Why does sow dissent not working for me? But it works for the AI targetting my counties
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 can confirm thatI 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.
Im blind I guess hehe...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!
Also I think it does not work on pre existing saves? Because I tried putting it into the folder but its still not there...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...
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...
Also I think it does not work on pre existing saves? Because I tried putting it into the folder but its still not there...
View attachment 494636So I did this...
View attachment 494637
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...![]()
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.