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HandicapdHippo

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So as nobody else seems to have created a thread, feel free to contribute any breaking changes to existing functionality or obscure gotchas that may frustrate others seeking to update mods to the latest patch.
 

richvh

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map/: There is now a colormap_time file.
interface/portrait_properties.txt: There are now 24 frames in p0, 19 frames in p33, 10 in p34.
There are probably new defines in common/defines.lua, which won't affect mods that have put their define changes in common/defines/*.lua.
New succession laws: succ_eldership, succ_hre_elective, succ_byzantine_elective
 

chatnoir17

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I have just updated the interface and map folders of NMIH mod, which could run with 2.8.4.
Unfortunately it got still CTD with 3.0 after selecting the play character. Maybe common files are the key (these files aren't updated yet).

map/: There is now a colormap_time file.
interface/portrait_properties.txt: There are now 24 frames in p0, 19 frames in p33, 10 in p34.

The colormap_time file seems no effect on alternative maps.
I have removed additional properties and the portraits of NMIH works correctly.
Apparently these parts are not the must of the new update.
 
Last edited:

Balk_J

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I have just updated the interface and map folders of NMIH mod, which could run with 2.8.4.
Unfortunately it got still CTD with 3.0 after selecting the play character. Maybe common files are the key (these files aren't updated yet).

I'm having the same problem. My mod crashes when I click Start Game... the bar gets to "Loading game" before the CTD. I've updated most things in the common directory but it hasn't helped yet.

Edit:
My problem was caused by the new file common/trade_routes/01_trans_saharan_trade_route.txt.
It was referring to province IDs that don't exist in my mod. Replacing it with a blank file got the game to start without crashing.
 
Last edited:

richvh

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New folders:
common/alternate_start
common/bloodlines
common/religion_features
common/scripted_score_values
common/succession_voting

files changed:
common/defines.lua
common/static_modifiers.txt
common/artifact_spawns/00_artifactspawns.txt
All files in common/artifacts/
In common/buildings/, 00_buildings.txt, 00_Castle.txt, 00_CastleCulture.txt, 00_nomad.txt, 00_tribal.txt
All existing files in common/cb_types/
common/combat_tactics/00_combat_tactics.txt
All files in common/council_positions/
All files in common/cultures/ (graphical_culture changes, additions to account for alternate starts, some name list changes, added cultures)
common/death/00_death.txt
common/death_text/00_death_text.txt
common/disease/00_disease.txt
common/dynasties/00_dynasties.txt
common/event_modifiers/00_event_modifiers.txt
common/execution_methods/00_execution_methods.txt
common/game_rules/00_game_rules.txt
common/government_flavor/00_government_flavor.txt
All files in common/graphicalculturetypes/
common/heir_text/00_heir_text.txt
common/holding_types/00_holding_types.txt
common/job_actions/00_job_actions.txt
common/job_titles/00_job_titles.txt
All files in common/landed_titles/
In common/laws/, crown_laws.txt, demesne_laws.txt, succession_laws.txt, ze_council_power_laws.txt, ze_crown_laws.txt and ze_demesne_laws.txt
common/mercenaries/00_mercenaries.txt
common/minor_titles/00_minor_titles.txt
common/modifier_definitions/00_modifier_definitions.txt
common/nicknames/00_nicknames.txt
In common/objectives/, 00_ambitions.txt, 00_factions.txt, 00_focuses.txt, 00_plots.txt, 00_zeus_ambitions.txt, 00_zeus_childhood_focuses.txt, 00_zeus_education_focuses.txt
common/offmap_powers/00_offmap_powers.txt
common/on_actions/00_on_actions.txt (documentation file added)
common/opinion_modifiers/00_opinion_modifiers.txt
common/province_setup/00_province_setup.txt
common/religion_modifiers/00_religion_modifiers.txt
common/religions/00_religions.txt (crusade documentation file added)
common/religious_titles/00_religious_titles.txt
common/retinue_subunits/00_retinue_subunits.txt
common/scripted_effects/00_scripted_effects.txt
All existing files in common/scripted_triggers/
In common/societies, 00_societies.txt, and the documentation files quest_scripts.info, societies.info
common/trade_routes/00_silk_route.txt
In common/traits/, all existing files except the documentation file
In decisions/, conversion_decisions.txt, councilor_decisions.txt, dynasty_decisions.txt, employment_decisions.txt, faction_decisions.txt, HL_clan_decisions.txt, HL_decisions.txt, HL_mercenary_decisions.txt, HL_title_decisions.txt, indian_holy_order_decisions.txt, jd_bon_decisions.txt, jd_grace_decisions.txt, jd_jewish_decisions.txt, jd_grace_decisions.txt, jd_taoist_decisions.txt, jd_zoroastrian_decisions.txt, minor_decisions.txt, mnm_devil_worshippers_decisions.txt, mnm_hermetics_decisions.txt, mnm_society_decisions.txt, norse_minor_decisions.txt, plot_decisions.txt, realm_decisions.txt, religious_decisions.txt, rip_torture_decisions.txt, rip_various_decisions.txt, settlement_decisions.txt, sunset_decisions.txt, title_decisions.txt, trade_post_decisions.txt, unit_decisions.txt, vassal_decisions.txt, way_of_life_decisions.txt, ze_ambition_decisions.txt, ze_decisions.txt, ze_war_chest.txt
In events/, many many files
Changes in history/characters, history/provinces, history/technology and history/titles
Changes in interface/coat_of_arms/, interface/portrait_properties/ and interface_portraits/
Many new and changed files in interface/
In map/, adjacencies.csv, climate.txt, default.map, definition.csv, geographical_regions.txt, island_regions.txt, positions.txt, provinces.bmp, rivers.bmp, terrain.bmp, topology.bmp, trees.bmp, world_normal_height.bmp

