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jordarkelf

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How do you change the names of god? I go into religion and edit the names and when a name pops up in an event it is the all caps GOD_THE_XXXXX whatelse do I need to change?
Localization.
If you add (e.g.) GOD_THE_MIGHTY_ONE for a religion, your localization must have this:

GOD_THE_MIGHTY_ONE;The Mighty One;The Mighty One;The Mighty One;;The Mighty One;;;;;;;;;x
 

little_badger

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Hi All, I'm very new at modding so go easy on me........I'm setting up my own traits, I've done the steps I think I need to do; traits folder, icon, localisation. I've set up my mod with the folders much the same as all the other mods.

My question is when I then select my mod, all the vanilla traits are missing, now I understand this to be because I'm telling the game to use my new folder and it only has my traits in it. Can I tell the game to pick up those traits and then look in the original folder for the others. I see some people have copied the 00_traits etc into that file to achieve this, do I therefore need to copy the vanilla localisation files as well?

Sorry if that's a stupid question :confused:
 

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Hi All, I'm very new at modding so go easy on me........I'm setting up my own traits, I've done the steps I think I need to do; traits folder, icon, localisation. I've set up my mod with the folders much the same as all the other mods.

My question is when I then select my mod, all the vanilla traits are missing, now I understand this to be because I'm telling the game to use my new folder and it only has my traits in it. Can I tell the game to pick up those traits and then look in the original folder for the others. I see some people have copied the 00_traits etc into that file to achieve this, do I therefore need to copy the vanilla localisation files as well?

Sorry if that's a stupid question :confused:
Unless you add a replace_path command in the .mod file, vanilla files will be used whenever there's no mod file overwriting it.
 

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Hi All, I'm very new at modding so go easy on me........I'm setting up my own traits, I've done the steps I think I need to do; traits folder, icon, localisation. I've set up my mod with the folders much the same as all the other mods.

My question is when I then select my mod, all the vanilla traits are missing, now I understand this to be because I'm telling the game to use my new folder and it only has my traits in it. Can I tell the game to pick up those traits and then look in the original folder for the others. I see some people have copied the 00_traits etc into that file to achieve this, do I therefore need to copy the vanilla localisation files as well?

Sorry if that's a stupid question :confused:
You can also go to the Crusader Kings II\common\traits folder and copy the 00_traits.txt file and paste it into your mod (ex: in my case I copied the file from C:\Program Files\Crusader Kings II\common\traits\00_traits.txt and pasted it to C:\Program Files\Crusader Kings II\mod\ImmortalQueen\common\traits\00_traits.txt). and just add your new trait on that file OR make another file (in my case: My_traits.txt) and put your traits in there. The reason you're not getting all of your traits is that you put in your mod a traits folder and file. That file will over-ride all of your traits in the vanilla file.

As for the localization file, yes you do. If you make one localization file in the mod, it will override all of the vanilla localization files unless you copy those files into your mod. This is assuming you put one there. If you only changed an already existing localization file in your vanilla folder and there is no localization folder or file in your mod then you do not need to do this. In effect, nothing is overriding the vanilla localization files since all you did was either add a new file into the vanilla folder or changed an already existing file.
 
Last edited:

ChildeR

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The reason you're not getting all of your traits is that you put in your mod a traits folder and file. That file will over-ride all of your traits in the vanilla file.
[...]
As for the localization file, yes you do. If you make one localization file in the mod, it will override all of the vanilla localization files unless you copy those files into your mod.

Mod directories only override the vanilla ones if you set them to, in your .mod file. By default you can just create a new common/traits/my_extra_traits.txt file and a localization file, and vanilla traits will work as they used to. You only need to override things if you mean to modify vanilla ones.
 

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You also need to make a my_extra_traits.gfx (or whatever) file in the interface/ folder linking the traits to their icons or your new traits won't show up.
 

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I'm not sure whether this belongs here or in technical support, I thought I'd try here first. I made a new map, just to learn, but when I play it after a few years the game goes funny, and I can't click on things. I have to alt-f4 out because even clicking on the menu items doesn't work. I did think that this was as a result of the mod not being finished, so something was going wrong somewhere, 'not to worry I'd get to it, fix it later'. It didn't seem like a huge issue, knowing that the mod wasn't finished. I then took my mod and put it on another computer, so I could work on it there, and I added in sea provinces and tested it and it worked fine, no eventual oddness with things no longer being clickable, so I assumed the addition of sea provinces had fixed it. I then took that mod and brought it back to the original computer and tried it but after a short while it went awry again.

