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I'm encountering a problem while playing shattered world. Every time I create my first duke title the succession switches to agnatic. This is particularly frustrating since I am trying to play with an enatic clans religion, so the game does not let me touch gender succession.

While I'm reporting stuff, the special shattered world CBs don't appear.

Also I'm playing on 3.1 with beta 4.08
 
Beta 4.08 here, I have noticed that the event Plus.105 still gives the chance to hand over medium and large estates while both the modifiers and the localization from "estates_2" to "estates_5" have been removed. Is this an hint of a character estate overhaul?

By the way, I have been playing this mod for some hours now and I'm impressed by the sheer amount of content you guys have put in. Truly, thanks for the dedication.
 
Beta 4.08 here, I have noticed that the event Plus.105 still gives the chance to hand over medium and large estates while both the modifiers and the localization from "estates_2" to "estates_5" have been removed. Is this an hint of a character estate overhaul?

By the way, I have been playing this mod for some hours now and I'm impressed by the sheer amount of content you guys have put in. Truly, thanks for the dedication.


Could have swore I had removed those. Yeah def a bug sorry about that...I'll fix it when I have the chance. Estate have been cut down to size one ONLY, due to balance issues. Can't confirm or deny that estates will have a play with unlanded characters if I manage to make them playable down the road
 
Not sure exactly what I did wrong but I started building a trade post on the silk road at game start but once it was built there was nothing to build in there
20190411.jpg


Also said trade post disappeared when I won my war.
 
Not sure exactly what I did wrong but I started building a trade post on the silk road at game start but once it was built there was nothing to build in there
20190411.jpg


Also said trade post disappeared when I won my war.

Were you building something in your county capital holding also?
 
Hi there, still having major crashing issues. The game tends to crash 10-15 years in for me, straight to desktop with no error message. Sometimes with an earlier save it'll move past the crash year, but not far, before it crashes again.

Sorry, I know this isn't particularly helpful, just sucks!
 
Mods: CK2+ Beta 4 and Bloodline Enhance ENG.
Checksum DBEB.
769 start.

Clear bugs:
  1. The count of Coloneia is missing.
  2. Constantinople trade post with cheated max techs and "quickbuild" cheat doesn't seem to have the "12 buildings" limit.
  3. Apostolic palace and Stonehenge are missing.
  4. Bulgarian people (culture of provinces) are completely replaced by Bolghars.
  5. Iceland is inhabited by Norse despite being changed to Irish in 3.0 and the first viking appearing there in IX century.
  6. There are Gepids, Goths, Aromanians, Egyptians&Sahidic, a pile of Assyrians, but still no Albanians. CK2+ Albanians exist only after 1077, which is wrong.
Less clear bugs:
  1. Venice is neither Byzantine nor Serene.
  2. Do "Imperial administration" buildings affect the building limits? If so, that's bad. IMHO they should be holding modifiers, not buildings.
  3. Byzantine emperor can't hold cities despite Imperial Elective giving this feature in vanilla and their ultraimportance in the new holding system.
  4. Levantine Mesopotamia, separated from actual Levant by Assyrians, looks weird. Was Mesopotamian people's culture in Middle Ages imported from Levant?
  5. "Create provincia Asia" creates Phrygia (with the same color as Nicaea). Maybe the decision name could be altered?
  6. Both Pontus and Armenia provincial decisions affect duchy of Mesopotamia. It's the only provincial clash I've ever seen in CK2+.
  7. Sahidic have their own Coptic culture group, Assyrians have Aramaic, Alans are Byzantines. Maybe they should also be separated?
 
Mods: CK2+ Beta 4 and Bloodline Enhance ENG.
Checksum DBEB.
769 start.

