• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
I think adjacencies needs to have the last line from vanilla in it.
that "-1;-1;;-1;-1" thing.

try to see if it loads without rivers and or terrain files. those are usually the culprits.
Took those away, but still crashed when it came to "Loading Graphics" after it had gone past terrain and such. When checking the logs, the only errors that was noted was the invalid port location one that I listed earlier.
 
Took those away, but still crashed when it came to "Loading Graphics" after it had gone past terrain and such. When checking the logs, the only errors that was noted was the invalid port location one that I listed earlier.

maybe upload your files then. those invalid port shouldn't cause crashing.
 
I've uploaded it. Didn't know if it's rar or zip that's preferred so I just made both just incase. I've included all the files I've currently made for it.

Rar version: http://www.mediafire.com/download.php?tsdgg6chggz8f2b

ZIP version: http://www.mediafire.com/download.php?8l2zn3wuz0wz3la

I won't be surprised if the error is me missing something that should've been obvious. :p

2 things :
-tree map dimensions are smaller than other maps in vanilla but having it 2048*2048 doesn't causes any crash (maybe a good founding in fact^^)
-the culprit is the deafult.map. I don't know exactly why but it runs smootly without it. I suspect that having history files defined for provinces over 690 & 748 may cause this. When your history files will be in place it would then be solved IMHO. Until that you can run it with vanilla default, at least to admire your work ;)

You will need also to the 2 colormaps placed in map/terrain to have your map totally europe-like free^^
 
2 things :
-tree map dimensions are smaller than other maps in vanilla but having it 2048*2048 doesn't causes any crash (maybe a good founding in fact^^)
-the culprit is the deafult.map. I don't know exactly why but it runs smootly without it. I suspect that having history files defined for provinces over 690 & 748 may cause this. When your history files will be in place it would then be solved IMHO. Until that you can run it with vanilla default, at least to admire your work ;)

You will need also to the 2 colormaps placed in map/terrain to have your map totally europe-like free^^
Ah I see. I didn't think that was the reason it was messing up, but it makes sense with the history files and what not. I wanted to get it working before I starting screwing around with any history files so I could eliminate all map related issues.

I'm not sure how to go about making the colormaps though. I've never made that sort of things before so I'm uncertain about how to go about it. I didn't spot a guide for it either(if there is one, I probably missed it).

Anyway I'll get around to looking at it when I get home from work. Thanks for the great help also. :D
 
I'm not sure how to go about making the colormaps though. I've never made that sort of things before so I'm uncertain about how to go about it. I didn't spot a guide for it either(if there is one, I probably missed it).

you can use dummies to start with. those are not quite important as they are only a "back layer", almost invisible in fact. it is only annoying if you have vanillas one displayed.
a greeny one or white one can do the trick in the first place. for the water colormap, use a similar one to your world height map.^^

you could probably found a good existing colormap for this world though ;)
 
you can use dummies to start with. those are not quite important as they are only a "back layer", almost invisible in fact. it is only annoying if you have vanillas one displayed.
a greeny one or white one can do the trick in the first place. for the water colormap, use a similar one to your world height map.^^

you could probably found a good existing colormap for this world though ;)
It all works and with dummies set. Though the water and land provinces are a bit too dark. Not sure why. That said it looks rather hilarious with all the missplaced european nations spread across the entire map. That said... What files are needed to set up a single playable province and duchy so that the vanilla nations/characters don't show up? As I'd prefer to start with something simple like that and do it properly so I get a feeling for how I need to go about doing all this. :)
 
Put your mod in the documents tree, then add these lines to your .mod:
Code:
replace_path = history/provinces
replace_path = history/characters
replace_path = history/titles
then add your test characters and titles to history/characters/, history/titles/, history/provinces/ and common/landed_titles/landed_titles.txt
 
I've uploaded it. Didn't know if it's rar or zip that's preferred so I just made both just incase. I've included all the files I've currently made for it.

