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omega20056

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No. You can, however, use the create_random_x commands to create characters that aren't random. Check out the mongol_events file for examples.
Thank you. I'll check it out.

Does anybody know why I'd be getting a bug were realms appear independent on the character select screen when they aren't?
 

Romulien

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How does the game handle multiple mods referencing the same file, such as jobtitles? Does it just use one? Merge them? Use bits out of all of them?

It uses only one, the one of last mod loaded...
Merge is only done for directories (as long as file names are different), which is way better for mod compatibility !
 

richvh

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Can someone please take a look and tell me if there is any problem with the definition of the "qun" and "creators" religions definitions? Those stubbornly show up as noreligion in my mod, although the others display just fine.

https://www.mediafire.com/?8a7bc34namndnwo

Thanks in advance!
You have qun as a culture_group, a religion_group and a religion. That might be problematic, try giving them unique tags (that all can be localized to Qun, if you wish.)

I don't see creators, in either religion or culture files. The is a maker religion group.

It uses only one, the one of last mod loaded...
Merge is only done for directories (as long as file names are different), which is way better for mod compatibility !

Isn't it the first mod loaded, unless overridden by a dependencies line?
 

ngppgn

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You have qun as a culture_group, a religion_group and a religion. That might be problematic, try giving them unique tags (that all can be localized to Qun, if you wish.)

I don't see creators, in either religion or culture files. The is a maker religion group.

I have changed the duplicated tags with no result. The creqtors religion is within the elven_pantheon religious group. There was a typo making it read as "tcreators", but after fixing it, province and character still show as noreligion. Any other potential cause?
 

rpstrategist

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Sorry people, how do you keep track on what files have been altered in new patches when released by PD?

Do you solely depend on official change-logs or is there a way to find out all actual files been affected?

Thank you! :)
 

Aardvark Bellay

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Sorry people, how do you keep track on what files have been altered in new patches when released by PD?

Do you solely depend on official change-logs or is there a way to find out all actual files been affected?

Thank you! :)

I use programs to compare files and folders. I think most use Winmerge.
There is for example: Winmerge, KDiff3, 'Compare' add-on in Notepad++.
 

omega20056

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Is there a code I could use as a part of an event to reduce the opinion of all Jewish rulers towards my character? Something like jewish_opinion = -50?
 
Last edited:

rpstrategist

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You could check the date at which it was last modified.

I probably have to do that.

I use programs to compare files and folders. I think most use Winmerge.
There is for example: Winmerge, KDiff3, 'Compare' add-on in Notepad++.

I have already win-merge. Thanks for the other tips as-well.

Thank you guys. I know what i'm going to do now. :) Cheers.
 

richvh

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You search for the event text in localization. In this case, it's in text1.csv, tag DIPLOFLAVOR_INSULT_1
 

omega20056

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All of my in-game flags are messed up, but it'd not the usual error you get after editing landed_titles. My error log is saying something about d_bostra and d_jordan (Two titles I added to Mesopotamia, they have flags).

