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zxz33225541

Second Lieutenant
45 Badges
Jan 31, 2019
148
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How to solve my problem? My Mod collapsed after joining the definition.I am not a person who starts to produce at nothing.Although my level is not high, I still know the basic map production. At present, this MOD only makes map -related.I have made this map MOD for more than a year, and I have always used a set. The picture below is the map I made before.
1716035154476.jpg

But since the 1.12.*Version is updated, my MOD will collapse in the launcher stage.
After using various methods to check, it is determined that it is a problem with definition.
When the definition is added, the MOD can be started normally, which is a picture.
1716035183591.jpg

After adding the definition, the MOD will collapse during the latter stage.
1716035240075.png

Query Error has no effect, the figure below is the error after the collapse.
1716035264713.jpg

In this discussion group, people should know that a map MOD cannot be added without adding definition.
However, I have made the same set of production methods for so long. There were no problems before. I made more than 5,000 province.
But since the 1.12.*Version was updated, the problems I just mentioned appeared.
I don't know what happened at all, I can only ask for help on Discord and forum.
 

Attachments

  • falled_civilization.zip
    28,8 MB · Views: 0
Last edited:
The main content of my mod is to create a brand new world and the landed_titles and other data needed to establish this world.
This time, after clicking on the launcher, the game will crash, and the error does not show which link caused the game to crash.
The last line is Missing localization for feathers_collective_noun
I searched in many places in vanilla but couldn't find any content related to feathers.collective_2oun.
And localization is unlikely to cause the game to crash on the launcher, right?
 
Error is completely useless now, because there are only two lines left, which is still a record about localization.
There are so many great people on the forum, please come to help.
 
Could you possibly upload the actual mod files? I'm only seeing pictures of the files here, and the scale of the mod you're describing sounds very complex.

There could be a huge number of reasons why it's failing to load, and I think if anyone's going to be able to help you they'll need to see more of the actual work in question.

Regarding locating the localisation string of feathers_collective_noun, I'm sure someone will have a vastly superior technique, but my own blunt approach is just to open all relevant localisation .yml files in Notepad++ or Excel and use the search function to track it down. There's likely an app or tool that can search within the file contents to speed this up, but I've never needed to spend much time in the existing localisation files.
 
Could you possibly upload the actual mod files? I'm only seeing pictures of the files here, and the scale of the mod you're describing sounds very complex.

There could be a huge number of reasons why it's failing to load, and I think if anyone's going to be able to help you they'll need to see more of the actual work in question.

Regarding locating the localisation string of feathers_collective_noun, I'm sure someone will have a vastly superior technique, but my own blunt approach is just to open all relevant localisation .yml files in Notepad++ or Excel and use the search function to track it down. There's likely an app or tool that can search within the file contents to speed this up, but I've never needed to spend much time in the existing localisation files.
Of course it is possible to upload the MOD file. Thank you very much for your attention.
MOD is in the title
Feathers_collective_noun's error has been solved by me. This is not very important.
 
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Of course it is possible to upload the MOD file. Thank you very much for your attention.
MOD is in the title
Feathers_collective_noun's error has been solved by me. This is not very important.
You're very welcome, and I'm glad to hear you were able to solve the localisation issue! It's always especially satisfying when you achieve the breakthrough on your own, as well. Happy gaming!
 
You're very welcome, and I'm glad to hear you were able to solve the localisation issue! It's always especially satisfying when you achieve the breakthrough on your own, as well. Happy gaming!
But this is just an irrelevant small question.
MOD cannot be opened is the most terrible big problem.
 
You're very welcome, and I'm glad to hear you were able to solve the localisation issue! It's always especially satisfying when you achieve the breakthrough on your own, as well. Happy gaming!
But this is just an irrelevant small question.
MOD cannot be opened is the most terrible big problem.
 
Hi, I went through your mod's files and addressed several issues. The attachment on this post has a version of your mod that does not crash and throws fewer errors.

The mod had several problems that could cause crashes:
  • map_data/adjacencies.csv had out-of-bounds or non-existing province IDs in the first two columns, "from" and "to."
  • map_data/rivers.png had lots of complex rivers that can cause crashes without creating errors in error.log.
  • map_data/geographical_regions was missing, which can cause crashes and creates lots of errors in error.log.
  • map_data was missing packed_heightmap.png and indirection_heightmap.png, which complicates mapping.
  • In falled_civilization.mod and descriptor.mod, there were no "replace_path" entries, which complicates file management.
To reduce potential problems, I made several changes:
  • I removed all adjacencies from map_data/adjacencies.csv.
  • I removed all rivers from rivers.png.
  • I added a "blank" map_data/geographical_regions/geographical_region.txt with entries for existing landed titles.
  • I repacked the heightmap files, adding several files to map_data.
  • I added several replace_path entries to falled_civilization.mod and descriptor.mod.

