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tormy

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2 questions:

1. How can I change the supply related stuff on the seas and the supply value / ship?

2. Can I run 2+ mods if they modify the same .txt file or do I have to combine them somehow? [They are not changing the same "lines", they make different changes to a .txt file] Also, is there a program to compare the same .txt files and extract -> copy -> paste the data which is different between the 2?
 
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Cabezaestufa

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Here are the map files, hope you cand find the error.
Fixed it. Not just that, I took the liberty to add some quick-and-dirty made files you'll probably need in the future that can serve as a base. Your map had a few problems. The biggest of them was that you had defined 1000+ provinces in total in your default.map when your map only had about 100. When you didn't have any sea it worked (space-god knows how), but when you added the sea suddenly you had a huge 900 non-existant provinces gap between your last existing land province and your first existing sea province. I put sea and land provinces together id-wise in a new definitions.csv, and assigned the correct amount of provinces in default.map.

Apart from that, you need to remove all references to non-existant provinces everywhere else. That means killing the history folder and also removing all titles with capitals that don't exist from landed_titles.txt (I just removed everything but rebels and pirates). You also need to remove them from assorted files in map\ like adjacencies.csv or regions.txt.

Here it is: http://cabezaestufa.opendrive.com/files/N18zMDk5OTUzX1JGekVq/Spaaaace.zip
 

Makesin

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Thank you. The problem with numbers was that it didn't work even if I made the first sea province right after the last land province, so I thought that numbering wasn't important. I also wanted to have some reserve for adding more land provinces later.
 

richelieu1628

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2 questions:

2. Can I run 2+ mods if they modify the same .txt file or do I have to combine them somehow? [They are not changing the same "lines", they make different changes to a .txt file] Also, is there a program to compare the same .txt files and extract -> copy -> paste the data which is different between the 2?

Notepad ++ has an excellent 'compare' function where you can put files side by side. That makes it foolproof and you can't miss anything. However, you still need to do it file by file, which can be a pain.

As to the first part of the question, I'd be really keen to know as well. Specifically, I want to combine the death mod with others.
 

Andrzej I

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Are there any mods currently released that mod the possible child names? While CK2's naming conventions of naming a child after parents and grandparents is a huge improvement, I'm still getting and seeing some really weird monarch names, and it's bugging me some. Several of the names, too, seem decidedly modernized, which is a bit immersion breaking. Failing a mod existing already, is there a way to make a name a bit more popular than others? That way one might see more Edwards and Godfreys and less, say... Daniels and Matthews. Thanks in advance!
 

Derrick Moore

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Several of the names, too, seem decidedly modernized, which is a bit immersion breaking. Failing a mod existing already, is there a way to make a name a bit more popular than others?

Firstly, Thanks Cabezaestufa

about names, The first game I played of CK2, my ruler just kept producing girls. The fifth one I named Damgirls, and she was just about the right age to marry to the prince of England, so Damgirls and the prince go off to rule England, and their kid (who became king) named his 2nd or 3rd girl "Damgirls" Then the name just started showing up all over the place. 200 years later there were still some saxon ladies named Damgirls.
So that name became popular, maybe be casue I kept marrying into thee english royal family, or maybe it was popular because the royals used it. Really her great great granddaughter was named Damgirls.

i apologize for the blatent chauvinism, just you know how frustrating it can be when you haven't produced an heir yet.
 

tormy

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Notepad ++ has an excellent 'compare' function where you can put files side by side. That makes it foolproof and you can't miss anything. However, you still need to do it file by file, which can be a pain.

As to the first part of the question, I'd be really keen to know as well. Specifically, I want to combine the death mod with others.

It works like a charm, thanks.
Now if someone could answer to the first question as well...:cool:
 

Jaol

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2. Can I run 2+ mods if they modify the same .txt file or do I have to combine them somehow? [They are not changing the same "lines", they make different changes to a .txt file] Also, is there a program to compare the same .txt files and extract -> copy -> paste the data which is different between the 2?

No, if they use the same file one will overwrite the other. You can run multiple mods if they change different files, or if one "mods" the other (just be sure to specify the order with dependencies=).
 

Derrick Moore

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quick question regarding models/attachments. How do I edit the units so they are not wearing helmets? is there a blank.xac somewhere that I subsitute for the helmet model, or a way in a text file that I can remove helmets as equiptment?
 

Andrzej I

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While it might have been answered elsewhere: is there a way to turn off random traits generated at start-up for certain characters? While before, with 1.03, created characters with two or three traits oft didn't get new, random ones, it seems that 1.04c is giving them traits regardless of how many they have :(
 
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Solo?

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How can I change the initial wealth of characters? I've been routing through the files but can't find this.
 

pyroclastic

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Is there any command that can build a specific building, or check if a province has a specific building?

How can I change the initial wealth of characters? I've been routing through the files but can't find this.

Going by the entry for William the Conqueror in history/characters/norman:

Code:
1066.9.14 = {
		wealth = 1000
		raise_levies = {
			#location = 25 # Sussex
			location = 97 # Rouen
			force_mult = 6
		}
	}

So you need to add a command for a specific date.
 

Solo?

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Ah, I see. Thankyou.

Also... is terrain attrition hard coded?
 
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Solo?

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bump. Anyone know the answer to the above?
 

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duh... thankyou very much.
 

dauncosony

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Anyone know where I can find what defines these? I found this in the defines.lua but I can't find what defines each category.

Code:
	-- Used to determine tech levels when starting a new game
	
	START_MIL_CATHOLIC  = 1.0,
	START_ECO_CATHOLIC  = 1.0,
	START_CUL_CATHOLIC  = 1.0,
	END_MIL_CATHOLIC    = 3.5,
	END_ECO_CATHOLIC    = 3.5,
	END_CUL_CATHOLIC    = 3.5,
	END_REN_CLOSE       = 5.0, -- Tech level at the center of the renaissance
	END_REN_FAR         = 4.5, -- Tech level on the fringe of the renaissance
	REN_PROVINCE        = 320, -- Province where the renaissance is centered
	START_MIL_MUSLIM    = 1.2,
	START_ECO_MUSLIM    = 2.5,
	START_CUL_MUSLIM    = 2.5,
	END_MIL_MUSLIM      = 3.0,
	END_ECO_MUSLIM      = 3.0,
	END_CUL_MUSLIM      = 3.0,
	START_MIL_OTHER     = 0.0,
	START_ECO_OTHER     = 0.0,
	START_CUL_OTHER     = 0.0,
	END_MIL_OTHER       = 2.5,
	END_ECO_OTHER       = 2.5,
	END_CUL_OTHER       = 2.5,
	START_MIL_BYZANTIUM = 1.5,
	START_ECO_BYZANTIUM = 2.5,
	START_CUL_BYZANTIUM = 2.5,
	END_MIL_BYZANTIUM   = 3.5,
	END_ECO_BYZANTIUM   = 3.5,
	END_CUL_BYZANTIUM   = 3.5,
},