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jordarkelf

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Just saw something weird. The Magyar Invasion was won by the Magyars according to the log, but Hungary is not formed. They did get the duchies of Moldau, Transylvania, and Temes but the title is still Magyars and they haven't vacated the Crimea area.

//

And it happened again, exactly like that, three more times in an 867 game. I think something is broken here with the formation of Hungary.

//

Just to be clear, I'm playing VIET with all modules, no Project Balance or other mods that could touch this. And the three observer games were with just VIET loaded so it's definitely something in this new version, Hungary formed just fine in 1.5.0.
 
Last edited:

maitrecarotte

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Yeah, that is true.

Hungary never loses any territories like it does in vanilla in my games. Happens every single game.

Also, not sure if viet fault or nbrt+ is the reason, but my game instantly crashes when I press de jure kingdoms button right after starting the game at some of the latest bookmarks.
 

cybrxkhan

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Hey cybr,
I've finally begun updating my mods.

For the Heretic mod I did, do you have a listing of religions and their heresies in VIET somewhere? Reading the 00_religions.txt gives me a headache this late at night.
Edit: coffee helped. Compatch in the mod post soon now.

Here's every religion and heresy, except for the pagan stuff:

CATHOLIC
Cathar
Fraticelli
Waldensian
Lollard

ORTHODOX
Bogomilist
Monothelite
Iconoclast
Paulician
Bosnian

MIAPHYSITE
Monophysite
Syriac
Maronite

NESTORIAN
Chaldean
Nasrani
Arkagun

SUNNI
Zikri
Murjite
Qadiri
Salihist

SHIITE
Qarmatian
Druze
Hurufi
Alawite

YAZIDI
Yarsani
Harranian
Adawi

IBADI
Haruri
Azraqite
Najdite

ZOROASTRIAN
Mazdakite
Zurvanite
Khurramite

MANICHEAN
Denawar
Sabian
Mandean

JEWISH
Samaritan
Karaite
Messianic

the Old Gods start is after the William The Conqueror start in the selection menu.

That's WAD but I may change it due to the issues jordarkelf mentioned.

Hey cybr, fixed my crashing problem, it was an outdated cultural cities; dumb mistake on my part!

Glad to hear that's fixed.

Haha I cant believe I didnt make that joke :p It's actually the name of a kind of cactus fruit. Apparently it's a good analogy for the typical israeli personality, ie thorny or pricky in the outside, sweet in the inside :rolleyes:



When I first thought about it I initially thought of an opinion modifier but decided it might work better as a trait because of the possibility of making them hereditary and what have you, plus it might be easier to flag, should you want to make events surrounding it (sabras "converting" non-sabras and maybe tutors given or taking away their wards trait depending on their own stance). Crown laws... wouldn't it make everyone behave the same? I don't think it should be an all or nothing thing, certainly jewish arrivals shouldn't start acting sabra fresh off the boat. Regardless, whatever works I'd say :)

Anyway, it actually seems like a cute mechanic, the foreigner relations malus always bothered me, so I hope you get around to do something like that. I already planned to have the appearance of the sabra culture be a thing in the converter game, but maybe you'll 1-up me on this :p

I thought about it and having a trait is probably the best way, though it will have its difficulties to sort through. I will probably put it on the backburner though for now, I got other things to do. :p

WTF is happening with Amalfi? Now the 867 start has eaten the city.
It has to be something with the added buildings in 867 but I've no clue what.

Thanks for the fix, as always!

BTW, I noticed once the Latin Empire having the "Mend the Schism" decision. How does it work in-game? Does it cause mass conversion on Orthodox or...?
Speaking about mending, was improving the mending from Orthodox side considered? Like making it more gradual and have Catholics actually try to restore the Papal authority?

The Catholic Schism mending was taken from this minimod: http://forum.paradoxplaza.com/forum...Unite-the-Great-Schism!&highlight=mend+schism. If I understand correctly it is basically just the reverse of the Orthodox mend the schism.

Anyhow, I have no plans to revamp the way the schism mending, but I'm open to any ideas.

Bugs noticed (other than Amalfi):

Ah no! You spoiled the surprise for the Chinese/Khitan flavor events! Thanks for those!

I'm sorry cybrx I'm still having that stupid portrait issue, I tried the fix again but it made all the religious head's outfits all screwed up.