Code:
[instanttextboxtype.cpp:92]: Not used, use maxWidth and maxHeight  file: launcher/interface/main.gui line: 87
[instanttextboxtype.cpp:92]: Not used, use maxWidth and maxHeight  file: launcher/interface/main.gui line: 104
[technology.cpp:718]: Missing Tech seed values:
[technology.cpp:745]: d_bostra
[technology.cpp:745]: d_jordan
[id.cpp:83]: Failed to create id 1004 61. Already exists in game.
[id.cpp:83]: Failed to create id 1005 61. Already exists in game.
[id.cpp:83]: Failed to create id 1006 61. Already exists in game.
[id.cpp:83]: Failed to create id 1007 61. Already exists in game.
[id.cpp:83]: Failed to create id 1008 61. Already exists in game.
[id.cpp:83]: Failed to create id 1009 61. Already exists in game.
[id.cpp:83]: Failed to create id 1010 61. Already exists in game.
[id.cpp:83]: Failed to create id 1011 61. Already exists in game.
[id.cpp:83]: Failed to create id 1002 61. Already exists in game.
[id.cpp:83]: Failed to create id 1003 61. Already exists in game.
[id.cpp:83]: Failed to create id 1028 61. Already exists in game.
[id.cpp:83]: Failed to create id 1029 61. Already exists in game.
[id.cpp:83]: Failed to create id 1030 61. Already exists in game.
[id.cpp:83]: Failed to create id 1031 61. Already exists in game.
[id.cpp:83]: Failed to create id 1032 61. Already exists in game.
[id.cpp:83]: Failed to create id 1033 61. Already exists in game.
[id.cpp:83]: Failed to create id 1034 61. Already exists in game.
[id.cpp:83]: Failed to create id 1035 61. Already exists in game.
[id.cpp:83]: Failed to create id 1036 61. Already exists in game.
[id.cpp:83]: Failed to create id 1037 61. Already exists in game.
[id.cpp:83]: Failed to create id 1038 61. Already exists in game.
[id.cpp:83]: Failed to create id 1039 61. Already exists in game.
[id.cpp:83]: Failed to create id 1040 61. Already exists in game.
[id.cpp:83]: Failed to create id 1041 61. Already exists in game.
[id.cpp:83]: Failed to create id 1042 61. Already exists in game.
[id.cpp:83]: Failed to create id 1043 61. Already exists in game.
[id.cpp:83]: Failed to create id 1044 61. Already exists in game.
[id.cpp:83]: Failed to create id 1045 61. Already exists in game.
[id.cpp:83]: Failed to create id 1046 61. Already exists in game.
[id.cpp:83]: Failed to create id 1047 61. Already exists in game.
[id.cpp:83]: Failed to create id 1048 61. Already exists in game.
[id.cpp:83]: Failed to create id 1049 61. Already exists in game.
[id.cpp:83]: Failed to create id 1050 61. Already exists in game.
[id.cpp:83]: Failed to create id 1051 61. Already exists in game.
[id.cpp:83]: Failed to create id 1052 61. Already exists in game.
[id.cpp:83]: Failed to create id 1053 61. Already exists in game.
[id.cpp:83]: Failed to create id 1054 61. Already exists in game.
[id.cpp:83]: Failed to create id 1057 61. Already exists in game.
[id.cpp:83]: Failed to create id 1058 61. Already exists in game.
[id.cpp:83]: Failed to create id 1060 61. Already exists in game.
[id.cpp:83]: Failed to create id 1070 61. Already exists in game.
[id.cpp:83]: Failed to create id 1071 61. Already exists in game.
[id.cpp:83]: Failed to create id 1091 61. Already exists in game.
[id.cpp:83]: Failed to create id 1091 61. Already exists in game.
[id.cpp:83]: Failed to create id 1092 61. Already exists in game.
[id.cpp:83]: Failed to create id 1093 61. Already exists in game.
[id.cpp:83]: Failed to create id 1094 61. Already exists in game.
[id.cpp:83]: Failed to create id 1000 61. Already exists in game.
[id.cpp:83]: Failed to create id 1001 61. Already exists in game.
[id.cpp:83]: Failed to create id 1012 61. Already exists in game.
[id.cpp:83]: Failed to create id 1013 61. Already exists in game.
[id.cpp:83]: Failed to create id 1014 61. Already exists in game.
[id.cpp:83]: Failed to create id 1015 61. Already exists in game.
[id.cpp:83]: Failed to create id 1016 61. Already exists in game.
[id.cpp:83]: Failed to create id 1017 61. Already exists in game.
[id.cpp:83]: Failed to create id 1018 61. Already exists in game.
[id.cpp:83]: Failed to create id 1019 61. Already exists in game.
[texturehandler.cpp:181]: Couldn't find texture file: .
 

richvh

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d_bostra and d_jordan aren't listed in history/technology. Not causing your problem, all that does is not set up beginning and target tech for ahead penalties.

More serious is all those duplicate IDs. Run Validator if at all possible to identify them. (I'm not sure what type of ID 61 is. Not event, that's 41.)
 

omega20056

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d_bostra and d_jordan aren't listed in history/technology. Not causing your problem, all that does is not set up beginning and target tech for ahead penalties.

