• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

richvh

Preserver of the Light
63 Badges
Dec 1, 2001
14.691
1.999
Visit site
  • Stellaris: Leviathans Story Pack
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Age of Wonders
  • Age of Wonders II
  • Crusader Kings II: Jade Dragon
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • A Game of Dwarves
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Rome Gold
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
That is not how scopes work, the RHS of a who = for opinion modifiers needs to be ROOT, FROM, PREV or an event target. So what you want to do is something like:
Code:
any_plot_backer = {
    ROOT = {
        opinion = {  
            modifier = opinion_rebellove
            who = PREV
            months = 12
        }
    }
}
Also opinion modifiers do not take any value other than opinion = int, as you are selecting who to apply the opinion modifier to.
Your modifier should be:
Code:
opinion_rebellove = {
    opinion = 35
}
Code:
any_plot_backer = {
   reverse_opinion = {
      who = ROOT
...
is simpler and achieves the same result.
 

Amalamanhado

Second Lieutenant
9 Badges
Dec 5, 2013
166
11
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Crusader Kings II: Horse Lords
In my personal modification of the HIP mod I was trying to place the Islamic sects as Sunni heresies, just putting parent = sunni and altering the icons worked for most of them but not for the the Isma'ilis and Qarmatians, no matter what I do they still appear as another branch and its heresy, do any of you know if I should change anything else to get what I want.
 

richvh

Preserver of the Light
63 Badges
Dec 1, 2001
14.691
1.999
Visit site
  • Stellaris: Leviathans Story Pack
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Age of Wonders
  • Age of Wonders II
  • Crusader Kings II: Jade Dragon
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • A Game of Dwarves
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Rome Gold
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
In my personal modification of the HIP mod I was trying to place the Islamic sects as Sunni heresies, just putting parent = sunni and altering the icons worked for most of them but not for the the Isma'ilis and Qarmatians, no matter what I do they still appear as another branch and its heresy, do any of you know if I should change anything else to get what I want.
Have you tried asking in the HIP sub-forum?
 

Dryhad

Lt. General
61 Badges
Jan 3, 2014
1.493
1.430
  • Crusader Kings II
  • Age of Wonders II
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Europa Universalis 4: Emperor
  • Battle for Bosporus
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Way of Life
  • Crusader Kings III
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • Warlock: Master of the Arcane
  • The Showdown Effect
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Dungeonland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis III
  • Europa Universalis IV: Art of War
Did dukes_called_kings recently get disabled for Merchant Republics? I'm not sure when precisely the change happened but I noticed an independent Merchant Republic with a dukes_called_kings culture using the duke-level titles and further investigation confirms that it wasn't just a one-off. Did the dukes_called_kings flag in governments.txt sneakily change from being default yes to default no?
 

Skyllio

Second Lieutenant
57 Badges
Aug 11, 2010
110
31
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Supreme Ruler 2020
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Lost Empire - Immortals
  • The Kings Crusade
  • King Arthur II
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Arsenal of Democracy
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
Not sure if anyone knows this but anyone know why the coat of arms doesn't want to show up on my shields right? right now every nation that uses that model has the same colour on the shield. It works ok on other culture gfx types.

LOFDCSe.jpg
 

SinStar87

Second Lieutenant
68 Badges
Oct 20, 2014
175
10
  • Crusader Kings II
  • Europa Universalis III
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Knights of Pen and Paper 2
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Imperator: Rome
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Crusader Kings II: Way of Life
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Mandate of Heaven
  • Prison Architect: Psych Ward
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Golden Century
  • Stellaris: Necroids
  • Stellaris: Megacorp
  • Prison Architect
  • Shadowrun Returns
  • Europa Universalis IV
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Teleglitch: Die More Edition
  • Victoria 2
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Res Publica
  • Divine Wind
  • Crusader Kings II: Rajas of India
born_in_the_purple is a hard coded trait, referenced in the executable, and defined in 02_traits.txt.
Yep, seems dlc need dlc relate traits or it crashes, WoL needs lifestyles or it crashes, Conclave needs childhood traits or crash. Even if they aren't referenced anywhere, without them existing, it crashes. Lot's of crashes testing to get that figured out.
 

