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Aardvark Bellay

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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?

Does Vanilla CK2 actually run ? I'd first supsect some problem in this regard.
 

Vox Nihili

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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'.
 

Voltspark

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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 }
}
 

Romulien

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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 }
}

Might work, but vanilla uses the following:
Code:
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?

It is possible, see http://www.ckiiwiki.com/Religion_(Modding)#Holy_sites
 

Mike Louis

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Does Vanilla CK2 actually run ? I'd first supsect some problem in this regard.

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.
 

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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'.

Multiple of 8s on each side. 8x8, 16x8, 8x16, 24x8 ...
Earlier on there was a hard limit but that has since been removed or at least increased. Your map 1) didn't use multiples of 8 and 2) is just insanely large. You shouldn't make a map with 65 million pixels. Keep it below 20 if you don't want to risk having problems due to the map size. For your Imperium map you can of course aim for a larger map. You should extensively test that, though, as noone really made such a thing and used it. Keanon made a pretty large map before but it that was for testing purposes only.
 

Mike Louis

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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.

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.
 

Aardvark Bellay

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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
....

That's also in my error.log , so i guess you can ignore that. Do you have a userdir for your mod ? Maybe you simply need to delete the gfx folder in it.
Apart from that, sorry. Don't know what or if anything changed in landed_titles or history. Check with Winmerge or Kdiff3.
 

fanoI

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I'm trying to simulate a sort of "Peace Conference" (probably not a lot historical but if a sort of "Napoleon" declare war to HRE in 1140 I suppose something big would have happened, right?), I like to invite this type of characters to the Conference:

  1. All the Independent Catholic character (with the Pope but excluding mercenaries and holy orders *)
  2. Any direct vassal of the (dissolving) Holy Roman Empire
  3. The Patricians of S.P.Q.R.
It is the second point that is giving me headache I want to call only direct vassals of the Emperor but I've only found two commands and no one seems the correct one: any_de_jure_vassal (but I want any vassal of the Emperor and the no de jure will be the more interested to participate to the Conference!) and any_realm_lord (this call the count vassals of Dukes under the Emperor... and the Emperor itself that so gets the event two times... the first one in the first point!).

The other thing is more a doubt, the (ex) Emperor Konrad the Cruel (the game calls him so...) of HRE directly controls the Duchies of Modena and Padua I've intention to make the Northern Italian Princes to vote to decide if become independent, remain part of Germania (successor state of HRE) or become part of S.P.Q.R.; the Emperor should have the right to vote or the land should be annexed to S.P.Q.R. outright? For balance and correctness probably he should have the right to vote being an Italian Prince in the end... on the other hand it will make sense that the winner will give him this chance? It is pretty obvious that he will vote to leave that land part of his realm...

A smart player, knowing he his losing, could try to revoke the land before the Peace Conference so to retain it, too!

* Well maybe if the Holy Order is landed could have the right to participate...
 

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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.
Yeah, those errors are normal.
I'd look for missing {brackets} or "quotes". Those are always what make my mods crash when loading, especially quotes. The game is extremely picky about those: forget the closing one from event text and... crash.
 

markmid

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1) What part of this do I need to mod, to remove the limit on the doge not being able to plot to seize trade posts?

Code:
# 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
	}
}

Thanks for any help.
 

Masterhummel

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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?
 

JonStryker

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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?

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!
 

Isinfier

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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.

I poked about with all of that and it still doesn't seem to work. Including the 'can_be_lowres = yes' also causes the game to crash on start for some benign reason. As far as I can tell only vanilla uses that line, whereas DLC files (Mongol, Celtic, Persian, etc) don't.

I'm stumped.