Place your religion in pagan religion group. But it will come together with other pagan specific features.How would I use ToG pagan interface gfx in a custom religion? It looks stupid having a pagan religion with a christian interface.
Place your religion in pagan religion group. But it will come together with other pagan specific features.How would I use ToG pagan interface gfx in a custom religion? It looks stupid having a pagan religion with a christian interface.
Place your religion in pagan religion group. But it will come together with other pagan specific features.
There is no variable or anything like that, interfaces are hardcoded to religion groups, muslim group will use muslim interface, pagan group will use pagan interface and so one. Christians and new modded groups will use christian interface.Its a custom pagan group so it doesnt work. Wheres the variable that tells which interface to use? Ive changed to graphical_culture = norsegfx but that only does the COA on the map
Hm, it still crashes, here all my 3, maybe someone will find the mistake I did:Basically what I did, was copy definition, adjacencies, and default.map from the vanilla files. Then start working backwards from there.
I removed all but one of each of the different types of adjacencies (though major river isn't needed from my testing), and noticed everything still loaded fine.
I just use the provinces colours as defined in defination.csv, rather than my own and everything worked fine.
province;red;green;blue;x;x
1;0;255;0;Map;x
2;0;0;255;Great_Sea;x
3;1;1;1;x;x (3 to 11 do actually not exist ingame)
4;1;1;2;x;x
5;1;1;3;x;x
6;1;1;4;x;x
7;1;1;5;x;x
8;1;1;6;x;x
9;1;1;7;x;x
10;1;1;8;x;x
11;1;1;9;x;x
From;To;Type;Through;-1;-1;-1;-1;Comment
3;4;sea;5;-1;-1;-1;-1;TEST
6;7;major_river;8;-1;-1;-1;-1;TEST
9;10;portage;11;-1;-1;-1;-1;TEST
-1;-1;;-1;-1;-1;-1;-1;-1
max_provinces = 12
sea_starts = 2
definitions = "definition.csv"
provinces = "provinces.bmp"
positions = "positions.txt"
terrain = "terrain.bmp"
rivers = "rivers.bmp"
terrain_definition = "terrain.txt"
heightmap = "topology.bmp"
tree_definition = "trees.bmp"
continent = "continent.txt"
adjacencies = "adjacencies.csv"
climate = "climate.txt"
region = "region.txt"
static = "static.txt"
# Define which indices in trees.bmp palette which should count as trees for automatic terrain assignment
tree = { 3 4 7 10 }
major_rivers =
{
}
Your sea is from an ocean province to another ocean province via an ocean province !?
Your major_river is from an ocean province to another ocean province via an ocean province !?
Your portage is from an ocean province to another ocean province via an ocean province !?
....
There's no need to exit Steam or copy CK2, because the game starts fresh each time you load it. Steam doesn't cache the files. He *should* be doing his experiments in a proper mod, not on the base game files.
You can tell Steam to repair a game, and I think it does it automatically when it downloads a new patch, but I've never seen it do it otherwise. <shrug>I was under the impression that Steam checks the files somehow and if changed tries to repair them, maybe just if online ?
I actually thought all those were specified as "oceans" in first case, thanks gonna try it out! x)
Where are the culture and religion of provinces stored? How do these compare to a title'culture and religion?
hI don't think you would put a culture/religion in a title history though. You would put the title holders and define their religion/culture in the character history files.
That's what I would of thought, but some titles, like k_england set a culture or religion for the title. Thanks for clearing up the other thing though.
Is there a way to assign two people to be siblings without them having parents in the history files? Nodes sibling=charid, sister=charid or brother=charid all don't work. Do I HAVE to create a father/mother for them?