The best is .7z format ! :happy:
 
2 things :
-tree map dimensions are smaller than other maps in vanilla but having it 2048*2048 doesn't causes any crash (maybe a good founding in fact^^)
Actually no, I've been testing it to stretch the tree map to a 3072x3072 but it just hyper-super-overload the game because it causes the engine to generate a very VERY high density of trees in the map. So the best is to keep it quite small. (and totally black to simply have a dummy with no trees on the map)
 
Humble Success Story

I'm not really here to add anything useful, just wanted to express my thanks to everyone who has taken part in this thread. I'm no modder, and have barely even looked at image editing software, yet I finally managed to mod in a playable little island in the north sea!

With a combination of deconstructing other mods and checking out the forums, this thread in particular, Doggerland is finally born! With hills, a port, rivers. It's beautiful. Had a few frustrating, head-scratching moments, but finally it came together.

Thank you community! Oh God, the frustration and then that awesome relief! Modding is exhilarating!

It's perfect except for some topological ugliness which can be fixed, oh, and it's slightly darker than the rest of Europe. I notice others had this problem. Was there a solution?

Behold, the greatest island the world hath ever known: ck2_2.jpg

Now I can relax...
 
Actually no, I've been testing it to stretch the tree map to a 3072x3072 but it just hyper-super-overload the game because it causes the engine to generate a very VERY high density of trees in the map. So the best is to keep it quite small. (and totally black to simply have a dummy with no trees on the map)

ok thanks. in the meantime, tree map with a different size is really a pain to work with.

I'm not really here to add anything useful, just wanted to express my thanks to everyone who has taken part in this thread. I'm no modder, and have barely even looked at image editing software, yet I finally managed to mod in a playable little island in the north sea!

With a combination of deconstructing other mods and checking out the forums, this thread in particular, Doggerland is finally born! With hills, a port, rivers. It's beautiful. Had a few frustrating, head-scratching moments, but finally it came together.

Thank you community! Oh God, the frustration and then that awesome relief! Modding is exhilarating!

It's perfect except for some topological ugliness which can be fixed, oh, and it's slightly darker than the rest of Europe. I notice others had this problem. Was there a solution?

Behold, the greatest island the world hath ever known:View attachment 72738

Now I can relax...

awesome^^
 
ok thanks. in the meantime, tree map with a different size is really a pain to work with.
You can create a tree map at the same size of your main map files and create a macro to automatically reduce it to a define size with a specific interpolation.
 
You can create a tree map at the same size of your main map files and create a macro to automatically reduce it to a define size with a specific interpolation.

what would be the specific parameters to apply then ? simple shrink down without interpolation. or is it a bit more complex ?
 
Well, you want to keep the colors so if you don't have interpolation plug-ins to do interpolations that can keep indexed colors, I'd say to go to a simple shrink without interpolation.
Although, even if it doesn't deal with tree density, you can change the size of the trees on the map by changing the scale factors in the "./interface/mapitems.gfx" file.
 
Hi all, just wondering if anyone knows what causes this discolouration? All I've done is expand the map files from 2048 to 3072, and clear out any errant pixels and rivers.

CK2 out Big.jpgCK2 out Normal.jpg

New on the left, original on the right.

I had wanted to just upload the mod, since it's just the map directory that's altered, but I didn't know where to. For future reference what's the preferred place for uploading? Since Mediafire with its 10 person limit seems unfeasible unless you pay, and wikisend didn't work for me :(

Thanks
 
You appear to have messed the height map up.
Are you sure? The world normal height.bmp is identical to the original, except larger. To my untrained eye. I can't see what I can do.

Edit: I simplified the height map file, by taking the provinces map, and colouring it in with only 2 colours, the same two colours the umbra spherae mod uses. It was the only one I had that simplified the height map so I figured those colours were good to copy. Still coming out really dark though.

It's all 24 bit, is that right?
 
Last edited:
24bit, yeah.

Poke at your colourmap too. I called heightmap because the world there is ultra-flat, but the colourmap usually causes discoloration (also won't kill you to check the normal map)
 
I'm no expert at map modding, but even still, I can't see what might be causing it.

Here it is

I hope that link works. It's only 20mbs. If you could take a look and see what the problem is I'd be forever grateful. :happy: