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abauer2

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They're not options, they're main-body descriptions. And I've had events with lots of options before (up to 7), long as four or less were valid at any point, it worked fine.

But I'm trying to work with 13 different descriptions. The big flavor text of the event.

Ah, my bad. I don't know what to tell you for that.
 

Zorlond

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So I'm working on a complicated event chain. Lotta branching. And I try to simplify how it all turns out by having the branches all meet at one event, with a separate desc for each outcome. But the game only spits out the first result, every single time.

Considering the event ended up with 13 possible desc entries, I have to ask:

Is there an upper limit to how many times one event can do desc = { trigger = { } text = X } before the game chokes?
Oh *BLEEP!*. I just noticed that I cleared all the character flags I had been using to keep the event chain on track, in the immediate = { } block.

Apparently the game does everything in immediate before even figuring out what description to use. So it threw out all the flags, then wondered why the character didn't have any of the flags I was looking for. :p

Moving all the flag clears down to the option fixed it.
 

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Hi, i have created a Fort mod, but when i safe and reload the game, all the buildings build in the "Fort" are reseted to default (unbuild). Does anyone know why this happens and how to prevent it?

Edit: Found the problem,.... Buildings with Space do not get remembered like "Building 12" but "Building_12" get remembered.

Edit2: Is it possible to write a building condition like, "building has not been build in hostile province" ? I want to build a building outside of own realm, but only on enemy territoriers
 
Last edited:

mangowallaby

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So I'm having trouble getting a mod to load. It modifies some of the titles and characters in the history folder; adds one flag to the gfx folder, changes the bookmarks and dynasty files in the common folder, and adds one title (that's what the flag is for). The title is referenced in the landed_titles file and also localisation.
The defines.txt file allows me to play in the year 900. That's all that is modified right now. I can load the folder like that but it crashes for my friend when he loads it. Does anyone know something that might be off with that setup?
 

abauer2

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So I'm having trouble getting a mod to load. It modifies some of the titles and characters in the history folder; adds one flag to the gfx folder, changes the bookmarks and dynasty files in the common folder, and adds one title (that's what the flag is for). The title is referenced in the landed_titles file and also localisation.
The defines.txt file allows me to play in the year 900. That's all that is modified right now. I can load the folder like that but it crashes for my friend when he loads it. Does anyone know something that might be off with that setup?

Off the top of my head, did you remember to add a file for your new title in the history/titles folder? Other than that, I'd suggest you look in the logs to try and see what's going on.
 

Shock360

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How do I mod the converter so that if you vassals depends on your centralization laws?
 

mangowallaby

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Off the top of my head, did you remember to add a file for your new title in the history/titles folder? Other than that, I'd suggest you look in the logs to try and see what's going on.

Yeah, I have a title history file for my title. That was one of the first things I did when creating the mod.

Where can I find the logs?
 

Aardvark Bellay

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So I'm having trouble getting a mod to load.... I can load the folder like that but it crashes for my friend when he loads it.

Err....now who has trouble, you or your friend ? If you can load it fine, then it's obviously not an issue with the mod.
 

Shock360

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You can probably do it by adding some government_flavor entries that key off centralization and editing government_list.csv as appropriate.
I'm confused on how that would effect vassals?
 

Aardvark Bellay

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Does anyone what this error is about? random_neighbor_province is used from random_realm_province scope so should be a valid province scope.

[effectimplementation.cpp:6838]: Assert failed for 'random_neighbor_province': Scope.GetProvince() > 0 && "CRandomNeighborProvinceEffect does not have province Scope!"

Code:
random_realm_province = {
    random_neighbor_province = {
        limit = { has_owner = yes }
        ROOT = {
            set_graphical_culture = PREV
        }
    }
}

What did you want to achieve here ?
Maybe post the whole thing and in a code block.
 

Dryhad

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I'm confused on how that would effect vassals?
government_list.csv has a column for number of vassals post-conversion. Just make separate government_flavors for however many different arrangements you want and add them to government_list.csv with appropriate numbers of vassals.
 
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Shock360

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government_list.csv has a column for number of vassals post-conversion. Just make separate government_flavors for however many different arrangements you want and add them to government_list.csv with appropriate numbers of vassals.
Oh thank you! I just read the defines and thought that's what handled it had no idea government did!
 

Shock360

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government_list.csv has a column for number of vassals post-conversion. Just make separate government_flavors for however many different arrangements you want and add them to government_list.csv with appropriate numbers of vassals.
In the defines file is it possible to set a code to determine if a nation should be HRE'd? For example say if the HRE is elective and has a low centralization, it is HRE'd, but if it isn't it then checks for example Francia and if it is a low enough decentralization with elective it is HRE'd?
 

I Stare At Virtual Maps

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Is it possible to change how much martial attribute scales command modifiers?

I'm making a submod and I want command modifiers to change less. IMO high martial should not multiply positive command modifiers as much as it does and should not reduce negative modifiers as much as it does
 

mangowallaby

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Err....now who has trouble, you or your friend ? If you can load it fine, then it's obviously not an issue with the mod.

I think that might be resolved. Can you tell me why the logs might be useful?
 

Aardvark Bellay

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