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ngppgn

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I just find an oddity and was wondering is someone could provide an explanation for it.

Let's say you create a new character in an event, and in the very same event's (new_character clause) you abdicate to that new character and call a new event for him (that is:

Code:
...
new_character {
...
character_event = { id = yourevent.1 }
}
The event won't take effect. however if you write
Code:
new_character {
...
THIS = {
character_event = { id = yourevent.1 }
}
}

it will work as intended. And no, there is no scope change between new_character and character_event in the first code.
 

lascupa0788

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Alright. Regards the interface, I can still edit existing ones, correct?

Also, when it comes to map modifications, what effects performance (most)? For instance, how much would six new provinces with six holdings each lag the game compared to 36 new provinces with 1 each? What about holding-less provinces such as sea and wasteland ones, how much do they effect things? Basically, I'm asking whether holdings, provinces, or both have a noticeable effect on performance.

This is still a concern...
 

DC123456789

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This is still a concern...

I think most of the performance concerns come from adding more characters. Since barons have a much smaller court than counts, adding more baronies per county would reduce the performance hit per holding. Of course, adding 6 provinces is probably not going to have any sort of noticeable impact.
 

lascupa0788

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No, but that was just an example- what I'm actually doing will bring the province count to about 1800 in all likelihood, not including wasteland or seas.
 

olupien

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Hey all, I have a general question relating to the WoL DLC and update. I have a mod I have been working on for quite some time now and it was working well before the patch. It now crashes to desktop after selecting Single Player or Multiplayer on the Main Menu screen. I have reduced the mod files in the actual mod folder to landed_titles, cultures and religions and a few of my custom gfx files for my custom cultures etc. I simply cannot figure out what is causing the crash... I have gone through the validator and it gives me errors relating to "duplicate names" in the cultures.txt file etc but nothing serious and nothing that was not present before the patch. I have also removed defines.lua and I just can't seem to find out which file is causing the crash. I have also updated the 00_religions file with the new code from the updated one etc. Any ideas?
 

DC123456789

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Hey all, I have a general question relating to the WoL DLC and update. I have a mod I have been working on for quite some time now and it was working well before the patch. It now crashes to desktop after selecting Single Player or Multiplayer on the Main Menu screen. I have reduced the mod files in the actual mod folder to landed_titles, cultures and religions and a few of my custom gfx files for my custom cultures etc. I simply cannot figure out what is causing the crash... I have gone through the validator and it gives me errors relating to "duplicate names" in the cultures.txt file etc but nothing serious and nothing that was not present before the patch. I have also removed defines.lua and I just can't seem to find out which file is causing the crash. I have also updated the 00_religions file with the new code from the updated one etc. Any ideas?

It's probably your gfx files. What files have you modded?
 

Parha

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I tried to run my mod through the validator and I got this...
Code:
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Users\jake\Documents\Paradox Interactive\Crusader Kings II\mod\Bvekhell\common\landed_titles'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
   at System.IO.Directory.EnumerateFiles(String path, String searchPattern, SearchOption searchOption)
   at Audax.Pdox.IO.PathResolver.DirectoryGetFiles(String path, String searchPattern, SearchOption searchOption)
   at Audax.Pdox.IO.Clausewitz2ModPathResolver.GetFilesInternal(DirectoryPath path, String searchPattern, SearchOption searchOption)
   at Audax.Pdox.IO.Clausewitz2ModPathResolver.GetFiles(DirectoryPath path, String searchPattern, SearchOption searchOption)
   at Audax.Pdox.IO.CDirectoryPath.GetFiles(String searchPattern, SearchOption searchOption)
   at Audax.Pdox.IO.CDirectory.GetFiles(CDirectoryPath path, String searchPattern, SearchOption searchOption)
   at Audax.Validator.Clausewitz.Ck2.MercenaryModifierFactory.LoadDefaultConstraints(Context c)
   at Audax.Validator.TypeCore.ConstraintPrevalidation.<>c__DisplayClass8.<OnPrevalidation>b__2(KeyValuePair`2 fac)
   at System.Linq.Enumerable.<SelectManyIterator>d__31`3.MoveNext()
   at Audax.Validator.TypeCore.ConstraintPrevalidation.OnPrevalidation(Context c, Scope scope)
   at Audax.Validator.GameValidator.Validate(Action onEachValidatorCompleteAction)
Can someone decipher that for me?

