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richvh

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What about title history? Did you add any, or make other changes? Did you do a complete validator scan, or just titles?

I'd suggest go back to the last working version if possible, then add one title and test.
 

SaphireSeas

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While continuing my work on my map mod it crashes on loading rivers. Is there any reason it would do this apart from the more-than-one-pixel-wide problem?
 

jursamaj

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I still don't know why the localisation is messed up for my custom culture names, names like "Zæder" kinda look like "ZA|der" but with an accent on the top of the 'A' and a cut in the middle of the '|'. Someone suggested it has something to do with file type but I'm using the same file type that is used in the vanilla stuff.

Going along with that when I add something like "§Y[From.TopLiege.PrimaryTitle]§!" into the localisation in order to color the text yellow, the text in game has an 'A' before and after the word with the first 'A' and everything else after it being yellow leading up right before the second 'A'?
The Unicode value for æ is the 2 bytes <c3 a6>, and that is what your text editor is saving in the file. When the game reads those, it interprets them as 2 'Windows 1252' characters, <c3> and <a6, which come out as æ as you see ingame. Likewise, your § is getting saved as the bytes <c2 a7>, which the game turns into §.

As richvh said, there is a difference between the file format (text) and the file encoding (unicode, Windows 1252, etc.). Your text editor should have a setting for the encoding to use. On Windows, that generally comes out as ANSI in the editor, and Windows 1252 somewhere in the system settings.
 

Giack

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I'm experiencing 2 new bugs... the first one is that whenever I choose a character at the very beginning and I click play the character isn't really selected; what I mean is that I can control it but the AI can as well. To get past this I always have to console cheat play [ID of character]... ever happened something like this to you?

Secondly loading every event from vanilla game crashes, probably because I replaced the path of religions and landed titles and thus some events can't work properly, I guess.
So I tried using just a few; the thing is that many events seem to fire twice; moreover I keep getting the event of hired murderers that tried to kill me; the problem is that I always get a double event one where they tell me "you escaped the killer", the other one saying "your target [my name] survived". In a few decades every character gets killed by himself. Any idea what event or I don't know what might be causing this?
 

richvh

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Some vanilla events require the pope to exist; no pope, and those events won't work properly.

Does debug.log show a lot of duplicate events? Chances are you're having some sort of ID collision problem on the hired murderer event. I recommend running Validator on your mod.
 

richvh

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Yes, test to see if they are titular.
 

jursamaj

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I'm experiencing 2 new bugs... the first one is that whenever I choose a character at the very beginning and I click play the character isn't really selected; what I mean is that I can control it but the AI can as well. To get past this I always have to console cheat play [ID of character]... ever happened something like this to you?

Secondly loading every event from vanilla game crashes, probably because I replaced the path of religions and landed titles and thus some events can't work properly, I guess.
So I tried using just a few; the thing is that many events seem to fire twice; moreover I keep getting the event of hired murderers that tried to kill me; the problem is that I always get a double event one where they tell me "you escaped the killer", the other one saying "your target [my name] survived". In a few decades every character gets killed by himself. Any idea what event or I don't know what might be causing this?
Unless you are doing a major modification, you almost certainly don't need to be using 'replace_path'.
 

Worldatwar

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The Unicode value for æ is the 2 bytes <c3 a6>, and that is what your text editor is saving in the file. When the game reads those, it interprets them as 2 'Windows 1252' characters, <c3> and <a6, which come out as æ as you see ingame. Likewise, your § is getting saved as the bytes <c2 a7>, which the game turns into §.

As richvh said, there is a difference between the file format (text) and the file encoding (unicode, Windows 1252, etc.). Your text editor should have a setting for the encoding to use. On Windows, that generally comes out as ANSI in the editor, and Windows 1252 somewhere in the system settings.

Your post has been the most helpful, thank you :)
 

GurenGaaze

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Is it possible to add an event or decesion to literly kill all lowborns in the game??
This is for "deleting" the overpopulated people late game, (it's not even late game, but more like 100 years)
 

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Been trying to figure out how to code events that give traits. Something along the lines of "trigger = {piety -100} Gain character trait..........." So far, I've had 100 empty dialogue boxes without the trait. Anyone able to help?
 

HREmperor

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Been trying to figure out how to code events that give traits. Something along the lines of "trigger = {piety -100} Gain character trait..........." So far, I've had 100 empty dialogue boxes without the trait. Anyone able to help?
Code:
trigger = {
piety = -100
}
effect = {
trait = x
}
To have text in the dialogue box you need to localise your event. You should read some event and localisation guides.
 
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theStormWeaver

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Code:
trigger = {
piety = -100
}
effect = {
trait = x
}
To have text in the dialogue box you need to localise your event. You should read some event and localisation guides.

Should probably have:

Code:
NOT = { trait = x }

So that it will only fire once, instead of constantly.
 
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stedavies112

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Okay, I messed up somewhere.
http://prntscr.com/7nr48d
<ignore stupid name of mod, just temporary as it has several life and death traits>
Where did I go wrong with this? Also I dont know how to do the boxes for code as done above.

namespace = Trait1
character_event = {
id = Lifemods.001 }
desc = "LFM.001.DESC"
is_triggered_only = yes
trigger = {
piety = -200}
effect = {
NOT = {trait = Anti_Christ}
}
option = {
name = "LFM.001.A"}

* edit to say I noticed I'm missing a }
 

HREmperor

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Okay, I messed up somewhere.
http://prntscr.com/7nr48d
<ignore stupid name of mod, just temporary as it has several life and death traits>
Where did I go wrong with this? Also I dont know how to do the boxes for code as done above.

namespace = Trait1
character_event = {
id = Lifemods.001 }
desc = "LFM.001.DESC"
is_triggered_only = yes
trigger = {
piety = -200}
effect = {
NOT = {trait = Anti_Christ}
}
option = {
name = "LFM.001.A"}
Remove the "is_triggered_only = yes". That means that it's triggered by a decision or another event IIRC. You're using "trigger" instead of that.
 
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richvh

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Been trying to figure out how to code events that give traits. Something along the lines of "trigger = {piety -100} Gain character trait..........." So far, I've had 100 empty dialogue boxes without the trait. Anyone able to help?
Please should copy/paste your complete event text (inside code tags), and explain if you want it to trigger for piety of -100 or less, -100 or greater, or what.
An example of an event that works is:
Code:
namespace = give_me_traits
character_event = {
   id = give_me_traits.0
   desc = "Make me proud"
   picture = GFX_evt_spymaster

   is_triggered_only = yes #Use console to fire it.
   trigger = {
      NOT = {
         trait = proud #won't fire if already have trait proud
      }
      prestige = 1000 #won't fire if prestige is less than 100
   }
   option = {
      name = "All right!"
      add_trait = proud
   }
}
 
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