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Meneth

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what on earth have the devs done to the triggered modifiers? Iv had to set mine to active = no. as they keep firing.
Triggered modifiers are completely broken in 2.2. No idea about 2.2.0.1.
They'll repeatedly trigger if applicable, giving you hundreds of copies.
 

mjohnson85

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Yea I had to move all my triggered modifiers to event based character modifiers. Real pain in the ass, hopefully that gets fixed quickly.
 

flintsparc

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interface/general stuff needs vassallimit

Woot! I figured out my issue.

If you have modified interface/generalstuff.txt

Then be sure to include an entry for vassallimit:

Code:
	spriteType = {
		name = "GFX_icon_vassallimit"
		texturefile = "gfx\\interface\\icon_vassallimit.tga"
	}

I'll release a very updated Princes of Darkness Mod tomorrow.
 

richvh

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DarkReborn identified these two lines as causing the crash if history/characters is replace_pathed:
Code:
	START_CHARACTER = 108500,
	ANGRY_VASSAL = 108510,
These are used in the new tutorial.
 

richvh

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Those lines are in defines.lua. The new tutorial is in learning_scenario_events.txt, at least the parts that aren't hard-coded.

What you were looking at was the old tutorial.
 

Blood Royal

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I suspect that something is wrong with the tutorial or start menu which can cause certain mods to crash even if the crash is not mod related.

It was driving me crazy... some team members could run the mod, while I could not, and we were using the exact same version.

It crashed right after the progress bar completed and before the start screen was supposed to show up.

I then loaded up vanilla CK 2, got that pop up about the tutorial - selected "do not ask me this again" or whatever, and suddenly now my mod loads up fine as if nothing has happened.

It's not something local in my /interface or /gfx folder, as even removing those entirely and removing all replace_paths in my mod file it would still crash before I finally loaded up vanilla and tested it to see if that even worked.
 

richvh

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I suspect that something is wrong with the tutorial or start menu which can cause certain mods to crash even if the crash is not mod related.

It was driving me crazy... some team members could run the mod, while I could not, and we were using the exact same version.

It crashed right after the progress bar completed and before the start screen was supposed to show up.

I then loaded up vanilla CK 2, got that pop up about the tutorial - selected "do not ask me this again" or whatever, and suddenly now my mod loads up fine as if nothing has happened.

It's not something local in my /interface or /gfx folder, as even removing those entirely and removing all replace_paths in my mod file it would still crash before I finally loaded up vanilla and tested it to see if that even worked.

It's in defines.lua:
DarkReborn identified these two lines as causing the crash if history/characters is replace_pathed:
Code:
	START_CHARACTER = 108500,
	ANGRY_VASSAL = 108510,
These are used in the new tutorial.
 

Blood Royal

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I saw that post, yes, which is why I said I suspected it was something to do with the tutorial - but how do we fix it then?

We can't simply delete lines from defines.lua and not expect trouble, can we?
 

Teutonic_Thrash

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I saw that post, yes, which is why I said I suspected it was something to do with the tutorial - but how do we fix it then?

We can't simply delete lines from defines.lua and not expect trouble, can we?
We commented out a line which was causing DK to CTD.
 

richvh

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You just have to add in the tutorial characters into character history, or change the tutorial characters to characters in history.
 

Galle

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Triggered modifiers are completely broken in 2.2. No idea about 2.2.0.1.
They'll repeatedly trigger if applicable, giving you hundreds of copies.

They're still broken in 2.2.0.1.