With these changes, the mod can launch, start a game, and run for 10 years with only 2MB of errors in error.log.

I would suggest re-adding the contents of adjacencies.csv and rivers.png with frequent testing for errors.

Please let me know if this version of your mod still crashes on your machine. Otherwise, best of luck on your project!
 

Attachments

  • falled_civilization.zip
    27,4 MB · Views: 0
Hi, I went through your mod's files and addressed several issues. The attachment on this post has a version of your mod that does not crash and throws fewer errors.

The mod had several problems that could cause crashes:
  • map_data/adjacencies.csv had out-of-bounds or non-existing province IDs in the first two columns, "from" and "to."
  • map_data/rivers.png had lots of complex rivers that can cause crashes without creating errors in error.log.
  • map_data/geographical_regions was missing, which can cause crashes and creates lots of errors in error.log.
  • map_data was missing packed_heightmap.png and indirection_heightmap.png, which complicates mapping.
  • In falled_civilization.mod and descriptor.mod, there were no "replace_path" entries, which complicates file management.
To reduce potential problems, I made several changes:
  • I removed all adjacencies from map_data/adjacencies.csv.
  • I removed all rivers from rivers.png.
  • I added a "blank" map_data/geographical_regions/geographical_region.txt with entries for existing landed titles.
  • I repacked the heightmap files, adding several files to map_data.
  • I added several replace_path entries to falled_civilization.mod and descriptor.mod.

With these changes, the mod can launch, start a game, and run for 10 years with only 2MB of errors in error.log.

I would suggest re-adding the contents of adjacencies.csv and rivers.png with frequent testing for errors.

Please let me know if this version of your mod still crashes on your machine. Otherwise, best of luck on your project!
First of all, thank you very much for your help.
  1. map_data/adjacencies.csv
    Map_data/adjacencies.csv is the product left by the previous version, and then I forgot to modify it together.
  2. MAP_DATA/RIVERS.PNG
    I will reduce the complexity of the river of map_data/rivers.png later.
  3. MAP_DATA/GEOGRPHICAL_REGIONS
    I have joined Map_data/Geographical_regions. But this file is also one of the reasons for the collapse of the game, so I did not join this file later.
  4. Packed_heightmap.png and indirection_heightmap.png,
    I don't know what the two pictures are useful, and I don't know how to make these two pictures.The game used to automatically help me generate. When I checked after the MOD collapsed, I did not load these two pictures. As a result, these two pictures could not be generated automatically this time. I don't understand the reason.
    Can you tell me the effect of these two pictures and how to make them?
In short, thank you again for your help. I will try to start the game according to your guidance.
 
First of all, thank you very much for your help.
  1. map_data/adjacencies.csv
    Map_data/adjacencies.csv is the product left by the previous version, and then I forgot to modify it together.
  2. MAP_DATA/RIVERS.PNG
    I will reduce the complexity of the river of map_data/rivers.png later.
  3. MAP_DATA/GEOGRPHICAL_REGIONS
    I have joined Map_data/Geographical_regions. But this file is also one of the reasons for the collapse of the game, so I did not join this file later.
  4. Packed_heightmap.png and indirection_heightmap.png,
    I don't know what the two pictures are useful, and I don't know how to make these two pictures.The game used to automatically help me generate. When I checked after the MOD collapsed, I did not load these two pictures. As a result, these two pictures could not be generated automatically this time. I don't understand the reason.
    Can you tell me the effect of these two pictures and how to make them?
In short, thank you again for your help. I will try to start the game according to your guidance.

I believe that CK3 reads packed_heightmap.png and indirection_heightmap.png for normal games, and then CK3 only reads heightmap.png when the map editor is open. So, your heightmap.png works well in the map editor, but outside of the map editor, only the regular CK3 heightmap appeared. You can generate packed_heightmap.png and indirection_heightmap.png in the map editor with the "Save As" option in the top left; just select the "Heightmap" category in the "Save As" pop-up window and make sure all heightmap files are saving to your mod's map_data folder. I hope everything works.
 
I believe that CK3 reads packed_heightmap.png and indirection_heightmap.png for normal games, and then CK3 only reads heightmap.png when the map editor is open. So, your heightmap.png works well in the map editor, but outside of the map editor, only the regular CK3 heightmap appeared. You can generate packed_heightmap.png and indirection_heightmap.png in the map editor with the "Save As" option in the top left; just select the "Heightmap" category in the "Save As" pop-up window and make sure all heightmap files are saving to your mod's map_data folder. I hope everything works.
Thank you!!!