Named After Dynasties"
- Added a new Game Rule for "Cultural Title Names"
Does that mean that making all the default title names English would make SED redundant, since it's functionality will be emulated by these rules?
 
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Moarice

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So I've noticed that the "Court Chaplain" title doesn't have localization for Polish culture. I believe that the correct translation for it would be "Kapelan" or "Nadworny Kapelan". Both would be correct, it really just depends whether you prefer to call them just "Chaplain" or "Court Chaplain".
 
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IoannesBarbarus

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From the 2.6.2 change log:

Does that mean that making all the default title names English would make SED redundant, since it's functionality will be emulated by these rules?
Nah. The first item is pretty orthogonal to SED. The second one does some of what SED does, but not well. In SWMH, it’s not just the cultural names that are native, it’s the base names as well. So you would see Magyarország always instead of Hungary. And SED doesn't just remove all cultural names, anyway—it does keep some of them, suitably Anglicized. Like if Arabs hold k_jerusalem, it’s Palestine, not Jerusalem.
 
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Toa Kraka

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The first item is pretty orthogonal to SED.
It still would be a useful game rule to include, in my opinion. I've been implementing it manually for months, and I'm sure I can't be the only person who wants to see "Arabian Empire" rather than "Abbasiyun" on the map when he enables a module called Speak English, Damn It!.
 

Oxenfurt

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I'm not sure if this is an SWMH bug, but I wanted to start a new game as count in Jerusalem during the Leper King's reign and there are several vassals where the game just displays --- as liege and shows the portrait of a former King of Jerusalem, who is already dead:

https://imgur.com/gallery/4hFXI

The game then crashes when you select one of these counts or dukes. I'm using the No India option and the version from the latest HIP, but it also happens without the No India option.
This happens (in this county) from the 1st January 1153 until Saladin conquers them.
The COA of this specific count also changed when I restarted, I don't know if this is intentional or not.

Edit: I clicked through a few bookmarks and this seems to be a somewhat common problem in the Kingdom of Jerusalem throughout the years.
 
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Not sure if this is a bug or not, but I had my capital province (Rügen) prosper to level 3 and I got the new prosperity event that adds a new slot to the county. However, I couldn't build any new castle's/cities. I had the cash and everything, but the box was greyed out.
 

Thure

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Not sure if this is a bug or not, but I had my capital province (Rügen) prosper to level 3 and I got the new prosperity event that adds a new slot to the county. However, I couldn't build any new castle's/cities. I had the cash and everything, but the box was greyed out.

Are you a tribal? Tribals can't build new holdings.
 

Moarice

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Modding question. I wanted to modify the code of the swmh_landed_titles file in order to add title names for Brittany when ruled by the Frenchmen. Most of it went fine, except for one thing.
For some reason, it detects the letter "è" in "Penthièvre", written by the ANSI combination of 0+232, as written in Unicode, not ANSI, and as such it changes the letter in-game to the normal "e". How can I fix that?
 

IoannesBarbarus

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It entirely has to do with the text editor you use and what its settings are. If a character appears correctly in the text editor, but is not being read correctly by the game, it’s because the file has not been saved in Windows-1252 (or "ANSI", "Latin-1", etc). Or, because the game is reading a different file than the one you expect.
 

Moarice

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It entirely has to do with the text editor you use and what its settings are. If a character appears correctly in the text editor, but is not being read correctly by the game, it’s because the file has not been saved in Windows-1252 (or "ANSI", "Latin-1", etc). Or, because the game is reading a different file than the one you expect.
It's not just being wrongly read by the game - the text editor (in this case the most basic one, Windows Notepad) recognizes a letter I've written in ANSI as Unicode and automatically changes it into a normal "e" when I want to save the file. This message appears when I try to save it:
WNT1OJu.png

I don't really want to go the whole "Click cancel and convert everything into Unicode" way, since I'm afraid of breaking something in the code.