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Talvos

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So I'm wondering if anyone from the community knows what could possibly cause this as well as possible solutions.

As richvh said, you probably have a stray pixel somewhere. Easiest way to find out (using Gimp, but probably for photoshop as well), is to use the select by colour tool (zero threshold), select the province in question, and then File>Create>By Clipboard. The stray pixel(s) should stick out quite easily.

I'm new to modding, so this is probably an idiot question, but:

I set up a mod with the intent of adding in several new cultures. In order to actually get the cultures in the game, I scrubbed all the province and title history (not characters though), then copied province history from vanilla into the mod and edited the appropriate provinces' files so that my new cultures would show up in them in 769. I also created a text file under history/characters which then contained a few test characters, each belonging to one of my new cultures, then I added a couple of files to history/titles for the provinces these characters would own for a quick test run. I edited in each of those titles' holders at 769, then copied over the vanilla history files for a random county in the middle of Bumfuck Nowhere, Africa, so I wouldn't have issues with not having any characters at 1066.

For some reason, though, every single county that I had assigned to the test characters was instead given to one guy, the guy with the highest number for his ID (so therefore the "last" one). I had one count holding six counties when instead there should have been six characters with one county each. What's going wrong here?

Are your county histories pointing to the correct character and not all just to the one guy? Does each character have their own unique character id?
 

Talvos

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I'm doing some portrait modding. I know that this was pre-release and subject to change, but looking at the old CK2 Dev Diary 7, I see that they "currently have 4 age levels for the portraits". Later in the same thread podcat says:
right now yes, the system supports showing dna for kids however so its subject to change (or could be added by modders)
I've been trying to mod this in by doing something like this in my portraits.gfx file:

Code:
  portraitType = {
    name = "PORTRAIT_customculturegfx_child_male"
...(same code as adult)

but I get get issues where all the possible portrait choices are shown at once (as if noOfFrames = 1 in the sprite file instead of say noOfFrames = 11), and no hair or eye colour is displayed. Did this not make the final cut?

Any insight would be appreciated.

EDIT: fixed layout
 
Last edited:
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ethiopianvampire

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I'm doing some portrait modding. I know that this was pre-release and subject to change, but looking at the old CK2 Dev Diary 7, I see that they "currently have 4 age levels for the portraits". Later in the same thread podcat says:
.
I've been try to mod this in, something like this a portraits.gfx file

Code:
  portraitType = {
    name = "PORTRAIT_customculturegfx_child_male"
...(same code as adult)
[\code]

but I get get issues where all the possible portrait choices are shown at once (as if noOfFrames = 1 in the sprite file instead of say noOfFrames = 11), and no hair or eye colour is displayed. Did this not make the final cut?

Any insight would be appreciated.
No insight, but that sounds like a really cool mod! I hope you get it working and upload the finished product somewhere!
 
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LumberKing

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Look for a stray pixel of one of the title's provinces' colors, down in the Indian Ocean somewhere.

As richvh said, you probably have a stray pixel somewhere. Easiest way to find out (using Gimp, but probably for photoshop as well), is to use the select by colour tool (zero threshold), select the province in question, and then File>Create>By Clipboard. The stray pixel(s) should stick out quite easily.

I used Adobe Photoshop's Magic Wand to look for any matching colours, but I have not found any stray pixels. Are there any other possibilities such as province duplicate?
 

Stolidicus

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I added the an event described below to on_actions/startup. somehow this doesn't happen. what could be wrong?

character_event = {
id = blabla

is_triggered_only = yes

hide_window = yes

trigger = {
has_dlc = "Zeus"
NOT = { has_focus = focus_ch_pride }
NOT = { has_focus = focus_ch_struggle }
NOT = { has_focus = focus_ch_duty }
NOT = { has_focus = focus_ch_thrift }
NOT = { has_focus = focus_ch_humility }
NOT = { has_focus = focus_ch_etiquette }
NOT = { has_focus = focus_ch_faith }
NOT = { has_focus = focus_ch_heritage }
}

random_list = {
10 = { set_focus = focus_ch_pride }
10 = { set_focus = focus_ch_struggle }
10 = { set_focus = focus_ch_duty }
10 = { set_focus = focus_ch_thrift }
10 = { set_focus = focus_ch_humility }
10 = { set_focus = focus_ch_etiquette }
10 = { set_focus = focus_ch_faith }
10 = { set_focus = focus_ch_heritage }
}

option = {
name = OK
}
 

richvh

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You need to stick the random_list in an immediate or the option. You should also set an age range, as only ages 0-11 should have childhood focuses.
 

jursamaj

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I added the an event described below to on_actions/startup. somehow this doesn't happen. what could be wrong?

