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mrguymiah

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Not sure. There are 2 ethnicities specified in vanilla.
I assume one refers to the graphical_culture of the religion of the province owner, but I don't know for the other one !
Code:
	spriteType = {
		name = "GFX_settlement_temple_norsegfx_norsegfx"
		texturefile = "gfx\\interface\\placeholder_temple_norse.tga"
		noOfFrames = 1
		norefcount = yes
	}
	spriteType = {
		name = "GFX_settlement_temple_norsegfx_muslimgfx"
		texturefile = "gfx\\interface\\placeholder_temple_norse.tga"
		noOfFrames = 1
		norefcount = yes
	}



What do you mean by "the province refuses to work" ? He doesn't appear ?
The province does not generate a character at runtime. It registers the de jure of the province (accessible through the duchy title), but the province doesn't connect to its physical location on the map.
I'll upload a pic in a minute.

Edit:
OVMk1xg.png

As you can see, I assigned a ruler for the purposes of testing, but the province on the map doesn't connect.
 
Last edited:

havenost

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Did you agree to the terms and conditions for Steam Workshop? If you didn't then you won't be able to upload.

I did. I have mods on the Civ 5 workshop...

I thought you had to press the upload button first? Its a green arrow pointing up.
That or I'm making it up and don't know it.

Is there a certain way I am suppose to pack my files before its recognizable to be uploaded? Cause at the moment I have a file called example.mod and then folder just called example... Do I need to put it in a zip folder or anything.
 

havenost

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Hmm in the CK2 wiki it says I am suppose to add the replace_path = thing whenever I change something... My mods have always worked with just name = and path =.

Is that the reason why I can't upload my mod/activated/deactivate in game with the content button? Cause I can always activate it on the game launcher on start up but I could never deactivate in game with the content button.
 

Aardvark Bellay

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Hmm in the CK2 wiki it says I am suppose to add the replace_path = thing whenever I change something... My mods have always worked with just name = and path =.

Is that the reason why I can't upload my mod/activated/deactivate in game with the content button? Cause I can always activate it on the game launcher on start up but I could never deactivate in game with the content button.

To upload you need to put it in the mod folder of the game, not the one in documents and unzipped, as far as i know.

edit..And Steam cloud sync for the game itself needs to be activated, as mentioned before.
 

olupien

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If I have a much later start date, let's say like 9000 AD, how can I stop all buildings from being built in a holding? I have changed the history/technologies and the corresponding "start date" for technology in the defines.lua but still all buildings are constructed at a game start....any insights?
 

jursamaj

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Hmm in the CK2 wiki it says I am suppose to add the replace_path = thing whenever I change something... My mods have always worked with just name = and path =.

Is that the reason why I can't upload my mod/activated/deactivate in game with the content button? Cause I can always activate it on the game launcher on start up but I could never deactivate in game with the content button.
Never use replace_path unless you want the game to ignore all vanilla files in that folder. That means your mod has to supply everything needed in that folder.

(I don't know which wiki you're using, but http://www.ckiiwiki.com/Modding doesn't say to use it whenever you change something.
 

jursamaj

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If I have a much later start date, let's say like 9000 AD, how can I stop all buildings from being built in a holding? I have changed the history/technologies and the corresponding "start date" for technology in the defines.lua but still all buildings are constructed at a game start....any insights?
In defines.lua, did you set DONT_EXECUTE_TECH_BEFORE, IDEAL_YEAR_LEVEL_0, and IDEAL_YEAR_LEVEL_8? Those 3 should do it.
 

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Did you activate Steam Cloud for CK2 ?
For some strange reason it is required for CK2 workshop...

To upload you need to put it in the mod folder of the game, not the one in documents and unzipped, as far as i know.

edit..And Steam cloud sync for the game itself needs to be activated, as mentioned before.

Never use replace_path unless you want the game to ignore all vanilla files in that folder. That means your mod has to supply everything needed in that folder.

(I don't know which wiki you're using, but http://www.ckiiwiki.com/Modding doesn't say to use it whenever you change something.

Thank you very much guys... it was because I didn't have the steam cloud sync thing on.

I made a lot of mods before so I always just used the name = and path =. But when I was searching for why content button never worked properly I found this article on the other CK2 wiki.

http://crusaderkings-two.wikia.com/wiki/Setting_up_a_mod
 

jursamaj

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Anyone able to help with this?
Just to verify:

1. The color of the province in provinces.bmp is (77;103;164)?

2. The line in definition.csv is exactly '1036;77;103;164;Soaron Mountain;x'? (no funny characters)

3. The province history file is named exactly '1036 - Soaron Mountain.txt'? (no funny characters)

4. default.map has 'max_provinces = 1037' or higher?
 

jursamaj

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mrguymiah

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Just to verify:

1. The color of the province in provinces.bmp is (77;103;164)?

2. The line in definition.csv is exactly '1036;77;103;164;Soaron Mountain;x'? (no funny characters)

3. The province history file is named exactly '1036 - Soaron Mountain.txt'? (no funny characters)

4. default.map has 'max_provinces = 1037' or higher?

1.
USWpOXu.png

2.
4DA1K0H.png

3.
NMJz7zC.png

3.A
b1ZzvVD.png

4.
X3qXkEP.png


Yep.
 

olupien

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In defines.lua, did you set DONT_EXECUTE_TECH_BEFORE, IDEAL_YEAR_LEVEL_0, and IDEAL_YEAR_LEVEL_8? Those 3 should do it.
yes I have set the don't execute and the other ones to the appropriate year that the game has the first bookmark for and then a later one :(
 

Dhop84

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Not sure. There are 2 ethnicities specified in vanilla.
I assume one refers to the graphical_culture of the religion of the province owner, but I don't know for the other one !
Code:
	spriteType = {
		name = "GFX_settlement_temple_norsegfx_norsegfx"
		texturefile = "gfx\\interface\\placeholder_temple_norse.tga"
		noOfFrames = 1
		norefcount = yes
	}
	spriteType = {
		name = "GFX_settlement_temple_norsegfx_muslimgfx"
		texturefile = "gfx\\interface\\placeholder_temple_norse.tga"
		noOfFrames = 1
		norefcount = yes
	}
Is there not a command you can use in a event to change a single holdings picture?
 

jursamaj

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is it possible to create a mod without altering files, just by using newly created original files in the folders instead?
In many cases, yes. If you are adding new events, decisions, localizations, basically anything that has its own folder, you can add a new file for that folder. You can even override specific definition in files in those folders, by naming your file right.

But any file that is directly in the 'common' folder, you'd have to edit or replace that file.