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Blood Royal

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So are your historical wars working? (CotC's only current start date is 2998, for the record)

We don't have any historical wars IIRC, but if you want to test it on a mod with a much later start date send me a PM and I can give you a link to the CM version of MEP with start dates in the 9000s and 11000s.
 

tsf4

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Hey guys - i'm struggling with Measter's Title Generator. I know CM adds I custom kingdoms and empires, but I am greatly missing the Generator's ability to randomize the starting setup.

CK2 loads fine when I use the generator and load the mod, but when I hit "play" it crashes right after showing the "Initializing Game" bar.

Could you guys help me get this working? Measter has decided to quit development.

Thanks!
 

Galle

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So on the war issue - AGOT has now gotten up and running, and Knuckey reports that some wars (Renly's war against Stannis) are not appearing, but others (Robb's independence war) are, which suggests that the issue is something about the wars themselves, but at this point I'm totally flummoxed as to what. I'm beginning to think we might be dealing with a straight-up vanilla bug somewhere.
 

richvh

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Flags (character, province or global) have never been visible, in charinfo or anywhere else, except to the has_xxx_flag or had_xxx_flag triggers.
 

Blood Royal

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Flags (character, province or global) have never been visible, in charinfo or anywhere else, except to the has_xxx_flag or had_xxx_flag triggers.

Are you 100% sure? I seem to recall seeing character flags in charinfo quite a bit, when trying to determine if certain events have triggered or not...
 

richvh

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No, not 100% sure. They may have changed the charinfo code.
 

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I asked because I've seen flags in charinfo a lot before Charlemange. I used that to monitor my mod's performance. Oh well, if they've hidden them again, guess I'll just deal with it.
 

richvh

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You can always use custom console events to check flags.
Code:
option = {
   name = "Flag xxx is set"
   trigger = {
      has_character_flag = xxx
   }
}
option = {
   name = "Flag xxx is not set"
   trigger = {
      NOT = { has_character_flag = xxx }
   }
}
 

Meneth

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So on the war issue - AGOT has now gotten up and running, and Knuckey reports that some wars (Renly's war against Stannis) are not appearing, but others (Robb's independence war) are, which suggests that the issue is something about the wars themselves, but at this point I'm totally flummoxed as to what. I'm beginning to think we might be dealing with a straight-up vanilla bug somewhere.
Is it possible that wars triggered via history now have to meet all the requirements, just like wars triggered via events?
I'd recommend looking into whether the wars that aren't start aren't having their requirements met.
 

chatnoir17

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So anyone getting that last stubborn crash that is not /interface or /gfx folder related, try emptying out all the files in /common in your mod and see if that helps :)

No, my mod is still crushing... Removing the common files doesn't work for me.
 
Last edited:

Galle

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Is it possible that wars triggered via history now have to meet all the requirements, just like wars triggered via events?
I'd recommend looking into whether the wars that aren't start aren't having their requirements met.

They are. I'm capable of declaring the wars myself once the game loads up.
 

DC123456789

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my mod wont pass loading graphics, it only changes maps gfx localization and landed titles, anyone knows why it might crash at loading graphics.

I think maps got changed in the patch, the maps in BTWK are screwed up right now too (though they don't seem to be crashing the game).
 

chatnoir17

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Does anyone know if changes were made to gfx/FX? It seems to be screwing up the terrain map and the rivers. What does it do, anyway?

I guess there are some new lines in the terrain.txt
 

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No, my mod is still crushing... Removing the common files doesn't work for me.

Then you have to do what I had to do in the end;

In the .mod file remove all replace paths.

In the mod folder, remove everything except the COMPLETE minimum, which is probably something like the /map folder and maybe one character file, a few titles, and the dynasties. If it works after removing all that, then re-add folders and files one by one until you find the one causing the crash.
 

mjohnson85

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Then you have to do what I had to do in the end;

In the .mod file remove all replace paths.

In the mod folder, remove everything except the COMPLETE minimum, which is probably something like the /map folder and maybe one character file, a few titles, and the dynasties. If it works after removing all that, then re-add folders and files one by one until you find the one causing the crash.

This is what happened to me as well. The replace character history command was causing my mod to crash, quite irritating. I wonder if some of the new character IDs from CM are required now.
 

richvh

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Some of the story events reference is_charelmagne etc.
 

Blood Royal

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This is what happened to me as well. The replace character history command was causing my mod to crash, quite irritating. I wonder if some of the new character IDs from CM are required now.

No, I don't think so, but it's weird if that is the case. The three mods I've updated (Birthright, Warhammer, and Middle-Earth) work at least with replace_path history/characters.