So I have a mod with two bookmarks. The first loads fine, but when I load the second, a bunch of emperors -- Aztec, Mongol, etc. -- show up in the character finder, saying they are at an "unknown location." Any ideas?
Actually, it is defined in dlc007.zip/interface/muslim_eventwindow.gfx.
https://www.dropbox.com/sh/pmn64r4om5dzkp5/AAD8Zrhy4Pxrbi1mpZRPG2kAa@Dhop84: Your problem doesn't seem to be in the posted event. Can you link your entire mod?
quick question here: I have a custom culture setup and have created several dynasty names for it in the dynasties text file, and I have removed the culture's definition so that it does not have founder_named_dynasties = yes because I would like the culture to randomly assign names from the dynasty text file.....this doesn't seem to be working....am I missing something? I am certain I have done this before and seen it work?
The bolded part is your problem, the game needs portraitType definitions to be in .gfx files in interface/, not .txt files. If you misspoke, I'd need to see your Siddigfx.gfx file, and the culture you gave Siddigfx to, to diagnose your problem further.
@Dhop84: Your problem doesn't seem to be in the posted event. Can you link your entire mod?
Use religion = aztec etc Aztec isn't a religion group it's a religion in the pagan group![]()
To the first, you might be able to disable councilors in common/job_titles.txt depending on liege rank... not sure.
To the second, no. There's no provision for localizing job titles by employer rank.
liege = {
higher_tier_than = count
}
Unfortunately I can't disable counts from hiring advisors via common/job_titles. I will try a workaround, however - I'll set all council positions to require
OR = { liege = { real_tier = emperor }
liege = { real_tier = king }
liege = { real_tier = duke }
}
and see if it will work
EDIT: It seems to work so far![]()
So I have a mod with two bookmarks. The first loads fine, but when I load the second, a bunch of emperors -- Aztec, Mongol, etc. -- show up in the character finder, saying they are at an "unknown location." Any ideas?
Been working on understanding heightmaps, but my recent attempt ended up with the coastline becoming pixelated like this
![]()
Why is this?
This is the topology in its current form
![]()
(ignore the vanilla Ck2 stuff, haven't removed them yet)
That's probably what you get if you have steep "cliffs" on your height map. You seem to use two colors that are very far apart, 0/0/0 and 103/103/103. For most things it is sufficient to never go below 90/90/90. Underwater heights are nice and all but VERY minor to the gameplay and the look and feel of a mod.