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DrewX

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Does anyone have a good amount of knowledge on how dynasties work? I have a real problem with them on my save game, with blank names dynasties and other stuff
 

Rydelfox

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In the Validator thread, you mentioned making changes to the original game files. Were you by any chance editing the dynasties, then had the latest patch roll out and continued the same save?

If so, the patch will have erased your changes and the games trying to read data that's blank. I'm pretty sure that can't be fixed; you'd have to start a new game.
 

Qutb87

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I'm getting my head round basics as it seems not too hard for me as far as creating traits and cultures are concerned.

However does the possibility in any way exist to make it so a character trait or culture has modifiers which effect how quickly or slowly (preferably never) any given culture spreads in provinces? I'm specifically thinking if it's possible to have rulers whom will never influence or change the cultures of the provinces they control etc. Or at the very least make the chance of culture conversion extremely low.
 

asnys

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Does the any_trade_post scope actually work? I'm trying to figure out what's going wrong with some code, and although any_trade_post appears on the wiki and in a patch note, as far as I can tell it is never used by the game.

Here's the code I'm having trouble with:

Code:
province_event = {
   id = asnys_hidden.9991
   is_triggered_only = yes
   hide_window = yes

   immediate = {
       if = {
           limit = {
               has_trade_post = yes
           }
           trade_post_owner = {
               any_trade_post = {
                   county = {
                      province_event = { id = asnys_hidden.9992 }
                   }
               }
           }
       }
   }  
}

Event 9992 does not fire when this fires. There's no mention of anything in the error logs. I tried taking out the county scope, in case any_trade_post scopes to provinces, but that didn't help. I have confirmed that I can fire a character_event from inside the trade_post_owner scope, so the problem occurs at some point during or after the any_trade_post scope.
 

DrewX

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In the Validator thread, you mentioned making changes to the original game files. Were you by any chance editing the dynasties, then had the latest patch roll out and continued the same save?

If so, the patch will have erased your changes and the games trying to read data that's blank. I'm pretty sure that can't be fixed; you'd have to start a new game.

No actually what I meant in the Validator thread was that I was confused on how to make it validate my separate mod folder, but I figured that out now. I appreciate your attempt to help, but my problem seems to go much deeper than mods being removed after updating, as I have asked several times over a long period of time and no one seems to be able to fix it, and despite being a decent modder myself, I have honestly not a single clue what the hell is happening with my game
 

Rydelfox

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I'm getting my head round basics as it seems not too hard for me as far as creating traits and cultures are concerned.

However does the possibility in any way exist to make it so a character trait or culture has modifiers which effect how quickly or slowly (preferably never) any given culture spreads in provinces? I'm specifically thinking if it's possible to have rulers whom will never influence or change the cultures of the provinces they control etc. Or at the very least make the chance of culture conversion extremely low.

You could make an edited version of event 55000 where the owner having the trait changes the MTTH
 

Nitraus

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I've been making random titles for fun, that go along with CK2+. But I kept running into the common problem of titles having the wrong COAs. I asked on Reddit and I was told to delete /gfx/flags in my ck2 documents folder to reset the cached images, and ever since then, anytime I add more than one title that has more than just the color and capital, CK2 freezes at "processing flags". Since then every modification I make I have to reinstall CK2 over and over again. This never happened before, as I was able to edit/change any mod I made, and even if the code was wrong, it still would load the game.

I was wondering if maybe there was an error with the coding of my landed titles preventing it from working.

landed_titles:

Code:
k_pyrgos ={
    capital = 343
    color ={ 208 255 0 }
    allow = {
        OR = {
        religion = catholic
        culture_group = iberian
        culture_group = byzantine
        culture_group = latin
        religion = orthodox
        }
    }
    italian = "Pyrgosa"
    french = "Graecia"
    short_name = yes
}

k_altis ={
    capital = 487 # lesbos
    color ={ 255 0 89 }
    color2={ 255 255 255 }
    allow = {
        OR = {
        culture_group = byzantine
        culture_group = latin
        religion = orthodox
        religion = catholic
        }
    }
    short_name = yes