EDIT: The game keeps crashing on loading events, so does anything there relate to events?
 

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DC123456789, the trait for the mashiach keeps transferring to the children when it should only be the creator of Israel that gets it. The kids end up getting the mashiach descendant trait in addition to the mashiach trait. How do I fix this? I have the mashiach trait set to agnatic = no and inherit_chance = 0.
 

Parha

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DC123456789, the trait for the mashiach keeps transferring to the children when it should only be the creator of Israel that gets it. The kids end up getting the mashiach descendant trait in addition to the mashiach trait. How do I fix this? I have the mashiach trait set to agnatic = no and inherit_chance = 0.

Do you assign it via an event? If so, could we see the event?
 

ThePatriot1776

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Do you assign it via an event? If so, could we see the event?

Sure, here are both events.

Code:
#The HaMashiakh has come!
namespace = EI

The HaMashiakh 
narrative_event = {
	id = EI.101
	title = EVTNAME_EI_101
	desc = EVTDESC_EI_101
	picture = GFX_evt_coronation_cm
	border = GFX_event_narrative_frame_religion
	
	is_triggered_only = yes
	
	hide_from = yes
	
	immediate = {
		add_trait = hamashiakh
	}
	
	option = {
		name = EVTOPTA_EI_101A
		hidden_tooltip = {
			any_playable_ruler = {
				limit = { 
					ai = no 
					NOT = { character = ROOT }
				}
				narrative_event = { id = EI.101 }
			}
		}
	}
}

# Children gains Ben HaMashiakh trait from Mashiach

namespace = EI
#Children gains the Ben HaMashiakh trait
character_event = {
    id = EI.102
	title = EVTNAME_EI_102
	
    hide_window = yes
	
	trigger = {
		OR = {
			mother = { trait = hamashiakh }
			father = { trait = hamashiakh }
			mother = { trait = ben_hamashiakh }
			father = { trait = ben_hamashiakh } 
		}
		NOT = { trait = ben_hamashiakh }
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	immediate = {
		add_trait = ben_hamashiakh
	}
	
	option = {
		name = OK
	}
}
 
Last edited:

ThePatriot1776

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Can we see the code for the Mashiach trait itself?

Here are the traits.

Code:
hamashiakh = {
	agnatic = no
	inherit_chance = 0
	random = no
	customizer = no
	religious = yes
	religious_branch = jewish
	tolerates_jewish_group = yes
	church_opinion = 20
	vassal_opinion = 20
	dynasty_opinion = 20
	muslim_opinion = -20
	christian_opinion = -20
}

ben_hamashiakh = {
	random = no
	customizer = no
	religious = yes
	religious_branch = jewish
	tolerates_jewish_group = yes
	liege_opinion = 10
	church_opinion = 10
	vassal_opinion = 10
	dynasty_opinion = 10
	muslim_opinion = -20
	christian_opinion = -20
}

Just realized, why do you have this
Code:
		hidden_tooltip = {
			any_playable_ruler = {
				limit = { 
					ai = no 
					NOT = { character = ROOT }
				}
				narrative_event = { id = EI.101 }
			}
		}
at the end? This is basically making anyone not AI also gain the trait

Umm I don't know since I just copied another event and used it for this. I don't know how to script.
 

Parha

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I would recommend that you remove it as it serves no function and in a multiplayer game, it would make every player gain the trait. Also, you can remove the agnaitc = no and inherit_chance = 0 from the code as it serves no purpose except making the file larger. Also, never heard of religious_branch = jewish, may also be useless. Finally, there is no muslim_opnion, there is only religious opinion and then christian_opinion.
 

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I would recommend that you remove it as it serves no function and in a multiplayer game, it would make every player gain the trait. Also, you can remove the agnaitc = no and inherit_chance = 0 from the code as it serves no purpose except making the file larger. Also, never heard of religious_branch = jewish, may also be useless. Finally, there is no muslim_opnion, there is only religious opinion and then christian_opinion.

Removed the parts you said. On the modding trait page it shows Muslim opinion, but not Christian opinion. It does show up for Muslims and has the assigned malus.

The religious branch means that if the character ever changes religion that they will lose the trait. It works in the game because I had a character with the trait switch to Samaritan and he lost the trait.