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With max wards, will that screw with the interface as usually adding extra wards via events makes them hang off of the edge of the character sheet.

I haven't changed anything regarding the gui, I've just added the requested define.
 
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Update:

- Starting the game with "debug" commandline argument sholud now give a more detailed error log
 
Update:

- Starting the game with "debug" commandline argument sholud now give a more detailed error log

Whatever happened to -debugscripts, BTW?

Any chance we can also get interactive info when the EXE is invoked in this way, such as the ID of the currently executing [non-hidden] event when you mouse-over one of the window's event options (this is a feature of the beta builds)?
 
very interesting. What kind of additional info can we expect to retrieve?

Hell yeah, that's about time :)
Will it be as detailed as the beta logging is?

I haven't added any additional logging, but there were an error keeping a lot of the stuff that should end up in the error log from doing so. Realized this yesterday as I was debugging a broken event chain and basically got no info in the error log when running the released version.
 
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dont think so, when you add that to the commandline and then look at the error.log in mydocuments after a CTD it tells you nothing particularly helpful.

Well, it doesn't guarantee you getting any useful information in regards to a CTD but it should give you a lot more errors (asserts) that the game detects.
 
Update:

- Possible to append to cultures from several files
- Possible to append to on_actions from several files
 
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Update:

- Possible to append to cultures from several files
- Possible to append to on_actions from several files
So this means you could expand a vanilla culture group from a separate file? E.G., adding Norse-Gael to the North Germanic group without actually editing the vanilla culture file.
 
Update:

- Possible to append to cultures from several files
- Possible to append to on_actions from several files

Finally, most of the mod community will be able to focus on smaller, compatible mods while still taking advantages of necessary features such as on_actions rather than every substantial mod being an island unto itself. Thanks. HIP will actually start maintaining its 'Compatible Mods Index' again once patch 2.4 arrives, because, hey, it'll be possible for compatible mods to actually exist.

Indeed, between this and defines, it may even be possible to split HIP into its component modules for the Steam Workshop.

EDIT:

If only .mod files had a required_dlcs = { <list> }, then HIP's CPR module could also hit the Steam Workshop (it requires a variety of Portrait and Clothing DLCs or otherwise crashes constantly). Currently, the HIP installer auto-detects your Steam game folder and determines whether you have the required DLCs, but...
 
So this means you could expand a vanilla culture group from a separate file? E.G., adding Norse-Gael to the North Germanic group without actually editing the vanilla culture file.

Yes. Or from your own file just owerwriting a single variable like high_god_name or color.
 
Update:

- Possible to execute files with effects from console

1. Create a text file under the game folder or under the Crusader Kings II folder under documents.
2. Write any effect(s) in it
3. Open the console and write: run filename.txt

The effects will be executed with the scope of the current character.

Example:

Code:
treasury = 1000
set_character_flag = test_flag
change_martial = 20
1 = {
   set_province_flag = province_test_flag
}
k_france = {
   set_title_flag = title_test_flag
}
 
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  • 4
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Update:

- Possible to execute files with effects from console

1. Create a text file under the game folder or under the Crusader Kings II folder under documents.
2. Write any effect(s) in it
3. Open the console and write: run filename.txt

The effects will be executed with the scope of the current character.

Exampel:

Code:
treasury = 1000
set_character_flag = test_flag
change_martial = 20
1 = {
   set_province_flag = province_test_flag
}
k_france = {
   set_title_flag = title_test_flag
}

This should help beginners get the hang of things a lot more quickly. Especially in combination with the 'log' effect.
 
Wow, some of these updates change the entire modding game!

Would it be possible to "reload" such files (or any files!) without restarting the game itself? Because the endless change-restart-hope-frown cycle is probably one of the biggest impediments to modding at the moment (I am aware this sounds dangerously like a suggestion - feel free to answer only about what you have currently implemented!)
 
Update:

- Possible to append to cultures from several files
- Possible to append to on_actions from several files

Yes. Or from your own file just overwriting a single variable like high_god_name or color.

Stupendous! Ancient Religions has a much larger footprint than its content warrants right now, and this update will let us greatly reduce it!

Update:

- Possible to execute files with effects from console

1. Create a text file under the game folder or under the Crusader Kings II folder under documents.
2. Write any effect(s) in it
3. Open the console and write: run filename.txt

The effects will be executed with the scope of the current character.

Example:

Code:
treasury = 1000
set_character_flag = test_flag
change_martial = 20
1 = {
   set_province_flag = province_test_flag
}
k_france = {
   set_title_flag = title_test_flag
}

This is so cool! I always wanted to run event-like script from the console (i was thinking something like irb, but this is the next best thing).