new files:
In common/buildings/, 00_tribal_pillars.txt, 00_tribalCulture.txt, 01_tradepost.txt
In common/cb_types/, 02_cb_types_shattered_world.txt (documentation file also added)
common/council_voting/10_special_cases.txt
common/dynasties/01_animal_dynasties.txt
common/modifier_definitions/01_text_modifiers.txt (documentation file also added)
common/objectives/00_HF_ambitions.txt
In common/scripted_effects, 01_scripted_effects_duels.txt, 02_scripted_effects_alternate_start.txt, 03_scripted_effects_sainthood.txt, 04_scripted_effects_crusades.txt, 05_scripted_effects_competitions.txt, 06_scripted_effects_legendary_bloodlines.txt, 07_scripted_effects_holy_orders.txt
in common/scripted_triggers, 01_scripted_triggers_combat.txt, 02_scripted_triggers_warrior_lodges.txt, 03_crusades.txt, 04_scripted_triggers_legendary_bloodlines.txt, 06_africa.txt, 07_determine_exile.txt
common/trade_routes/01_trans_sahara_trade_route.txt
In common/traits/, 03_traits.txt and battle_scars_and_tattoos_traits.txt
In decisions/, HF_baptism_decisions.txt, HF_bloodline_decisions.txt, HF_coronation_decisions.txt, HF_realm_decisions.txt, HF_religious_decisions.txt, HF_sway_antagonize_decisions.txt, hf_warrior_lodge_decisions.txt, HFP_crusades.txt, HFP_holy_order_decisions.txt, HFP_minor_decisions.txt, HFP_realm_decisions.txt
In events/, many files
 

chatnoir17

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I'm having the same problem. My mod crashes when I click Start Game... the bar gets to "Loading game" before the CTD. I've updated most things in the common directory but it hasn't helped yet.

Edit:
My problem was caused by the new file common/trade_routes/01_trans_saharan_trade_route.txt.
It was referring to province IDs that don't exist in my mod. Replacing it with a blank file got the game to start without crashing.

My problem isn't solved by trade routes because the mod uses replace_path.
But I agree that trade notes cause sometimes CTD. :)
 

garion132

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My problem isn't solved by trade routes because the mod uses replace_path.
But I agree that trade notes cause sometimes CTD. :)
i am having a similar issue, however after doing some testing(attempting to start in ironman) it seems to be an issue with the random world feature(the save game registers as random world despite not being created as such)
 

chatnoir17

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i am having a similar issue, however after doing some testing(attempting to start in ironman) it seems to be an issue with the random world feature(the save game registers as random world despite not being created as such)

Good point. So map (or total overhaul) mods might need to check "common/alternate_start" carefully (especially province ids).

P.S.
Tried to comment out province ids in the 01_spread.txt. The crash continues.

Another possibility is missing "terrain" entry in province files. Missing these codes in the province set up folder caused CTD in the last patches.
 