Clear bugs:
  1. The count of Coloneia is missing.
  2. Constantinople trade post with cheated max techs and "quickbuild" cheat doesn't seem to have the "12 buildings" limit.
  3. Apostolic palace and Stonehenge are missing.
  4. Bulgarian people (culture of provinces) are completely replaced by Bolghars.
  5. Iceland is inhabited by Norse despite being changed to Irish in 3.0 and the first viking appearing there in IX century.
  6. There are Gepids, Goths, Aromanians, Egyptians&Sahidic, a pile of Assyrians, but still no Albanians. CK2+ Albanians exist only after 1077, which is wrong.
Less clear bugs:
  1. Venice is neither Byzantine nor Serene.
  2. Do "Imperial administration" buildings affect the building limits? If so, that's bad. IMHO they should be holding modifiers, not buildings.
  3. Byzantine emperor can't hold cities despite Imperial Elective giving this feature in vanilla and their ultraimportance in the new holding system.
  4. Levantine Mesopotamia, separated from actual Levant by Assyrians, looks weird. Was Mesopotamian people's culture in Middle Ages imported from Levant?
  5. "Create provincia Asia" creates Phrygia (with the same color as Nicaea). Maybe the decision name could be altered?
  6. Both Pontus and Armenia provincial decisions affect duchy of Mesopotamia. It's the only provincial clash I've ever seen in CK2+.
  7. Sahidic have their own Coptic culture group, Assyrians have Aramaic, Alans are Byzantines. Maybe they should also be separated?
Number 5 on your "clear bugs" is not a bug and will not be "fixed".

EDIT: Because I'm getting a lot of "disagree" votes I suppose I should explain. The story of "Celtic Monks" in Iceland pre-vikings that Paradox used to justify that change is not accepted by most scholarly sources as factual. The evidence points to the earliest Norse settlers in Iceland being approx. 780CE (mostly seasonal hunting/fishing cabins and the like) with proper colonization around 800. If I could make the land uninhabited in 769 and colonize it by event later, I would, but the CK2 version of Clausewitz does not support changes like that so it will remain Norse a scant 11-31 years early.
 
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So, I've recently downloaded the mod for the first time. Once I start the mod up, everything is fine. But as soon as I try to start a new game, it tries to begin initializing, and then crashes. Every single time Even the launcher itself has gotten unstable and sometimes crashes. I uninstalled and reinstalled the game and everything. But it still crashes every time. So, I'm not sure what I'm doing wrong. If anyone could give me any advice, I'd really appreciate it because I'd love to try this amazing mod.
 
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So, I've recently downloaded the mod for the first time. Once I start the mod up, everything is fine. But as soon as I try to start a new game, it tries to begin initializing, and then crashes. Every single time Even the launcher itself has gotten unstable and sometimes crashes. I uninstalled and reinstalled the game and everything. But it still crashes every time. So, I'm not sure what I'm doing wrong. If anyone could give me any advice, I'd really appreciate it because I'd love to try this amazing mod.
Try letting it load and not clicking anything or hitting any buttons. The engine likes to crash if you interfere with its boot.
 
It still crashed unfortunately :(
I can't reproduce it in the Dev version so it's either fixed or on your end sorry to say. I'll try to have another Beta release soon. Had some issues crop up with the redesign of the Great Schism so it's taking a little longer than expected.
 
I can't reproduce it in the Dev version so it's either fixed or on your end sorry to say. I'll try to have another Beta release soon. Had some issues crop up with the redesign of the Great Schism so it's taking a little longer than expected.
I appreciate you trying to help. The only thing I think it could be would maybe be a checksum issue? I don't know if that would cause the mod to crash. On the download page it says that the checksum should be XFMO but mine is KKAD. I don't know why they're different or how to fix that. Anyways, I appreciate your time. Thanks.
 
with proper colonization around 800
Wikipedia states it was 874. Íslendingabók states it was during Harald Fairhair's rule.
a scant 11-31 years early
That's more than a century, actually.
The story of "Celtic Monks" in Iceland pre-vikings that Paradox used to justify that change is not accepted by most scholarly sources as factual.
The story of Norse inhabiting Iceland in 769 is not accepted by any scholarly sources :D
If I could make the land uninhabited in 769 and colonize it by event later, I would, but the CK2 version of Clausewitz does not support changes like that so it will remain Norse a scant 11-31 years early.
You could make tiny Irish theocracies in 769 and 867 Iceland and make an event that fires during Viking Age and makes Iceland Norse if it's not united.

Anyway, can't wait for Beta 5 (or 6) where the damnest bugs would be fixed and the economy revamp - finished :)
On the download page it says that the checksum should be XFMO but mine is KKAD
My guesses:
  • You have any mods other than the latest CK2+
  • The download page is wrong
  • You have altered any files in the mod or game
  • It's some bug with CK2 itself
  • You have Windows 10 and it has decided to screw you up
  • The mod is in the game folder(/mod) instead of Documents(/Pdox/CK2/mod) folder
If anyone could give me any advice
You could also wait for CK2 and Plus to update to more stable versions.
Or search for log files and go to the "Bug Reports" forum section.
 
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