character_event = {
id = blabla

is_triggered_only = yes

hide_window = yes

trigger = {
has_dlc = "Zeus"
NOT = { has_focus = focus_ch_pride }
NOT = { has_focus = focus_ch_struggle }
NOT = { has_focus = focus_ch_duty }
NOT = { has_focus = focus_ch_thrift }
NOT = { has_focus = focus_ch_humility }
NOT = { has_focus = focus_ch_etiquette }
NOT = { has_focus = focus_ch_faith }
NOT = { has_focus = focus_ch_heritage }
}

random_list = {
10 = { set_focus = focus_ch_pride }
10 = { set_focus = focus_ch_struggle }
10 = { set_focus = focus_ch_duty }
10 = { set_focus = focus_ch_thrift }
10 = { set_focus = focus_ch_humility }
10 = { set_focus = focus_ch_etiquette }
10 = { set_focus = focus_ch_faith }
10 = { set_focus = focus_ch_heritage }
}

option = {
name = OK
}
Put the random list either inside the option or inside an immediate={…}.
 

jursamaj

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No problem.
set_focus doesn't appear to be a valid console command according to the wiki.
But, since it is listed in the modding commands wiki, I see no reason why it shouldn't work.
Personally, the ck2 wikis haven't steered me wrong yet, so I'd trust it though, as I said, I've never used that particular command myself.

It should be an easy event to write, so no big deal.

i.e.
on_action for on_birth/on_adolescent_pulse/on_adulthood

to fire an event like the one below

Code:
...
is_triggered_only = yes

immediate = {
        if = {
            limit = {
               age = 16
             }
            random_list = { # adult traits
               *number* = { set_focus = focus_war }
               *number* = { set_focus = focus_blah }
               *number* = { set_focus = focus_blah_blah }
              }
              break = yes
           }
         if  = {
           limit = {
             age = 12
           }
           random_list = { # adolescent traits
               blah = blah
             }
             break = yes
           }
           if = {
              limit = {
                  age = 0
              }
              random_list = { # childhood traits
                   blah = blah
                  }
                 break = yes
               }
           }
             ...
}
Which focus is allocated depends on a progressively lower age followed by breaks each time that age is surpassed. I'd also include a character flag each time the event fired to keep it from randomly reassigning a new focus with every pulse and clear the flags on adulthood (as that only happens once). I'm reasonably sure that vanilla uses a bit more discernment in their selection of focus though (or maybe not), but I'd probably try to get a little more discerning with whom gets what focus, if I were writing the event (i.e. someone with no intrigue at all probably shouldn't get that end of the wheel and so on), so I'd probably be inclined to throw in a few more if/limits to narrow down just how random the event was (if at all)
Hope I helped. Have a good one Stolidicus.
Just so you know, I'm pretty sure you can add new fully functional focuses to focusview.gui. You just need to define a guiButtonType with name=button_focus_<myfocus>, and an iconType with name=selected_focus_<myfocus>. Of course, you'll have to make the appropriate GFX_focusicon_* tag and accompanying focusicon_*.dds/tga (which contains both selected & unselected states). focusview.gui contains all 3, childhood focus, education focus, and adult focus.

As for how discerning the game is assigning childhood focuses, it appears to be fully random. The definitions of the focuses all contain potential, allow, and ai_chance clauses, and none of them imply anything other than fully random. I don't believe there's anything hard-coded to be otherwise, as the childhood focus names are *not* in the executable file. A modder could easily change the potential, allow, and ai_chance clauses to make it more discerning.
 

Trinculo

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Are your county histories pointing to the correct character and not all just to the one guy? Does each character have their own unique character id?

Yes, they are... that's the weird part. Could the problem be that I only have history files for those few counties? Because that's the only thing that I can think of.
 

Talvos

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I used Adobe Photoshop's Magic Wand to look for any matching colours, but I have not found any stray pixels. Are there any other possibilities such as province duplicate?

Did you uncheck the 'contiguous' option for that tool? A province duplicate would make two provinces appear as if they were one in-game. I don't think that would be the case - whenever I'd get something like what you have in your screenshot, it would be due to an errant pixel.

Yes, they are... that's the weird part. Could the problem be that I only have history files for those few counties? Because that's the only thing that I can think of.

You should be able to run the game with NO history for any titles, so that shouldn't be a problem. Are these new provinces you're working with, or old ones? In their province history files, do they point to the correct title (ie. title = c_essex in the province history file)?
 

Trinculo

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You should be able to run the game with NO history for any titles, so that shouldn't be a problem. Are these new provinces you're working with, or old ones? In their province history files, do they point to the correct title (ie. title = c_essex in the province history file)?