Okay, hopefully that should be easy to fix. Open up "mod/VIET Immersion/interface/portrait_sprites.gfx" with notepad or notepad++. And make the following changes:

Code:
	spriteType = {
		name = "GFX_religious_male_clothes"
		texturefile = "gfx\\characters\\religious_male_clothes.dds"
		[COLOR="#FFA500"]noOfframes = 12[/COLOR]
		norefcount = yes
		can_be_lowres = yes
	}
	
	spriteType = {
		name = "GFX_religious_male_clothes_behind"
		texturefile = "gfx\\characters\\religious_male_clothes_behind.dds"
		[COLOR="#FFA500"]noOfframes = 12[/COLOR]
		norefcount = yes
		can_be_lowres = yes
	}
	
	spriteType = {
		name = "GFX_religious_male_headgear"
		texturefile = "gfx\\characters\\religious_male_headgear.dds"
		[COLOR="#FFA500"]noOfframes = 12[/COLOR]
		norefcount = yes
		can_be_lowres = yes
	}
	
	spriteType = {
		name = "GFX_religious_male_headgear_behind"
		texturefile = "gfx\\characters\\religious_male_headgear_behind.dds"
		[COLOR="#FFA500"]noOfframes = 12[/COLOR]
		norefcount = yes
		can_be_lowres = yes
	}

Code:
	spriteType = {
		name = "GFX_religious_female_clothes"
		texturefile = "gfx\\characters\\religious_female_clothes.dds"
		[COLOR="#FFA500"]noOfframes = 12[/COLOR]
		norefcount = yes
		can_be_lowres = yes
	}
	
	spriteType = {
		name = "GFX_religious_female_clothes_behind"
		texturefile = "gfx\\characters\\religious_female_clothes_behind.dds"
		[COLOR="#FFA500"]noOfframes = 12[/COLOR]
		norefcount = yes
		can_be_lowres = yes
	}
	
	spriteType = {
		name = "GFX_religious_female_headgear"
		texturefile = "gfx\\characters\\religious_female_headgear.dds"
		[COLOR="#FFA500"]noOfframes = 12[/COLOR]
		norefcount = yes
		can_be_lowres = yes
	}
	
	spriteType = {
		name = "GFX_religious_female_headgear_behind"
		texturefile = "gfx\\characters\\religious_female_headgear_behind.dds"
		[COLOR="#FFA500"]noOfframes = 12[/COLOR]
		norefcount = yes
		can_be_lowres = yes
	}


Adding on to this, Hungary is part of de-jure Carpathia with the no ahistorical-empire fix. Other than that, looks like a good release.

Okay, I'll loko into that.

Just saw something weird. The Magyar Invasion was won by the Magyars according to the log, but Hungary is not formed. They did get the duchies of Moldau, Transylvania, and Temes but the title is still Magyars and they haven't vacated the Crimea area.

//

And it happened again, exactly like that, three more times in an 867 game. I think something is broken here with the formation of Hungary.

//

Just to be clear, I'm playing VIET with all modules, no Project Balance or other mods that could touch this. And the three observer games were with just VIET loaded so it's definitely something in this new version, Hungary formed just fine in 1.5.0.

Oh boy... more Hungary problems. I'll look into that - did you console switch to the Hungarians and see if the decision was available to them?


Also, not sure if viet fault or nbrt+ is the reason, but my game instantly crashes when I press de jure kingdoms button right after starting the game at some of the latest bookmarks.

Okay, I'll look into that.
 

jordarkelf

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Yeah the Maggys have the decision and if I take it, it works as expected. Doesn't explain why they don't take it... huh.

//Edit:
I don't get it. Now it does seem to work (at least 3 times in an ultra speed observe game).
Anyway I found the decision now (as I pretty much was gone for the launch of TOG and afterwards I haven't really looked into the files for it yet) so if I spot any error that can be causing this, I'll let you know.
It might just be bad luck where the Maggys get into a new war or lose control of Pest before they can take the decision.
 
Last edited:

milkan

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I noticed jordarkelf has updated a number of his mods to the latest version 2.0. I was wondering which of them VIET includes by default, and whether I should get the updated versions separately?
 

jordarkelf

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I noticed jordarkelf has updated a number of his mods to the latest version 2.0. I was wondering which of them VIET includes by default, and whether I should get the updated versions separately?
VIET has these included: Succession Law Factions for Ultimogeniture and Tanistry | Hand out all free minor titles by decision
They're pretty much the same versions.

