I bought a new laptop after my previous one had a backlight problem. When I tried to update my personal mod to the current patch, it crashes whenever at the Loading Flags screen. I'm throughly checked both my landed_titles.txt files and my history files. Is there's anyone who managed to successfully update their mods to the current patch? If so, could you help me solve the Loading Flags CTD issue?
NOT = { #Impossible condition
mother = { is_female = yes }
father = { is_female = no }
}
Is there a way for me to check if a character has parents? I'm trying to make an event fire for the random characters who occasionally pop up in courts.
Would this work for a condition? I think this would only fire if the character doesn't have parents.
Code:NOT = { #Impossible condition mother = { is_female = yes } father = { is_female = no } }
NOT = { mother_even_if_dead = { always = yes } }
NOT = { father_even_if_dead = { always = yes } }
Hiya, I'm new to modding CK2 but not modding in general. Is it possible for a heresy to have different holy sites from the parent religion and if so where I would edit that?
Does Vanilla CK2 actually run ? I'd first supsect some problem in this regard.
Question regarding maximum map size. Is there a hard limit as to the maximum HxW you can have a map? Can the last digit of both hxw end in a four each or must one end in a four while the other ends in a two? Or is the max size restricted to size as far as in MB's? This is of course being asked for all the map associated files. I ask because my original map size of 5632x2304 loads just fine while having increased it to 12924x5304 (and adjusting the other files accordingly I think) I get a ctd. I'm trying to see if I can increase the scale of the map to make it seem more 'vast'.
It's not vanilla that's giving me problems. I believe it may have something to do with the landed_titles.txt file of my mod. I'm currently working on vanilla-like version of the landed_titles.txt (de jure setup unchanged) to see if it will solve my problem.
[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
I finished redoing the landed_titles.txt file, and when I try to start the game with the mod activated, it CTD with the following errors:
....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
Yeah, those errors are normal.I finished redoing the landed_titles.txt file, and when I try to start the game with the mod activated, it CTD with the following errors:
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
Note: I can load the game normally in vanilla.
# Seize Trade Post (Republics only)
plot_seize_trade_post = {
type = rep_trade_posts
intrigue_plot = yes
# Plotter scope
potential = {
has_dlc = "The Republic"
is_patrician = yes
is_merchant_republic = no
prisoner = no
age = 16
NOT = { trait = incapable }
NOT = { trait = imbecile }
}
# Target scope
allow = {
has_trade_post = yes
trade_post_owner = {
num_of_trade_post_diff = {
character = FROM
value = 1
}
OR = {
same_liege = FROM
any_vassal = { character = FROM }
}
NOT = { character = FROM }
NOT = {
has_opinion_modifier = { who = FROM modifier = opinion_seized_tp }
}
}
any_neighbor_province = {
has_trade_post = yes
trade_post_owner = {
character = FROM
}
}
}
chance = {
factor = 1 # Must be an integer
modifier = {
factor = 0.0
FROM = {
ai = yes
war = yes
}
}
modifier = {
factor = 0.01
FROM = { trait = content }
}
modifier = {
factor = 0.2
FROM = { trait = slow }
}
modifier = {
factor = 0.2
FROM = { trait = kind }
}
modifier = {
factor = 0
ROOT = {
holder_scope ={
NOT = { character = FROM }
reverse_opinion = { who = FROM value = 25 }
}
}
OR = {
FROM = { trait = envious }
FROM = { trait = deceitful }
FROM = { trait = ambitious }
}
}
modifier = {
factor = 0
ROOT = {
holder_scope ={
NOT = { character = FROM }
reverse_opinion = { who = FROM value = 50 }
}
}
NOT = {
OR = {
FROM = { trait = envious }
FROM = { trait = deceitful }
FROM = { trait = ambitious }
}
}
}
modifier = {
factor = 0.2
ROOT = {
holder_scope ={
NOT = { character = FROM }
reverse_opinion = { who = FROM value = 0 }
}
}
OR = {
FROM = { trait = envious }
FROM = { trait = deceitful }
FROM = { trait = ambitious }
}
}
modifier = {
factor = 0.2
ROOT = {
holder_scope ={
NOT = { character = FROM }
reverse_opinion = { who = FROM value = 25 }
}
}
NOT = {
OR = {
FROM = { trait = envious }
FROM = { trait = deceitful }
FROM = { trait = ambitious }
}
}
}
modifier = {
factor = 1.5
NOT = {
ROOT = {
holder_scope = {
NOT = { character = FROM }
reverse_opinion = { who = FROM value = -50 }
}
}
}
}
modifier = {
factor = 1.5
NOT = {
ROOT = {
holder_scope = {
NOT = { character = FROM }
reverse_opinion = { who = FROM value = -75 }
}
}
}
}
modifier = {
factor = 1.5
FROM = { trait = quick }
}
modifier = {
factor = 2.0
FROM = { trait = envious }
}
modifier = {
factor = 2.0
FROM = { trait = deceitful }
}
modifier = {
factor = 4.0
FROM = { trait = ambitious }
}
modifier = {
factor = 4.0
ROOT = {
holder_scope = {
num_of_trade_post_diff = {
character = FROM
value = 10
}
}
}
}
}
success = {
trade_post_owner = {
character = FROM
}
}
abort = {
# holder = {
# independent = yes
# }
}
abort_effect = {
FROM = {
clr_character_flag = plot_seize_trade_post_decision_taken
}
}
effect = {
seize_trade_post = FROM
}
}
Hello,
i have a question regarding asset modding, is it possible to make the game use additional unit models and assign them to a culture?
As i looked up the /gfx/ folder, i saw that paradox uses a proprietary third-party format (.xac) for their meshes. Though, i'll read in the wiki that CK2 is as well able to load .mesh files since Charlemagne. Which could be easily created by open source tools like blender.
So, my extended question is: Is CK2 able to read .mesh/.anim files i place in the /gfx/ folder and use them as custom units? If not, is there another approach or should i dump that idea entirely?
Might be that you cropped it when you pasted the code, but if not... You need to put those inside spriteTypes = { }. If that's not the problem, then I don't see it. Maybe try with 'can_be_lowres = yes'. I don't even know what it does, but vanilla uses it for pretty much everything.
The Jorodox tool promises to be able to create such things: http://forum.paradoxplaza.com/forum/showthread.php?832866-Tool-JoroDox-mod-making-tool
Maybe you can create something grand with that!