Birzor

Sergeant
2 Badges
Feb 17, 2013
74
3
  • Crusader Kings II
  • 500k Club
So, I've added a few traits to my mod, but I have also modified the Zealous trait, even by modifying it's icon. My idea was to override the vanilla trait, but for some reason now I have 2 different Zealous traits, with the same picture (my version, not the vanilla icon) but different modifiers. I thought that adding the localisation, trait and the gfx would override the vanilla version... Any ideas?

Thanks!
 

SinStar87

Second Lieutenant
68 Badges
Oct 20, 2014
175
10
  • Crusader Kings II
  • Europa Universalis III
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Knights of Pen and Paper 2
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Imperator: Rome
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Crusader Kings II: Way of Life
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Mandate of Heaven
  • Prison Architect: Psych Ward
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Golden Century
  • Stellaris: Necroids
  • Stellaris: Megacorp
  • Prison Architect
  • Shadowrun Returns
  • Europa Universalis IV
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Teleglitch: Die More Edition
  • Victoria 2
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Res Publica
  • Divine Wind
  • Crusader Kings II: Rajas of India
So I should override like all the traits by adding the vanilla file to my mod and adding my traits into it?
Yea, copy common/traits folder to your mod. It'll override all vanilla traits and use the ones in your mod, then just edit the traits you want.

This line in the .mod will make sure it does.
replace_path = "common/traits"
 
  • 2
  • 1
Reactions:

performer

Colonel
74 Badges
Aug 26, 2006
943
32
  • Stellaris: Galaxy Edition
  • Warlock 2: The Exiled
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Warlock: Master of the Arcane
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Stellaris: Necroids
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • For The Glory
  • King Arthur II
  • Magicka
  • March of the Eagles
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Sengoku
  • Victoria 2
Hi, I tried to play around with the chronicle ... but it seems as if I am doing something wrong here:

Code:
                chronicle = {
                      entry = CHRONICLE_A_NEW_RIVAL
                      portrait = [Root.GetID]
                }

Unfortunately, no chronicle entry is made inside the chronicle (I defined the new text CHRONICLE_A_NEW_RIVAL in the loc. files ...). What am I doing wrong? Has anybody tried to use the chronicle command?
 

jursamaj

General
125 Badges
Aug 20, 2012
2.360
216
  • Victoria 2: Heart of Darkness
  • Hearts of Iron III
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
  • Cities in Motion
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Leviathan: Warships
  • Rome: Vae Victis
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Magicka 2 - Signup Campaign
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Pillars of Eternity
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: No Step Back
Yea, copy common/traits folder to your mod. It'll override all vanilla traits and use the ones in your mod, then just edit the traits you want.

This line in the .mod will make sure it does.
replace_path = "common/traits"
*Only* use replace_path if you want to ignore *every* vanilla file in that folder (whether your modifying the file or not). If you are only changing a few files while leaving others alone, just copy & edit the specific files.
 
  • 1
Reactions:

SinStar87

Second Lieutenant
68 Badges
Oct 20, 2014
175
10
  • Crusader Kings II
  • Europa Universalis III
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Knights of Pen and Paper 2
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Imperator: Rome
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Crusader Kings II: Way of Life
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Mandate of Heaven
  • Prison Architect: Psych Ward
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Golden Century
  • Stellaris: Necroids
  • Stellaris: Megacorp
  • Prison Architect
  • Shadowrun Returns
  • Europa Universalis IV
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Teleglitch: Die More Edition
  • Victoria 2
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Res Publica
  • Divine Wind
  • Crusader Kings II: Rajas of India
*Only* use replace_path if you want to ignore *every* vanilla file in that folder (whether your modifying the file or not). If you are only changing a few files while leaving others alone, just copy & edit the specific files.
Which is why I said copy them over, if you have them in your mod then you have no need for vanilla's and replace_path makes sure that vanilla's are ignored.
 