The other mods have compatibility versions up if needed :)
 

costevie

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the "show friends/rivals" page doesn't seem to work as i definitely have a +100 friend relation with one character and a -100 rival malus with another and neither come up when i click the decision
 

Imperator1993

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Okay, hopefully that should be easy to fix. Open up "mod/VIET Immersion/interface/portrait_sprites.gfx" with notepad or notepad++. And make the following changes:

Code:
	spriteType = {
		name = "GFX_religious_male_clothes"
		texturefile = "gfx\\characters\\religious_male_clothes.dds"
		[COLOR="#FFA500"]noOfframes = 12[/COLOR]
		norefcount = yes
		can_be_lowres = yes
	}
	
	spriteType = {
		name = "GFX_religious_male_clothes_behind"
		texturefile = "gfx\\characters\\religious_male_clothes_behind.dds"
		[COLOR="#FFA500"]noOfframes = 12[/COLOR]
		norefcount = yes
		can_be_lowres = yes
	}
	
	spriteType = {
		name = "GFX_religious_male_headgear"
		texturefile = "gfx\\characters\\religious_male_headgear.dds"
		[COLOR="#FFA500"]noOfframes = 12[/COLOR]
		norefcount = yes
		can_be_lowres = yes
	}
	
	spriteType = {
		name = "GFX_religious_male_headgear_behind"
		texturefile = "gfx\\characters\\religious_male_headgear_behind.dds"
		[COLOR="#FFA500"]noOfframes = 12[/COLOR]
		norefcount = yes
		can_be_lowres = yes
	}

Code:
	spriteType = {
		name = "GFX_religious_female_clothes"
		texturefile = "gfx\\characters\\religious_female_clothes.dds"
		[COLOR="#FFA500"]noOfframes = 12[/COLOR]
		norefcount = yes
		can_be_lowres = yes
	}
	
	spriteType = {
		name = "GFX_religious_female_clothes_behind"
		texturefile = "gfx\\characters\\religious_female_clothes_behind.dds"
		[COLOR="#FFA500"]noOfframes = 12[/COLOR]
		norefcount = yes
		can_be_lowres = yes
	}
	
	spriteType = {
		name = "GFX_religious_female_headgear"
		texturefile = "gfx\\characters\\religious_female_headgear.dds"
		[COLOR="#FFA500"]noOfframes = 12[/COLOR]
		norefcount = yes
		can_be_lowres = yes
	}
	
	spriteType = {
		name = "GFX_religious_female_headgear_behind"
		texturefile = "gfx\\characters\\religious_female_headgear_behind.dds"
		[COLOR="#FFA500"]noOfframes = 12[/COLOR]
		norefcount = yes
		can_be_lowres = yes
	}

That did the trick, thanks cybrx :).
 

cybrxkhan

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Yeah the Maggys have the decision and if I take it, it works as expected. Doesn't explain why they don't take it... huh.

//Edit:
I don't get it. Now it does seem to work (at least 3 times in an ultra speed observe game).
Anyway I found the decision now (as I pretty much was gone for the launch of TOG and afterwards I haven't really looked into the files for it yet) so if I spot any error that can be causing this, I'll let you know.
It might just be bad luck where the Maggys get into a new war or lose control of Pest before they can take the decision.

Oh dear, Hungary event still glitching? I thought you patched that ages ago Cybr! :p

That damn Hungary always gives me trouble... I think i'd go crazy if the devs ever moved the timeline back and we had more Hungary/Magyar-style shenanigans.

Anyhow if there doesn't appear be any bugs I suppose one thing I can try is increase the chances the ai will take the decision, so they'll do it as soon as possible.

The Amass Wealth Ambition is listed twice in PB+VIET.

I'll look into that, thanks.

the "show friends/rivals" page doesn't seem to work as i definitely have a +100 friend relation with one character and a -100 rival malus with another and neither come up when i click the decision

Hmm... I'll see what I can do, though perhaps for my reference can you give me a save where that's an issue?

That did the trick, thanks cybrx :).

No problem.
 

dmayben505

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However, I do plan to make a PB+SWMH compatible version of VIET very soon (hopefully within a month), so players won't have to choose between VIET and SWMH anymore (well, unless if you don't really like PB, but I won't be making a vanilla SWMH compatible version since it means yet another version of VIET I'd have to maintain).

