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I am having an issue of my own -- I'm attempting to add two provinces in the Baleares: Eivissa (Ibiza), and Formentera. As of right now, when I try to load the mod in-game, province borders don't show up, and the map just says "ANY_ALL" when I try to load a character or start date. Does anyone know how I can fix this?
 
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Very odd:
As of recently (I guess) a land province will not show up in my mod(s) if it has the highest id that is in use. It will show up as greyed out without a holder but with a name. If an ocean province has the highest ID all will work fine.
Am I the only one experiencing this? Did I do something wrong somewhere?

That seems to be a persistent error, probably from the basic game engine.
 
Hello,

I have been trying to create a basic map from scratch, but I am running into a bit of a problem.
Basically, my terrain/topology/river etc maps work fine, but when I try to add provinces CK2 crashes at "Loading Flags", which from what I have read while searching the forums for a solution, doesn't really tell me anything.

I have made a map before, and I can run my new map if I use a rescaled version of my old provinces.bmp and provinceDefs. I can delete my mapfiller data, rerun the tool, and launch successfuly with my old province map, so I don't think I managed to break the tool... Using my new province map, I can launch the game if I manually create the history files for one or two provinces, but not if I run the map filler. so I guess something is wrong with my provinces.bmp, but only some of the provinces are broken? I have no idea where to go from here, so I will just upload my entire mod folder for review, if anyone would be so kind as to help me with this :S

mod folder: https://www.dropbox.com/s/nbfnwj9oa8hrisq/ExiledKings.zip?dl=0
 
Sorry for the double post, but it sees I can no longer edit. I just learned how to access the old forum threads and saw that JonStryker had redirected me to the map filler thread before the move took place. I will take my question there.
 
Nevermind - My mod works now! :D

8WihdaY.jpg
 
That's not a very good guide. It was a good starting point, but it still doesn't explain how end caps work, why they go into the sea, or how exactly to make them work.

Its a very good guide. If you look at the vanilla map while looking at the guide everything is self explanatory. They don't have to end in the sea. if you can post a picture of exactly what your issue is we can help with specifics.
 
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Its a very good guide. If you look at the vanilla map while looking at the guide everything is self explanatory. They don't have to end in the sea. if you can post a picture of exactly what your issue is we can help with specifics.

gyQH52.png


That's a map from vanilla, if you look you can see some rivers don't have sources, and they all go into the sea by a few pixels.

aqcGGg.png


Here's one from my mod. I can't get the bottom portion of the river to appear, no matter what sort of merge I use (red or green).

z97AZh.png


Here's another one. It turns into a loop between the left and right portion, but the part going into the water doesn't appear.
 
Anyone know how to mod the large 25 tiles atlas0.dds such as Game of thrones Mod uses which seem to use a different DDS format

Tried around 10+ DDS format and they all seem to give out graphic issues like sparkles and other rendering issues
 
Anyone know how to mod the large 25 tiles atlas0.dds such as Game of thrones Mod uses which seem to use a different DDS format

Tried around 10+ DDS format and they all seem to give out graphic issues like sparkles and other rendering issues
you need to have a square number of "tiles" in atlas0 and atlas0_normal. A terrain.bmp with the same number of indesed colors as tiles in the atlas0.dds and modify one value in a .lua file in gfx/FX folder (I think it's pdxmap.lua, but I'm not sure, check AGOT filws for reference. You also need to modify terrain.txt with new entries at the bottom, up to tex25 in the case of AGOT (again, check those mod files for comparaison).
 
Don't believe that is the problem since I also try saving atlas0 from AGot with no changes and can't reproduce the right format , tried around 15 DDS and they all have slight errors in rendering, which usually is sparkling, and not as Pix-elated as before
 
To be clear (I'm not sure I understood you, did you try to put AGOT's atlas0, atlas0_normal, terrain.txt into your mod as well as making sure that your terrain.bmp has the same index than the one in the AGOT mod? You also need to copy that file I said from gfx/FX. For the format, the usual is DTX5, with no mipmaps (that's what the game usually uses. I think AGOT atlas0 has mipmaps though.

By "reproduce the right format" you mean in-game display, or in your image editor?