  • 1
Reactions:

theStormWeaver

Lead Dev - Ancient Religions
64 Badges
Jul 28, 2012
2.407
474
www.github.com
  • Battle for Bosporus
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV
  • Crusader Kings II: Reapers Due
  • Rome Gold
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings III
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Surviving Mars: First Colony Edition
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Imperator: Rome - Magna Graecia
  • Rome: Vae Victis
  • 500k Club
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
  • Imperator: Rome
  • Surviving Mars: First Colony Edition
  • Stellaris - Path to Destruction bundle
But if he only want to change one trait then isn't it unnecessary to replace ALL the traits files?

Exactly, there are several traits files. It would be silly to force yourself to maintain them all when you only need to work with the first one.
 
  • 2
Reactions:

SinStar87

Second Lieutenant
68 Badges
Oct 20, 2014
175
10
  • Crusader Kings II
  • Europa Universalis III
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Knights of Pen and Paper 2
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Imperator: Rome
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Crusader Kings II: Way of Life
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Mandate of Heaven
  • Prison Architect: Psych Ward
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Golden Century
  • Stellaris: Necroids
  • Stellaris: Megacorp
  • Prison Architect
  • Shadowrun Returns
  • Europa Universalis IV
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Teleglitch: Die More Edition
  • Victoria 2
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Res Publica
  • Divine Wind
  • Crusader Kings II: Rajas of India
Exactly, there are several traits files. It would be silly to force yourself to maintain them all when you only need to work with the first one.
It's 3 files, and they aren't divided in any real efficient fashion, to edit one specific trait you have to have, what, atleast a dozen other traits in the same file just so they are presented in game no matter what. At that point is it really that big an effort to copy over another 2 small text files? Replace path is just some extra security to ensure it's the mod traits that get loaded.

Heck, if like just about everything else in vanilla, the traits files were all combined,(anyone know why exactly they aren't?) this wouldn't even be an argument.
 
Last edited:
  • 2
Reactions:

SinStar87

Second Lieutenant
68 Badges
Oct 20, 2014
175
10
  • Crusader Kings II
  • Europa Universalis III
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Knights of Pen and Paper 2
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Imperator: Rome
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Crusader Kings II: Way of Life
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Mandate of Heaven
  • Prison Architect: Psych Ward
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Golden Century
  • Stellaris: Necroids
  • Stellaris: Megacorp
  • Prison Architect
  • Shadowrun Returns
  • Europa Universalis IV
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Teleglitch: Die More Edition
  • Victoria 2
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Res Publica
  • Divine Wind
  • Crusader Kings II: Rajas of India
Why would you create more work for yourself for no gain?
Right, and all the parts about ensuring that the mod's trait is the one loaded, because only the mod's traits will be loaded, in response to a question of how to do exactly that isn't gain? If your time is so important that selecting 3 files instead of just one is too much effort to do that, then don't do it.
 
  • 2
Reactions:

SinStar87

Second Lieutenant
68 Badges
Oct 20, 2014
175
10
  • Crusader Kings II
  • Europa Universalis III
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Knights of Pen and Paper 2
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Imperator: Rome
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Crusader Kings II: Way of Life
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Mandate of Heaven
  • Prison Architect: Psych Ward
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Golden Century
  • Stellaris: Necroids
  • Stellaris: Megacorp
  • Prison Architect
  • Shadowrun Returns
  • Europa Universalis IV
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Teleglitch: Die More Edition
  • Victoria 2
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Res Publica
  • Divine Wind
  • Crusader Kings II: Rajas of India
Well to be entirely clear, I know how to setup the events and on actions, I was hoping to avoid using events to place them by using the normal method of province history. But when I've tried that the buildings weren't built properly and none of the error checking methods available(the error logs and Validator) have come up with anything, so I posted here to see if anyone knows of more reasons why the history would be ignored like that, which seems no one does.
I set it up through title histories, works just fine. Still no idea why the province history didn't work but my issue is resolved.