Awesome news! I've been hoping the PB+SWMH version would come out after I realized I could hardly stand to play CKII without Immersion.
 

jordarkelf

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Hey it's that guy that likes to find bugs again.

---

Missing Holy Order unit GFX in landed_titles.txt:

d_varangian_guard -> graphical_culture = orthodoxholygfx

d_ghilman -> graphical_culture = bektashigfx

---

Missing nicknames in 00_nicknames.txt:
nick_the_maid = {}
nick_darc = {}
nick_the_master_of_hungary = {}

---

The Sicilian stuff I was whinging about earlier is because you don't have a date check for the South Italian -> Sicilian conversions, the rest of the chain has it. Copying year = 1080 to the triggers is a good enough fix, but I still feel that in the absence of a Norman Sicily, the entire conversion should not take place though.

---

VIET_Immersion\events\jordarkelf_events.txt:

You'll want to put the Jewish messianic heresy in events 3 and 4

---

VIET_Immersion\events\birth_events.txt:

Event 301 option C should also remove the new VIET agnatic traits like house_of_david, bilal_descendant, and noble_stranger_descendant

This event could also use some AI weighting so fathers with existing sons are less likely to acknowledge them, and maybe some other modifiers.
Lazy example:
Option A (acknowledge):
Code:
		ai_chance = {
			factor = 33
			
			modifier = { #No sons
				factor = 2
				NOT = {
					any_child = {
						is_alive = yes
						is_female = no
						NOT = { trait = bastard }
					}
				}
			}
		}

Options B and C (bastard or not acknowledged at all):
Code:
		ai_chance = {
			factor = 33
			
			modifier = { #Already has two or more sons
			factor = 2
				any_child = {
					is_alive = yes
					is_female = no
					NOT = { trait = bastard }
					any_sibling = {
						is_alive = yes
						is_female = no
						NOT = { trait = bastard }
					}							
				}
			}
		}

---
---

And any chance you can steal adopt the ability to plan feasts, hunts, summer fairs in advance from PB? It's one feature I'd really like to see in VIET.

---

What about locking some more of the traits to religion (religious = yes)?
Specifically I'd put it on these:
crusader, mujahid, hajjaj, faqih, hafiz, pilgrim

---
---

Re: my heresy mod, for the VIET version if you have any ideas what cultures should be more likely to pick up a certain heresy for the VIET version, just post it there and I'll edit the mod. I know very little about oriental religions so don't even want to guess.
 
Last edited:

SBolshevik

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Is it possible to have a nickname "the First-Crowned" for people who are the first to hold a kingdom or empire title?
Also, "the Mighty" could exist as a replacement for "the Great".
 

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I was wondering, looking at the bactrian hindus and buddhists in Ghor: what about expanding the map somewhat to the east, not like in Umbra Spherae, which I think is vastly too expansive, but instead moving the edge to include Pakistan. More of the steppes and more Persia. That'd be great :D
 

jordarkelf

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More ideas on religion.

---
One... interesting aspect of the old Norse faith is that there doesn't seem to have been an incest taboo, at least not in the early stages. In mythology Njörðr and his sister Nerthus were married and have offspring -- said offspring Freyja and Freyr also had a sexual relationship. This also seems to have been a practice among some vikings.
So maybe (unreformed) norse should get the bs_marriage = yes flag?
It was also prevalent among the Mesoamerican nobility in the fifteenth century according to the Spanish, so perhaps the Aztec should also get this.

---
Seen elsewhere on this forum: the Lollards were violently opposed to landed clerics, so they probably should get can_hold_temples = yes. Makes this heresy more interesting to play.

---
Thoughts about introducing Celtic (or Insular) Christianity as its own distinct branch? It should be much of a clone of Catholic, but no religious head, and no indulgences. And it would be awesome if you could code Peregrinatio, where zealous Celts should leave their home province for another Christian court (so disable this for direct heirs).

Celtic monks were all tonsured by the way, which could be done with the CPR part of VIET.

And there is ample evidence that they did not practice celibacy... the surname M(a)cTaggart doesn't mean "son of the priest" for notting.