Last edited:

HandicapdHippo

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Another possibility is missing "terrain" entry in province files. Missing these codes in the province set up folder caused CTD in the last patches.
The province_setup folder was removed, do you still have it in common and maybe it still being there causes an issue?

- Eliminated the "province_setup" folder. Now based purely on province history instead, meaning you no longer have to duplicate script
 

chatnoir17

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The province_setup folder was removed, do you still have it in common and maybe it still being there causes an issue?

The province set up file is blank in NMIH mod just as patch 3.0.
I mean, province files have now new entry "terrain", and I haven't touched these files yet. So, I am guessing this missing might cause CTD when the player starts the game.
 

OwIcohoIic

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Posted this on the Ck2MapTools thread, but it allows custom maps to use the shattered world and random map features without crashing. There's also an example mod attached on hte post over at the other thread.


Here's the basic instructions though:
  1. Delete the common/province_setup folder - it's no longer needed/used by the game.
  2. Create a folder called alternate_start in the common folder
  3. Copy 01_spread from the vanilla game's alternate_start folder into your mod's alternate_start folder
  4. Remove all entries in the adjacencies section
  5. search for any references of 'province = ' and delete those secitons of code
  6. Boot up the game with the mod and have some random fun!
To make things a little easier, here is the 01_spread.txt with everything done for you already, just delete everyhing in your txt and copy this over instead


Code:
adjacencies = {
}

culture_group_spread = {
    factor = 100
   
    modifier = {
        factor = 10
        num_culture_provinces < 20
    }
    modifier = {
        factor = 0.8
        num_culture_provinces > 30
    }
    modifier = {
        factor = 0.8
        num_culture_provinces > 40
    }
    modifier = {
        factor = 0.8
        num_culture_provinces > 50
    }
    modifier = {
        factor = 0.8
        num_culture_provinces > 60
    }
    modifier = {
        factor = 0.8
        num_culture_provinces > 70
    }
    modifier = {
        factor = 0.8
        num_culture_provinces > 80
    }
    modifier = {
        factor = 0.8
        num_culture_provinces > 90
    }
    modifier = {
        factor = 0.8
        num_culture_provinces > 100
    }
    modifier = {
        factor = 0.8
        num_culture_provinces > 110
    }
    modifier = {
        factor = 8
        culture_group = altaic
        NOT = {
            has_alternate_start_setting = {
                setting = culture
                option = full_random
            }
        }
    }     
    modifier = {
        factor = 0.05
        culture_group = chinese_group
        NOT = {
            has_alternate_start_setting = {
                setting = culture
                option = full_random
            }
        }
    }
    modifier = {
        factor = 3
        culture_group = latin
        year = 1000
        NOT = {
            has_alternate_start_setting = {
                setting = culture
                option = full_random
            }
        }
    }
    modifier = { # Boost groups with many individual cultures somewhat
        factor = 1.5
        OR = {
            culture_group = byzantine
            culture_group = celtic
            culture_group = baltic
            culture_group = arabic
            culture_group = dravidian_group
        }
        NOT = {
            has_alternate_start_setting = {
                setting = culture
                option = full_random
            }
        }
    }
    modifier = { # Boost groups with very many individual cultures even more
        factor = 3
        OR = {
            culture_group = byzantine
            culture_group = finno_ugric
            culture_group = iranian
            culture_group = indo_aryan_group
        }
        NOT = {
            has_alternate_start_setting = {
                setting = culture
                option = full_random
            }
        }
    }
    modifier = {
        factor = 14
        OR = {
            culture_group = horse_group
            culture_group = cat_group
            culture_group = bear_group
            culture_group = hedgehog_group
            culture_group = duck_group
            culture_group = dog_group
            culture_group = dragon_group
            culture_group = elephant_group
        }
        has_alternate_start_parameter = { key = special_culture value = animal_kingdoms }
    }
    modifier = {
        factor = 0.5
        NOR = {
            culture_group = horse_group
            culture_group = cat_group
            culture_group = bear_group
            culture_group = hedgehog_group
            culture_group = duck_group
            culture_group = dog_group
            culture_group = dragon_group
            culture_group = elephant_group
        }
        has_alternate_start_parameter = { key = special_culture value = animal_kingdoms }
    }
}