The provinces are all copied straight from vanilla. It seems to be a problem it the characters -- the game is only actually generating the character at the bottom each time. I actually split up my character files by culture, meaning that a different character was at the bottom (although his id wasn't actually the highest!) and, sure enough, the game is now giving him all the titles. None of the other characters even show up when I search for them.

Maybe it's got something to do with the id values themselves? They're all obscenely high numbers, with the lowest being "999999999997", and I'm wondering if the game isn't recognizing values that high.
 

Talvos

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Maybe it's got something to do with the id values themselves? They're all obscenely high numbers, with the lowest being "999999999997", and I'm wondering if the game isn't recognizing values that high.

Quite possible. You could try characters with ID 100000, 100001, etc. If that doesn't work, If you post your mod I'll take a quick look.
 

Stolidicus

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Just so you know, I'm pretty sure you can add new fully functional focuses to focusview.gui. You just need to define a guiButtonType with name=button_focus_<myfocus>, and an iconType with name=selected_focus_<myfocus>. Of course, you'll have to make the appropriate GFX_focusicon_* tag and accompanying focusicon_*.dds/tga (which contains both selected & unselected states). focusview.gui contains all 3, childhood focus, education focus, and adult focus.

As for how discerning the game is assigning childhood focuses, it appears to be fully random. The definitions of the focuses all contain potential, allow, and ai_chance clauses, and none of them imply anything other than fully random. I don't believe there's anything hard-coded to be otherwise, as the childhood focus names are *not* in the executable file. A modder could easily change the potential, allow, and ai_chance clauses to make it more discerning.

Hey thanks, got it running now as I intended - ALL kids, including my own now get a random ch focus on birth/ startup. Ive also modded the localization so that it depicts the choice as something the child was born with, sort of like a personality. However - is the localization focus_ch_heritage_desc hardcoded or something, as it shows up unchanged ingame? I cannot find it anywhere else other than v2_50b.csv... so... help please :)
 

LumberKing

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Did you uncheck the 'contiguous' option for that tool? A province duplicate would make two provinces appear as if they were one in-game. I don't think that would be the case - whenever I'd get something like what you have in your screenshot, it would be due to an errant pixel.

Yeah, I did uncheck the contiguous option and I did check all the de jure provinces from the problematic title, but nothing came up.
 

Ardaric

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So for some time now there has been a bug in the Warhammer mod involving an event-fired faction independence revolt custom CB that I'm interested to fix. It is the weirdest thing, the ticking warscore goes in reverse...so basically the revolter loses warscore for controlling all their provinces. The tooltip for the warscore modifier is the same, mentions that the rebels control all their holdings. Like it somehow thinks the liege is the rebel. Does anyone have an idea of what could be the cause of it?
 

jursamaj

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Hey thanks, got it running now as I intended - ALL kids, including my own now get a random ch focus on birth/ startup. Ive also modded the localization so that it depicts the choice as something the child was born with, sort of like a personality. However - is the localization focus_ch_heritage_desc hardcoded or something, as it shows up unchanged ingame? I cannot find it anywhere else other than v2_50b.csv... so... help please :)
That's not hard-coded, and that is the correct file. Not sure what's going wrong.
 

richvh

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What file did you put the changed localization in? Most likely you put it in one that wouldn't override v2_50b.csv.
 

LumberKing

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Fixed it! It was a stray pixel indeed, really annoying to find at that as well. Thanks everyone!!!
 

Vulgaris

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I'm working on a custom full conversion, the working version now has 322 provinces, 283 of which are land provinces.
Since yesterday however, I find it impossible to add another province: every time I add one to the map and make sure all files are in order (history, localisation, definitions, default.map,...) i see the added province/provinces as a singular blob called "any_all".

I tried deleting these provinces and adding them again one by one, but that doesn't help.
I always make sure my 'max provinces' in default.map are at least 1 higher than the total number of provinces I have.
 

SaphireSeas

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I always make sure my 'max provinces' in default.map are at least 1 higher than the total number of provinces I have.
If that was wrong, it would CTD.
I'm working on a custom full conversion, the working version now has 322 provinces, 283 of which are land provinces.
Since yesterday however, I find it impossible to add another province: every time I add one to the map and make sure all files are in order (history, localisation, definitions, default.map,...) i see the added province/provinces as a singular blob called "any_all".

I tried deleting these provinces and adding them again one by one, but that doesn't help.
Are you using stryker's modding tool? makes things much easier.
Otherwise, It is treating all new provinces as a new province which it doesn't recognise but it isn't CTD'ing. Are you sure you are editing definitions.csv correctly?