---
Speaking of celibacy, shouldn't at least the Armenian Church (Miaphysite) have priests_can_marry = yes set? AFAIK it is the only Christian religion in CK that allows even ordained priests to marry, of course Orthodox priests may be married before they are ordained but I don't think the engine handles that distinction.
Granted I know this is not the case in the Coptic Church (also Miaphysite) so maybe that's a reason not to use it.
 
Last edited:

GothicEmperor

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One... interesting aspect of the old Norse faith is that there doesn't seem to have been an incest taboo, at least not in the early stages. In mythology Njörðr and his sister Nerthus were married and have offspring -- said offspring Freyja and Freyr also had a sexual relationship. This also seems to have been a practice among some vikings.
So maybe (unreformed) norse should get the bs_marriage = yes flag?
It was also prevalent among the Mesoamerican nobility in the fifteenth century according to the Spanish, so perhaps the Aztec should also get this.
Incestual relationships between Indo-European deities are well-documented in many traditions (all except those that are poorly documented, in fact), but that didn't mean the same was the case with the followers of those gods, Germanic or otherwise. Quod licet Iovi, non licet bovi, et cetera.
 

cybrxkhan

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Hey it's that guy that likes to find bugs again.

Thanks as always!

Re: my heresy mod, for the VIET version if you have any ideas what cultures should be more likely to pick up a certain heresy for the VIET version, just post it there and I'll edit the mod. I know very little about oriental religions so don't even want to guess.

Gotcha, I'll post as soon as I can.

Is it possible to have a nickname "the First-Crowned" for people who are the first to hold a kingdom or empire title?
Also, "the Mighty" could exist as a replacement for "the Great".

Not sure whether I can code it if they're the first to hold a title. I do think I already have "the Mighty" though.

I was wondering, looking at the bactrian hindus and buddhists in Ghor: what about expanding the map somewhat to the east, not like in Umbra Spherae, which I think is vastly too expansive, but instead moving the edge to include Pakistan. More of the steppes and more Persia. That'd be great :D

I may do that in the far, far, far future, but no plans as of now.

More ideas on religion.

---
One... interesting aspect of the old Norse faith is that there doesn't seem to have been an incest taboo, at least not in the early stages. In mythology Njörðr and his sister Nerthus were married and have offspring -- said offspring Freyja and Freyr also had a sexual relationship. This also seems to have been a practice among some vikings.
So maybe (unreformed) norse should get the bs_marriage = yes flag?
It was also prevalent among the Mesoamerican nobility in the fifteenth century according to the Spanish, so perhaps the Aztec should also get this.

I think as GothicEmperor said incestuous marriages among deities and mythological figures does not necessarily entail incestuous marriages among your average Joe (or even your average noble/royal).

Aztecs maybe though, that sounds interesting...

Seen elsewhere on this forum: the Lollards were violently opposed to landed clerics, so they probably should get can_hold_temples = yes. Makes this heresy more interesting to play.

That was something I seriously considered but decided against for some reason, it was a really good reason though but I can't remember what it was...

Thoughts about introducing Celtic (or Insular) Christianity as its own distinct branch? It should be much of a clone of Catholic, but no religious head, and no indulgences. And it would be awesome if you could code Peregrinatio, where zealous Celts should leave their home province for another Christian court (so disable this for direct heirs).

Celtic monks were all tonsured by the way, which could be done with the CPR part of VIET.

And there is ample evidence that they did not practice celibacy... the surname M(a)cTaggart doesn't mean "son of the priest" for notting.

That was something I considered a while back but decided against for now for various reasons. Though if you can think of at least two semi-plausible/semi-historical heresies for Celtic Christianity I'll be more inclined to add them in.


Speaking of celibacy, shouldn't at least the Armenian Church (Miaphysite) have priests_can_marry = yes set? AFAIK it is the only Christian religion in CK that allows even ordained priests to marry, of course Orthodox priests may be married before they are ordained but I don't think the engine handles that distinction.
Granted I know this is not the case in the Coptic Church (also Miaphysite) so maybe that's a reason not to use it.

Hmm... I will be splitting the Miaphysites into two (Coptic and Armenian) probably around VIET 1.6.0, so I'll keep this in mind!
 

SBolshevik

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Not sure whether I can code it if they're the first to hold a title. I do think I already have "the Mighty" though.
Aww, too bad. Can "Noígíallach" be implemented for Irishmen with 9 prisoners? :p
 
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