More serious is all those duplicate IDs. Run Validator if at all possible to identify them. (I'm not sure what type of ID 61 is. Not event, that's 41.)
Validator told me some of my flags were missing, and it turned out I'd spelt them wrong versus the title names. It's always the little things.
 

Castellan7

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It uses only one, the one of last mod loaded...
Merge is only done for directories (as long as file names are different), which is way better for mod compatibility !

Thanks, but now I have another question. How do I know which order the mods are loaded in? Because in the launcher they just seem to be in alphabetical order, unless that is the order?
 

ShamanMcLamie

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Was wondering if someone had a guide, or a crash course to offer on setting up Republics.

What I'm mostly aiming to do is set up Merchant Republics in 769 with their 1066 and after Houses. The 15 families that are apart of Genoa, Pisa, Venice.
 

richvh

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Was wondering if someone had a guide, or a crash course to offer on setting up Republics.

What I'm mostly aiming to do is set up Merchant Republics in 769 with their 1066 and after Houses. The 15 families that are apart of Genoa, Pisa, Venice.

Hm, I think that just might be a Frequently Asked Question.

Thanks, but now I have another question. How do I know which order the mods are loaded in? Because in the launcher they just seem to be in alphabetical order, unless that is the order?

Just added the answer to that to the answer to this Frequently Asked Question.
 
Last edited:

rpstrategist

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Is there a code I could use as a part of an event to reduce the opinion of all Jewish rulers towards my character? Something like jewish_opinion = -50?
Just a thought.
You could create traits for example.

Code:
antisemite = {
	potential = {
		NOT = { religion = jewish }
	}
	opposites =  {
		jew
	}
	opposite_opinion = -50
}

jew = {
	potential = {
		religion = jewish
	}
	opposites =  {
		antisemite
	}
	opposite_opinion = -50
}

How your character gains the antisemite trait is up to you but i would suggest to make the jew trait a decision for AI. Because events can take time but ai will make decisions for sure. Something like:

Code:
decisions = {

	i_am_a_jew = {
		potential = {
			religion = jewish
			NOT = { trait = jew }
		}
		allow = {
			religion = jewish
			NOT = { trait = jew }
		}
		effect = {
			add_trait = jew
		}
		ai_will_do = {
			factor = 1
		}
	}
}

Don't forget to make icons for traits. Decisions can be without icon.
 

Madfrancis

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Is there a limit to how many events can be triggered in one event?

I have an on_post_birth event that is ste up to fire 14 different events at once. Upon game play testing however, it seems as if only the first four are firing the event with positive results. My suspicion is that the first four are the only events getting triggered and the rest are getting lost in the mix, but I'm not certain. I only know that the only positive results (trait added) I have seen have been in the first four events and none from any of the others.

Code:
character_event = { #on_yearly_childhood_pulse Talent Check .0004
	id = strsorcerer.0004
	hide_window = yes
	
	is_triggered_only = yes
	trigger = {
		has_character_flag = sorcerer
		age = 15
	}
	
	immediate = {
		character_event = { id = strsorcerer.0005 } # Fire
		character_event = { id = strsorcerer.0006 } # Water
		character_event = { id = strsorcerer.0007 } # Air
		character_event = { id = strsorcerer.0008 } # Earth
		character_event = { id = strsorcerer.0009 } # Life
		character_event = { id = strsorcerer.0010 } # Death
		character_event = { id = strsorcerer.0011 } # Charm
		character_event = { id = strsorcerer.0012 } # Terror
		character_event = { id = strsorcerer.0013 } # Making
		character_event = { id = strsorcerer.0014 } # Unmaking
		character_event = { id = strsorcerer.0015 } # Internal Focus
		character_event = { id = strsorcerer.0016 } # External Focus
		character_event = { id = strsorcerer.0017 } # Arcane
		character_event = { id = strsorcerer.0018 } # Ritual
	}
	
	option = {
		name = "ok"
	}
}