culture_spread = {
    factor = 100
   
    modifier = {
        factor = 10
        num_culture_provinces < 3
    }
    modifier = {
        factor = 0.8
        num_culture_provinces > 5
    }
    modifier = {
        factor = 0.8
        num_culture_provinces > 10
    }
    modifier = {
        factor = 0.8
        num_culture_provinces > 15
    }
    modifier = {
        factor = 0.8
        num_culture_provinces > 20
    }
    modifier = {
        factor = 0.8
        num_culture_provinces > 25
    }
    modifier = {
        factor = 0.8
        num_culture_provinces > 30
    }
    modifier = {
        factor = 0.1
        culture = crimean_gothic
        NOT = {
            has_alternate_start_setting = {
                setting = culture
                option = full_random
            }
        }
    }
    modifier = {
        factor = 0.3
        culture = dalmatian
        NOT = {
            has_alternate_start_setting = {
                setting = culture
                option = full_random
            }
        }
    }
    modifier = {
        factor = 0.3
        culture = khitan
        NOT = {
            has_alternate_start_setting = {
                setting = culture
                option = full_random
            }
        }
    }
    modifier = {
        factor = 0.3
        culture = norman
        NOT = {
            has_alternate_start_setting = {
                setting = culture
                option = full_random
            }
        }
    }
    modifier = {
        factor = 0.6
        culture = occitan
        NOT = {
            has_alternate_start_setting = {
                setting = culture
                option = full_random
            }
        }
    }
}

religion_group_spawn = {
    factor = 100
    modifier = {
        factor = 0.001
        any_religion_distance < 200
    }
    modifier = {
        factor = 0.1
        any_religion_distance < 350
    }
    modifier = { # No starting on islands, except the British Isles
        factor = 0
        is_island = yes
        NOT = { region = world_europe_west_brittania }
    }
}

religion_group_spread = {
    factor = 100
   
    modifier = {
        factor = 10
        num_religion_provinces < 5
    }
    modifier = {
        factor = 0.8
        num_religion_provinces > 20
    }
    modifier = {
        factor = 0.8
        num_religion_provinces > 40
    }
    modifier = {
        factor = 0.8
        num_religion_provinces > 60
    }
    modifier = {
        factor = 0.8
        num_religion_provinces > 80
    }
    modifier = {
        factor = 0.8
        num_religion_provinces > 100
    }
    modifier = {
        factor = 0.8
        num_religion_provinces > 120
    }
    modifier = {
        factor = 0.8
        num_religion_provinces > 140
    }
    modifier = {
        factor = 0.8
        num_religion_provinces > 160
    }
    modifier = {
        factor = 0.8
        num_religion_provinces > 180
    }
    modifier = {
        factor = 0.035
        religion_group = jewish_group
        NOT = {
            has_alternate_start_setting = {
                setting = religion
                option = full_random
            }
        }
    }
    modifier = {
        factor = 0.25
        religion_group = zoroastrian_group
        year = 1000
        NOT = {
            has_alternate_start_setting = {
                setting = religion
                option = full_random
            }
        }
    }
    modifier = {
        factor = 5
        religion_group = pagan_group
        NOT = { year = 1000 }
        NOT = {
            has_alternate_start_setting = {
                setting = religion
                option = full_random
            }
        }
        NOT = {
            has_alternate_start_setting = {
                setting = random_scenario_more_pagans
                option = checked
            }
        }
    }
    modifier = {
        factor = 2.25
        religion_group = muslim
        NOT = {
            has_alternate_start_setting = {
                setting = religion
                option = full_random
            }
        }
    }
    modifier = {
        factor = 2.75
        religion_group = christian
        NOT = {
            has_alternate_start_setting = {
                setting = religion
                option = full_random
            }
        }
    }
    modifier = {
        factor = 1.75
        religion_group = indian_group
        NOT = {
            has_alternate_start_setting = {
                setting = religion
                option = full_random
            }
        }
    }
    modifier = {
        factor = 25
        religion_group = pagan_group
        has_alternate_start_setting = {
            setting = random_scenario_more_pagans
            option = checked
        }
    }
}

