Bad event files don't cause crashes on program load. Bad event files usually don't cause crashes, period.Richvh, since I added that code to my events file the game now crashes on each event and sometimes on loading up?
That only makes the AI of that culture more likely to take or raid costal holdings.Bad event files don't cause crashes on program load. Bad event files usually don't cause crashes, period.
Have you defined all your traits, and given them icons? If you've overridden any vanilla interface files (trait icon definitions don't need to go in vanilla files), have you made sure all vanilla values are preserved? If the original file was copied from 2.3.6, have you made sure any changes between 2.3.6 and 2.4.1 have been made in your file as well?
Without seeing your entire mod, I have no idea why it might be crashing. (Heck, still trying to figure out why Lux Invicta is crashing, but still lots of files to update.)
@SBolshevik : seafarer = yes in cultures must do something, see if that's what it does.
I tested the vanilla scripted_trigger (example_trigger) in-game, and it worked.Sorry, if I keep on asking, but since there doesn't seem to be any other topic addressing the issue yet, has anyone yet tried to set up scripted_triggers/events? And saw them working in game?
Last line of .mod file does not end in a linebreak, so the scripted user_dir would be ignored. Would not cause a crash.
Anti_Christ = {
opposites = {
trait = Child_Of_God }
Child_Of_God = {
birth = 50
agnatic = yes
cognatic = yes
Last line of .mod file does not end in a linebreak, so the scripted user_dir would be ignored. Would not cause a crash.
interface/traits.gfx does not include the new GFX_trait_adventurer icon spriteType definition, assuming you're trying to run your mod with 2.4.1. I doubt this would cause a crash, but best to put your trait icon definitions in a new file rather than in the vanilla traits.gfx file so you don't need to worry about updating the file next time a new patch comes out.
You don't need to copy Every. Single. Trait. Icon. from vanilla into your gfx/traits folder, just put any new ones there.
You only put the trait name(s) in an opposites list, "trait = " should not be included.Code:Anti_Christ = { opposites = { trait = Child_Of_God }
"cognatic" is invalid inside a trait definition. Since you seem to want it inherited from either parent, just use "inherit = yes". There is no way to have a trait inherit from just the mother through the trait definition.Code:Child_Of_God = { birth = 50 agnatic = yes cognatic = yes
Validator is also complaining of rogue capitalization of commands in the trait definition, but this may be harmless. The game is case insensitive in some places Validator is not, but I tend to correct these since it makes it easier to separate the wheat (real errors) from the chaff (false positives).
LFM.006.DESC doesn't have any semicolons following the English text.
Do not include Every. Single. Event. Vanilla. File. in your events folder, copy only those that you have edited/intend to edit, else you're making a ton of needless work for yourself when it comes to updating them when the next patch comes out. As it is, I can't tell what you've changed, and what is still vanilla, and (important) what is vanilla 2.3.6 (or earlier) and what is vanilla 2.4.1, since all datestamps were changed on archiving.
Word to the wise: test your mod without any other mods enabled, unless it specifically depends on another mod's features. If it does depend on another mod, make sure the other mod is working correctly without your mod before asking for help in the forum. Also, it's a good idea to run your mod through Validator before asking for help.Yeah, the issue was that shattered world updated and around mid January when my test event fired it crashed.
What scopes and or conditions are there as relating to trubutaries.any_tributary random_tributary is_tributary and so on.
I'm guessing the validator isn't updated to the new patch yet though. That coupled with that the new conditions scopes and commands are not yet up on the wiki and you got the perfect storm of not havign a clue to why something does not work.Word to the wise: test your mod without any other mods enabled, unless it specifically depends on another mod's features. If it does depend on another mod, make sure the other mod is working correctly without your mod before asking for help in the forum. Also, it's a good idea to run your mod through Validator before asking for help.
Yeah that's what I went for, I also found is_tributary = booleanI haven't seen something like any_tributary, but I have seen a pays_tribute_to condition.
So you could do any_independent_ruler = { pays_tribute_to = ROOT }. Would need to be tested, obviously.
New patch, same old problem. Besides, the Validator has had 2 updates already since HL's release; best to make sure you have the latest Validator and run your mod through that. And if it rejects something you know works, report it in the Validator thread so it gets fixed.I'm guessing the validator isn't updated to the new patch yet though. That coupled with that the new conditions scopes and commands are not yet up on the wiki and you got the perfect storm of not havign a clue to why something does not work.
Damn that was fast, I had honestly not even bothered looking yet.New patch, same old problem. Besides, the Validator has had 2 updates already since HL's release; best to make sure you have the latest Validator and run your mod through that. And if it rejects something you know works, report it in the Validator thread so it gets fixed.