Has anyone experienced anything similar, does it sound like something a mod might set wrong? Or because it happens on one computer and not another might it be something to ask in technical support about?
 

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Okay, so I am learning the basics of modding CK2, and I need some help. I am trying to make a new character family, a small one, but I'd like a character I have in mind to have a small extended family, just for roleplaying purposes. However, I am unsure as to what is the first character number that is available for use, for both the characters themselves and for his dynasty. I've tried searching the numbers, but nothing comes up in the search bar. Any help will be appreciated.

Edit: Only modification is that I've made Pagans playable. No mods that would add characters whatsoever.
 

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Okay, so I am learning the basics of modding CK2, and I need some help. I am trying to make a new character family, a small one, but I'd like a character I have in mind to have a small extended family, just for roleplaying purposes. However, I am unsure as to what is the first character number that is available for use, for both the characters themselves and for his dynasty. I've tried searching the numbers, but nothing comes up in the search bar. Any help will be appreciated.

Edit: Only modification is that I've made Pagans playable. No mods that would add characters whatsoever.
You need to use a free range, so request one here to ensure there's no conflict.
Do not use numbers close to the vanilla chars, as Paradox will likely use them in future patches and DLC.
 

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I am amazed that after all this time since the game was released, Paradox hasn't seen fit to publish a full fledged modding guide and that everyone is still grasping in the dark about modding guidelines... Surprising considering how many people - myself included - would likely pay real $ to get one. But I suppose the outlay would be more than the expected return.



G.
 

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If I want to modify the default defines.lua file (vanilla file) do I need to place the modified file under the mod folder in my user profile under the Paradox/CK2 folder structure? I created a mod folder and copied my modified defines.lua to there but the game does not use it.

Also, is there any way to enable the developer console commands? Or are there any commands to remove the fog of war so I can see the complete map to take a series of screenshots?
 

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defines.lua needs to go in mod/<mod name>/common/.

fow is the console command to remove fog of war, enable the console by tapping the `/~ key (or whatever it is on your keyboard, the one left of 1, above tab and below ESC on most keyboards.)
 

Powermonger

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defines.lua needs to go in mod/<mod name>/common/.

fow is the console command to remove fog of war, enable the console by tapping the `/~ key (or whatever it is on your keyboard, the one left of 1, above tab and below ESC on most keyboards.)

Thanks. If I don't have a mod however, I should just modify the original defines.lua under Common in the Steam CK2 folder and save it back to the same location?
 

eatgreencrayons

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I generally consider it best practice to keep any modifications to the way the game works in a mod folder, rather than overwriting the core files. You can create the necessary folders if they don't exist quite easily. I was going to quickly tell you how to do so, and ended up writing a tutorial on it instead, you can find it under the spoiler tag if you're interested.

I really think it's important to get in the practice of doing this, but as far as I know overwriting the core files as they lie will work in most, if not all cases.

Go to your Documents folder, then navigate to your Paradox Interactive folder, inside that is your Crusader Kings II folder. Here, if it doesn't already exist, create a new folder titled "mod" (without quotes). Inside of the mod folder you can create and store any mods, which are comprised of a folder (say for example a "My mod" folder) and a mod file (ex: "My mod.mod"). To make the mod file, simply create a new text file "My mod.txt" and change it's extension to "My mod.mod", you will still be able to edit the file in notepad or notepad++ or whatever you use.

The "My mod" folder is basically a blank slate of your vanilla crusader kings II folder, and should contain any modified files you've created, which themselves should be placed in folders which mirror the directory of the crusader kings II folder. So if you make an edit to the defines.lua file, you'd create a folder in your "My mod" folder named common, and you'd place the modded defines.lua file in the new common folder.

The "My mod.mod" file contains the information the game needs to look at to figure out what it's looking at. Most mods are fine if they simply enter the following three lines within this file exactly as provided:

name = "My mod"
path = "mod/My mod"
user_dir = "My mod"

Once this is in place, when you launch CKII you'll have options in the lower left portion of the launcher with boxes beside a list of any mods you have in the mod folder, just check the boxes of any mods you want to use, and hit play, and the game will run with your modded files.