religion_spread = {
    factor = 100
   
    modifier = {
        factor = 10
        num_religion_provinces < 2
    }
    modifier = {
        factor = 0.8
        num_religion_provinces > 10
    }
    modifier = {
        factor = 0.8
        num_religion_provinces > 20
    }
    modifier = {
        factor = 0.8
        num_religion_provinces > 30
    }
    modifier = {
        factor = 0.8
        num_religion_provinces > 40
    }
    modifier = {
        factor = 0.8
        num_religion_provinces > 50
    }
    modifier = {
        factor = 0.8
        num_religion_provinces > 60
    }
    modifier = {
        factor = 0.6
        religion = jain
        year = 1000
        NOT = {
            has_alternate_start_setting = {
                setting = religion
                option = full_random
            }
        }
    }
    modifier = {
        factor = 0.3
        religion = shiite
        NOT = {
            has_alternate_start_setting = {
                setting = religion
                option = full_random
            }
        }
    }
    modifier = {
        factor = 0.2
        religion = ibadi
        NOT = {
            has_alternate_start_setting = {
                setting = religion
                option = full_random
            }
        }
    }
    modifier = {
        factor = 0.65
        religion = orthodox
        NOT = {
            has_alternate_start_setting = {
                setting = religion
                option = full_random
            }
        }
    }
    modifier = {
        factor = 0.2
        religion = miaphysite
        NOT = {
            has_alternate_start_setting = {
                setting = religion
                option = full_random
            }
        }
    }
    modifier = {
        factor = 0.15
        religion = nestorian
        NOT = {
            has_alternate_start_setting = {
                setting = religion
                option = full_random
            }
        }
    }
    modifier = {
        factor = 0.05
        religion = taoist
        NOT = {
            has_alternate_start_setting = {
                setting = religion
                option = full_random
            }
        }
    }
    modifier = {
        factor = 0.2
        religion = manichean
        NOT = {
            has_alternate_start_setting = {
                setting = religion
                option = full_random
            }
        }
    }
    modifier = {
        factor = 0.2
        religion = zun_pagan
        NOT = {
            has_alternate_start_setting = {
                setting = religion
                option = full_random
            }
        }
        NOT = {
            has_alternate_start_setting = {
                setting = random_scenario_more_pagans
                option = checked
            }
        }
    }
    modifier = {
        factor = 0.5
        religion = bon
        NOT = {
            has_alternate_start_setting = {
                setting = religion
                option = full_random
            }
        }
        NOT = {
            has_alternate_start_setting = {
                setting = random_scenario_more_pagans
                option = checked
            }
        }
    }
}

dejure_kingdom_spread = {
    factor = 100
    modifier = {
        factor = 5
        distance = { where = FROM value < 100 }
    }
    modifier = {
        factor = 0.6
        distance = { where = FROM value > 200 }
    }
    modifier = {
        factor = 0.6
        distance = { where = FROM value > 300 }
    }
    modifier = {
        factor = 0.6
        distance = { where = FROM value > 400 }
    }
    modifier = {
        factor = 0.6
        distance = { where = FROM value > 500 }
    }
    modifier = {
        factor = 0.6
        distance = { where = FROM value > 600 }
    }
    modifier = {
        factor = 0.6
        distance = { where = FROM value > 700 }
    }
    modifier = {
        factor = 0.6
        distance = { where = FROM value > 800 }
    }
    modifier = {
        factor = 0.6
        distance = { where = FROM value > 900 }
    }
    modifier = {
        factor = 0.6
        distance = { where = FROM value > 1000 }
    }
}

dejure_empire_spread = {
    factor = 100
    modifier = {
        factor = 5
        distance = { where = FROM value < 100 }
    }
    modifier = {
        factor = 0.6
        distance = { where = FROM value > 200 }
    }
    modifier = {
        factor = 0.6
        distance = { where = FROM value > 300 }
    }
    modifier = {
        factor = 0.6
        distance = { where = FROM value > 400 }
    }
    modifier = {
        factor = 0.6
        distance = { where = FROM value > 500 }
    }
    modifier = {
        factor = 0.6
        distance = { where = FROM value > 600 }
    }
    modifier = {
        factor = 0.6
        distance = { where = FROM value > 700 }
    }
    modifier = {
        factor = 0.6
        distance = { where = FROM value > 800 }
    }
    modifier = {
        factor = 0.6
        distance = { where = FROM value > 900 }
    }
    modifier = {
        factor = 0.6
        distance = { where = FROM value > 1000 }
    }
}

