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Why does sow dissent not working for me? But it works for the AI targetting my counties

To Sow Dissent properly you have to do some extra work with your game files. Quoting the first post in the thread:

"Download HERE a folder to place in your dark ages common folder to enable a new job action for the Chancellor to Cause Unrest in foreign lands. Usable only in vanilla or in mods that don't alter the file common\job_actions\00_job_actions.txt . If you want to enjoy the same action in other mods that alter that file and know what you are doing, go to the other mod, open the file, find action_sow_dissent and inside the events section write darkages.1972056 . For example, in the vanilla file the relevant line, after the change will read like: events = { 916 917 darkages.1972056 }"

Hope this helps. Have fun!
 
Has anyone used this mod (with the extra folder or not) successfully with any of the following mods?
CK2PLUS
HIP
REFORMATION REFORM
Thanks in advance guys!!!

I don't know the last one but I would say that generally speaking Dark Ages is compatible with all mods.
I play it together with HIP with absolutely zero issues. The same should apply to CK2+ and Reformation Reform.
 
I don't know the last one but I would say that generally speaking Dark Ages is compatible with all mods.
I play it together with HIP with absolutely zero issues. The same should apply to CK2+ and Reformation Reform.
I can confirm that ;)
 
To Sow Dissent properly you have to do some extra work with your game files. Quoting the first post in the thread:

"Download HERE a folder to place in your dark ages common folder to enable a new job action for the Chancellor to Cause Unrest in foreign lands. Usable only in vanilla or in mods that don't alter the file common\job_actions\00_job_actions.txt . If you want to enjoy the same action in other mods that alter that file and know what you are doing, go to the other mod, open the file, find action_sow_dissent and inside the events section write darkages.1972056 . For example, in the vanilla file the relevant line, after the change will read like: events = { 916 917 darkages.1972056 }"

Hope this helps. Have fun!
Im blind I guess hehe...

So how does one know if a mod alters the file? Checking the mod file one by one? Just for future references...
 
Im blind I guess hehe...

So how does one know if a mod alters the file? Checking the mod file one by one? Just for future references...

If the mod is not very big then yes, checking 1 by 1 is the best way.

If it's super big use Winmerge. It compares 2 folders and shows which ones share the same files names and at the same time if those files are different.

Sometimes some mods have a 00_defines.txt file for example (a file that is in Ck2 base game), but inside it it's actually the same, every single line it is a replica.

The only thing that matters is if it shares the same file as vanilla and changes some value in it.

If it shares a file but doesnt change what's in it it's the same as if the file wasn't there in the first place.
 
Im blind I guess hehe...

So how does one know if a mod alters the file? Checking the mod file one by one? Just for future references...

It's the only instance where another mod (or vanilla) might alter the same file in Dark Ages. That's why I don't include it with the main mod, to assure compatibility with everything.

I use Diffmerge to compare and make operations on different files. Very handy.
 
Also I think it does not work on pre existing saves? Because I tried putting it into the folder but its still not there...

It works with pre existing saves, yes. You just need to place your chancellor with the Sow Discontent action in a foreign province and a new result might happen (you can check it and its probability in the tooltip)
 
upload_2019-6-24_23-58-45.png
So I did this...

upload_2019-6-24_23-59-0.png

And loaded up the game but its still not there... Any idea what I did wrong?
 
HIP, DarkAges, MTA-Vice & Virtues, HIP SWMH Cultural Bonus, no Interreligious defensive pacts...
Now that you mentioned it... :oops:

You need to do it by hand in the HIP jobs folder (inside common).
 
I got a very nice idea from @tahlaskerssen to hide the genetic traits until a child is older. I decided to place the Councillors events on hold for a week to develop this for release on Friday.

This will make the whole genetic implementation more realistic (nobody knows if a child is a genius at 0yo) and will add an element of surprise during the whole childhood of each character. Both the parents as well as the character will be notified of the new traits.


As for progress on the Councillors events, I will finally finish the Chancellor's events today. Instead of moving on to Marshal events, I'll be doing this hidden trait stuff.
 
I got a very nice idea from @tahlaskerssen to hide the genetic traits until a child is older. I decided to place the Councillors events on hold for a week to develop this for release on Friday.

This will make the whole genetic implementation more realistic (nobody knows if a child is a genius at 0yo) and will add an element of surprise during the whole childhood of each character. Both the parents as well as the character will be notified of the new traits.


As for progress on the Councillors events, I will finally finish the Chancellor's events today. Instead of moving on to Marshal events, I'll be doing this hidden trait stuff.

Sounds sweet!. Will it hide all traits until the child is older or just genetic ones.