If you want your mod to show up with a different name in the launcher, change the (name = "My mod") line in your My mod.mod file to something else, like (name = "FoW disabled"). It's recommended you keep your folder, mod.mod file, and the mod's name similar to avoid headaches. So in that case you'll want to rename your "My mod" folder to "FoW disabled", and then rename the "My mod.mod" file to "FoW disabled.mod", and then open up the FoW disabled.mod file and change the lines:

path = "mod/My mod"
user_dir = "My mod"

to

path = "mod/FoW disabled"
user_dir = "FoW disabled"

Within the .mod file, you can also instruct the game to ignore vanilla folders entirely by entering the following line:

replace_path = "folder/subfolder"

Where folder would be something like history, and subfolder would be something like characters. This means the game won't load any of the files in the specified vanilla folder, but will still load any such files within your mod folder's counterpart. It's useful in situations like the Game of Thrones mod where they have to keep the game from loading the vanilla characters and instead load up the characters they've created.
 

Powermonger

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I generally consider it best practice to keep any modifications to the way the game works in a mod folder, rather than overwriting the core files. You can create the necessary folders if they don't exist quite easily. I was going to quickly tell you how to do so, and ended up writing a tutorial on it instead, you can find it under the spoiler tag if you're interested.

I really think it's important to get in the practice of doing this, but as far as I know overwriting the core files as they lie will work in most, if not all cases.

Go to your Documents folder, then navigate to your Paradox Interactive folder, inside that is your Crusader Kings II folder. Here, if it doesn't already exist, create a new folder titled "mod" (without quotes). Inside of the mod folder you can create and store any mods, which are comprised of a folder (say for example a "My mod" folder) and a mod file (ex: "My mod.mod"). To make the mod file, simply create a new text file "My mod.txt" and change it's extension to "My mod.mod", you will still be able to edit the file in notepad or notepad++ or whatever you use.

The "My mod" folder is basically a blank slate of your vanilla crusader kings II folder, and should contain any modified files you've created, which themselves should be placed in folders which mirror the directory of the crusader kings II folder. So if you make an edit to the defines.lua file, you'd create a folder in your "My mod" folder named common, and you'd place the modded defines.lua file in the new common folder.

The "My mod.mod" file contains the information the game needs to look at to figure out what it's looking at. Most mods are fine if they simply enter the following three lines within this file exactly as provided:

name = "My mod"
path = "mod/My mod"
user_dir = "My mod"

Once this is in place, when you launch CKII you'll have options in the lower left portion of the launcher with boxes beside a list of any mods you have in the mod folder, just check the boxes of any mods you want to use, and hit play, and the game will run with your modded files.

If you want your mod to show up with a different name in the launcher, change the (name = "My mod") line in your My mod.mod file to something else, like (name = "FoW disabled"). It's recommended you keep your folder, mod.mod file, and the mod's name similar to avoid headaches. So in that case you'll want to rename your "My mod" folder to "FoW disabled", and then rename the "My mod.mod" file to "FoW disabled.mod", and then open up the FoW disabled.mod file and change the lines:

path = "mod/My mod"
user_dir = "My mod"

to

path = "mod/FoW disabled"
user_dir = "FoW disabled"

Within the .mod file, you can also instruct the game to ignore vanilla folders entirely by entering the following line:

replace_path = "folder/subfolder"

Where folder would be something like history, and subfolder would be something like characters. This means the game won't load any of the files in the specified vanilla folder, but will still load any such files within your mod folder's counterpart. It's useful in situations like the Game of Thrones mod where they have to keep the game from loading the vanilla characters and instead load up the characters they've created.

Great thanks very much for this, worked a charm.
 

jordarkelf

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Why doesn't this work in CBs:
Code:
	on_defender_leader_death = {
		hidden_tooltip = {
			any_attacker = {
				letter_event = {
					id = 252
				}
			}
		}
		
		end_war = success
	}
I want some wars to end with a success for the attacker when the defender leader dies, but the end_war = success is ignored. Is there some way I can get this done?
 

richvh

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Vanilla only uses end_war = invalid and end_war = whitepeace, so those might be the only currently valid values. Maybe we could get Wiz to add them for next patch?