holy_site_spread = {
    factor = 100
    # We want three holy sites within the religion's borders, and two outside
    modifier = {
        factor = 0
        NOT = { religion = FROM }
        FROM = { num_holy_sites_generated < 1 }
    }
    modifier = {
        factor = 0.01
        NOT = { religion = FROM }
        NOT = { parent_religion = { religion = FROM } }
        FROM = { num_holy_sites_generated < 3 }
    }
    modifier = {
        factor = 0.001
        NOT = { religion_group = FROM }
        FROM = { num_holy_sites_generated < 3 }
    }
    modifier = {
        factor = 0.001
        FROM = { num_holy_sites_generated >= 3 }
        religion = FROM
    }
    # Stay near our borders
    modifier = {
        factor = 2
        religion_group = FROM
    }
    # Avoid clustering
    modifier = {
        factor = 0 # We simply never want to be adjacent to a holy site
        any_neighbor_province = {
            is_holy_site = FROM
        }
    }
    modifier = {
        factor = 0
        holy_site_distance = { target = FROM value < 100 }
    }
    modifier = {
        factor = 0.01
        holy_site_distance = { target = FROM value < 200 }
    }
    modifier = {
        factor = 0.1
        holy_site_distance = { target = FROM value < 300 }
        FROM = { NOT = { religion_group = pagan_group } }
    }
    modifier = {
        factor = 20
        holy_site_distance = { target = FROM value > 500 }
        FROM = { num_holy_sites_generated > 0 }
    }
    modifier = { # Pagan sites tend to be closer
        factor = 30
        holy_site_distance = { target = FROM value < 350 }
        FROM = { religion_group = pagan_group }
    }
    modifier = {
        factor = 0 # We use this as a proxy for religion distance, because religion distance is expensive to calculate
        NOT = { religion = FROM }
        NAND = {
            parent_religion = { religion = FROM }
            FROM = { num_holy_sites_generated >= 3 } # Heresies can put their 3rd holy site in their parent religion
        }
        FROM = { num_holy_sites_generated > 0 }
        holy_site_distance = { target = FROM value > 400 }
    }
    # Sharing some holy sites with parent religion is neat
    modifier = {
        factor = 100
        FROM = {
            parent_religion = {
                ROOT = {
                    is_holy_site = PREV
                }
            }
        }
    }
}

It'll need more tweaking for custom religions and such, but it's pretty straightforward.
 

richvh

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I've gotten a crash with my CKGenerator random maps on some generations, it seems to originate from the customizable_localization:

Code:
defined_text = {
    name = GetJesus

    text = {
        trigger = {
            NOT = {
                has_alternate_start_parameter = { key = religion_names value = random }
            }
        }
        localisation_key = string_jesus_christ
    }

    text = {
        trigger = {
            has_alternate_start_parameter = { key = religion_names value = random }
        }
        localisation_key = string_not_jesus_christ
    }
}

Specifically something about the trigger:

Code:
    has_alternate_start_parameter = { key = religion_names value = random }

is causing it to crash during initial load (Loading Events).

No custom religions, generated mod has only catholic + norman used (since its designed purely for use with Random World not to be played directly)

No idea why yet. If anyone has any clever ideas would love to hear about them :)
Missing key in religion_name_formats in alternate_starts/02_naming.txt most likely:
common/alternate_start/_documentation.info said:
== Religion name generation ==
Religion naming comes in three formats: character name based, dynasty name based, and holy site based.
These are equally likely.

What loc keys to use are defined in "religion_name_formats" (02_naming.txt in vanilla).
Note that all three sections *must* have at least one key, or the game will crash when religion name randomization is used.

If holy site is picked, a random loc key from the "holy_site" section will be picked, and a random holy site will get picked and the name of the county inserted.

If character or dynasty based naming is picked, a list of all provinces with the religion will be made, much like for culture generation. One is picked at random, and the culture in that province used to generate the name.
For character name based, it will pick a random male name, weighted according to the regular naming weights.
For dynasty name based, it will pick a random dynasty of that culture with no restrictions. This pick is unweighted. The last word in the dynasty name will be used if it consists of more than one word. Apostrophes E.G., as in d'Anjou) will be considered as spaces.

It then takes a random loc key from the character/dynasty section, and runs it through localisation.

Gods, piety, and so on get their names randomly selected from the corresponding section in religion_name_formats. These are simply loc keys that provide suitable generic names. Heresies will take their descriptions from heresy_desc rather than desc.
Descriptions will be unique as long as you have defined at least as many descriptions as there are religions that can spawn on the map, as divided between heresies and non-heresies.

Religions with no provinces will copy their parent religion's naming for gods and so on, while generating a name of their own based on the culture used for the parent religion's name, or its holy sites.

After the naming has been decided the scripted effect "randomize_religion_names_effect" is called. There is no scope. It is used to activate, give holders and rename all religious titles.