}

k_sardinia2 ={
    capital = 326 # cagliari
    color ={ 230 178 255 }
    color2={ 255 255 255 }
    allow = {
            OR = {
        culture_group = iberian
        culture_group = latin
        culture_group = byzantine
        culture_group = arabic
        religion = catholic
        religion = byzantine
        }
    }
    french = "Sardaigne"
    italian = "Sardegna"
    berber = "Sardiniaan"
    andalusian = "Sardiniaan"
    egyptian = "Sardiniaan"
    levantine = "Sardiniaan"
    short_name = yes
}

k_corsica ={
    capital = 324 # corsica
    color ={ 68 208 255 }
    color2={ 255 255 255}
    allow = {
        OR = {
        religion = catholic
        religion = orthodox
        culture_group = latin
        culture_group = byzantine
        culture_group = iberian
        }
    }  
}

d_logudoro ={
    capital = 325 # arborea
    color ={ 20 252 209 }
    color2={ 255 255 255}
    allow = {
        OR = {
        culture_group = latin
        culture_group = iberian
        religion = catholic
        }
    }
}

d_cagliari ={
    capital = 326 # cagliari
    color ={ 20 213 252 }
    color2={ 255 255 255}
    allow = {
        OR = {
        culture_group = latin
        culture_group = iberian
        religion = catholic
        }
    }
}

k_flanders = {
    capital = 78 #brugge
    color ={ 255 144 0 }
    allow = {
        OR = {
        culture_group = latin
        culture_group = west_germanic
        religion = catholic
        }
    }
    short_name = yes
}

d_pyrgos ={
    capital = 343
    color ={ 208 255 0 }
    allow = {
        OR = {
        religion = catholic
        culture_group = iberian
        culture_group = byzantine
        culture_group = latin
        religion = orthodox
        }
    }
    italian = "Pyrgosa"
    french = "Graecia"
    short_name = yes
}

k_efstratos = {
    capital = 485 # Eubioa
    color ={ 3 186 61 }
    color2={ 255 255 255 }
    allow = {
        OR = {
        culture_group = byzantine
        culture_group = latin
        religion = orthodox
        }
    }
    short_name = yes
}

k_lombardia = {
    capital = 235 # Lombardia
    color ={ 0 255 72 }
    allow = {
        OR = {
        religion = norse
        religion = catholic
        culture_group = west_germanic
        culture_group = latin
        culture_group = central_germanic
        }
    }      
}
 

DrewX

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I think that uploading a screenshot might help someone to solve my problem, does anyone know why this is happening?
20170408122406_1.jpg

All courtiers I spawn will become part of this dynasty, lose their culture, and their gfx appearance, when I quit and reload. If I rename the dynasty, it will create another blank one.

This only occurs on my recent save games of this playthrough, if I start a new game or go back to decently old saves everything is working perfectly
 

Aardvark Bellay

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I was wondering if maybe there was an error with the coding of my landed titles preventing it from working.

I'd first sort it like original landed_titles, so color before capital and the cultural names before the allow clause
and spaces between = and { .
No idea if that makes any difference or if it matters for your specific issue.
At least it will look better. ;)
 

Maal

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Has anyone ever tested if "ai_target_filter = all" worked at all? The AI seem to just ignore the whole settlement decision.
 

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In my Tianxia mod, I have a problem where everytime a rebellion happens in Japan (if you're playing as them or happen to click on a province with them) the game just crashes. Deathlinger thinks that it's an issue with religion while I think I messed up somewhere with the Coat of Arms (they just fly away in the Council screen). Does any know what could be causing such a crash? I tried using the validator, but it has not told me anything of use.
 

Vierwood

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How do you created the ERA_CHAR_INFO when you're creating a mod? In the mod I'm working on I've made the correct localisation. ERA_CHAR_INFO_4;Description;;;;;;;;;x . However when I go into the character selection menu and click on the character it just says ERA_CHAR_INFO_4 in the description box.

Any ideas?
 

LumberKing

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I think I fixed my issue, turns out I forgot to add the coat of arms for units. Still don't know what the flying coat of arms thing is, but I'll ask around next time.
 

Vierwood

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How do you created the ERA_CHAR_INFO when you're creating a mod? In the mod I'm working on I've made the correct localisation. ERA_CHAR_INFO_4;Description;;;;;;;;;x . However when I go into the character selection menu and click on the character it just says ERA_CHAR_INFO_4 in the description box.

Any ideas?

Never mind I fixed it.
 

Thezezeal

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Can someone confirm my observation?

Graphical Cultures / Items for an Ethnicitiy's appearance cannot have underscores in their name, right? For example, I found that undead_skeleton does not work, but undeadskeleton does, with no other changes to the file-names/IDs.

Ie. in the former case, my ethnicity appeared as selectable, but used generic western portraits; I had to remove the underscore to make my ethnicity use my intended portraits.
 

Maybeman

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I have a questions about factor in the modifier for mean time happen.

does a bigger number mean increased chance? I read the wiki and it says "2.0 means DECREASE the chance by half" while "0.5 INCREASE the chance by half". So how does it work exactly? It seems bizarre that a bigger number actually decrease the chance of an event from happening.