When religion names are randomized, the icons will be replaced with the religion icon strips in gfx/interface/shattered_random
 

yemmlie101

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Missing key in religion_name_formats in alternate_starts/02_naming.txt most likely:

Hey man! Thanks! I deleted my post prior to seeing your reply because I figured I was crashing out because of loading the nicknames defined in the holy fury build, and falling into a hole of my own making, and therefore it may not actually be useful information for others trying to make their mods compatible. Then saw your helpful reply and wonder if that was premature and feel bad!

Cheers for the suggestion, will look into it!
 

yemmlie101

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Has anyone else had any issue with custom maps with random world, with some landmasses having either no character, no religion, no culture or a combination of these? I have adjacencies set up in 01_spread to connect the landmasses together, am using the altered spread contents from the post above by rewinged, and its weird how one continent has no religion, another has no culture, another has no characters, and the biggest continents have all three okay.

This behaviour, with the same landmasses, persists between different regenerations.
 
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richvh

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Has anyone else had any issue with custom maps with random world, with some landmasses having either no character, no religion, no culture or a combination of these? I have adjacencies set up in 01_spread to connect the landmasses together, and its weird how one continent has no religion, another has no culture, another has no characters, and the biggest continents have all three okay.

This behaviour, with the same landmasses, persists between different regenerations.
Might be related to this:
alternate_starts/_documentation.info said:
== Spread notes ==
Be aware that the spread calculations use 32-bit fixed point numbers.
This means that if the sum of all chances is above roughly 2.1 million, the numbers will go negative and all hell breaks loose. Therefore, try to keep your numbers within reason.
It also means that modifiers smaller than 0.001 are not possible; it will be interpreted as 0.
 

yemmlie101

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Might be related to this:

but I was using holy fury default settings? in fact raising the spread factors in 01_spread seems to improve things.

EDIT: Actually I take it back - set them all to 10 as an experiment and the result was almost identical, just random whether certain continents will be missing culture, religion or characters be the spreads 10, 100, 1000. :(

EDIT2: From the documentation

Code:
0. All cultures/religions are cleared from the map
1. For every group, a random province is chosen as the seed province (for religions, this is weighted using "religion_group_spawn", which can use the special trigger any_religion_distance to check the distance to groups already spawned. Religion group spawn happens in a random order)
2. Each province that neighbors a group gets its score calculated. Note that this means a province that borders multiple filled out provinces can have multiple entries. Even for the same group
3. A province is picked by random (weighted proportionally by the score) from the score list, and given the culture/religion group
4. Step 2 and 3 are repeated until all provinces have a culture/religion group
5. For each group, the religion/culture is cleared once more. Each culture/religion within that group randomly picks a starting province within the area allocated to the group. Steps 2 through 4 are then run using cultures rather than group

specifically:

Code:
4. Step 2 and 3 are repeated until all provinces have a culture/religion group

It seems that my issue should never occur really. Very weird. :(

Code:
On top of normal adjacencies, the adjacencies from the "adjacencies" section are used. See the "adjacencies" section of this document. These are *required* if your mod has islands, as otherwise they might end up with no culture or religion. Your territory thus has to be fully connected. You can ensure a score of 0 to make sure it only ever spreads via such an adjacency when there are literally no other options though.

This describes my issue, however a landmass MAY have a culture but not a religion, or MAY have a religion and culture, but no character etc. So it's clearly dealing with the adjacencies correctly for some of them but not the others...

And also, this sometimes happens:

FLFzly3.png


There's no way I can possibly imagine this should happen, even with broken adjacencies in the way the system is described, since the land adjacencies are a given. Regenerating will change which continents are broken and which are filled, it's like its running out of steam before its filled the map somehow.

EDIT 3:

So turns out my adjacents WERE broken, however the system seems to manage to reach different continents despite missing adjacencies sometimes, so I was fooled into thinking they were working fine.

I guess I need to develop some A* method of connecting continents on generation then!
 
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SinStar87

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Great that this is getting fleshed out, though unfortunately none of the fixes corrected the 'Loading Game' crash. Long had trade routes blocked out and the alt start fixes haven't fixed it. :(
Does anyone know exactly what happens, engine wise, at that point? Like how the troubleshoot wiki has stuff for crashing during the initial loading phase.
 

richvh

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Adding -debug -debugscripts to your launch options for CK2 in Steam increases the value of the error.log. You can also look at setup.log to see what has been processed prior to the crash.