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Just curious, is there a list of melting pots/culture splits that is easily accessible? Wondering cuz I wanna know how burgundian culture is formed (if there is one). Played as allemanic upper burgundy and just came off the game switching to swiss culture. I assume the split is by region, but was hoping to become burgundian (again, if its in the game).

cant go back.
 
Hello guys! I recently tried out the new beta for monks and mystics - but my game crashes very frequently. Is it a similar problem for any other trying out the beta? I can't figure out whether it's from CK2plus or from another mod I might have recently installe
 
I've looked thorugh the relevant files (specifically about 'Charlie start' cultures) before starting new game, and have, a question? Why, for example visigoths in Occitania, have a way to escape culture change, and, for example same visigoths and suebi in portugal don't (it's just examples, since there are also lombards, frisians, old franks, old saxons, maybe a couple of more that I can't remeber at the time)? I don't mind them dissapering some games, but, as player, there should be the way (like with Picts for example, though it's easier with Picts)
 
Hello guys! I recently tried out the new beta for monks and mystics - but my game crashes very frequently. Is it a similar problem for any other trying out the beta? I can't figure out whether it's from CK2plus or from another mod I might have recently installe

CK2 Plus is not compatible with other mods. That's probably your problem.
 
CK2 Plus is not compatible with other mods. That's probably your problem.

No exception? My mods are only for visual stuff like saxons getting the german faces, the world map overhaul (colors) and the bigger interface mod. I have had no problems running these alongside ck2plus before, at least everything but the saxons with german faces.

EDIT: I seem to have found the problem. After I disabled my music mod (music from CK1) the crashes haven't occured.
 
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No exception? My mods are only for visual stuff like saxons getting the german faces, the world map overhaul (colors) and the bigger interface mod. I have had no problems running these alongside ck2plus before, at least everything but the saxons with german faces.

EDIT: I seem to have found the problem. After I disabled my music mod (music from CK1) the crashes haven't occured.
Other mods may work alongside CK2Plus, yes.
But since there is a high probability of compatibility issues, you can't report CK2Plus bugs while having other mods active. If you disable the other mods and the problem still appears, you can report it. And if it - like in your case - is another mod, you will spot that easily by running mods individualy.
So for your normal gameplay you can of course play with whatever you want, just make sure the problem really is with CK2Plus before asking ;)
 
Other mods may work alongside CK2Plus, yes.
But since there is a high probability of compatibility issues, you can't report CK2Plus bugs while having other mods active. If you disable the other mods and the problem still appears, you can report it. And if it - like in your case - is another mod, you will spot that easily by running mods individualy.
So for your normal gameplay you can of course play with whatever you want, just make sure the problem really is with CK2Plus before asking ;)

Noted, thanks!
 
Is there a posted list of planned updates to the mod?
I don't think so, and I don't think there will be one.
Development is done by the dev team internally, and they come up with new ideas from time to time. But mod users don't get to see these before they are implemented and appear in the patch notes.
There is of course the suggestion thread, where you can at least read all the stuff that mod users suggested.

Recent info that emerged, however, seems to indicate that the team is currently working on adding in more societies and bringing the map in line with recent vanilla changes.
 
Unique Buildings for CK2Plus
Compatible with CK2Plus v4.06 Beta4
(only some history files needed merging; some bugs and spelling mistakes were also fixed)

All credit goes to @Morloran's Unique Buildings

Currently scrubbing up the vanilla version, but I feel like this compatibility version you made should be up on the workshop as well. Do you mind if I upload it there, with credits for compatibility going to you ofcourse? Advantage of me doing it is when I add new things to my mod (which I will soon), I can add them to the compatibility version too in one big swoop, meaning no upkeep for you. Please let me know what you think.

Edit: Should've started off with this, but, thank you for making a compatible version!
 
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Currently scrubbing up the vanilla version, but I feel like this compatibility version you made should be up on the workshop as well. Do you mind if I upload it there, with credits for compatibility going to you ofcourse?

Edit: Should've started off with this, but, thank you for making a compatible version!
Sure, you are welcome to do anything with it. I actually thought I might be penalized for posting your work, so this is unexpected.
Advantage of me doing it is when I add new things to my mod (which I will soon), I can add them to the compatibility version too in one big swoop, meaning no upkeep for you.
Because the CK2Plus history files were never changed, these files have been compatible since I first worked on updating them late last year. So compatibility shouldn't be broken often.
 
Sure, you are welcome to do anything with it. I actually thought I might be penalized for posting your work, so this is unexpected.Because the CK2Plus history files were never changed, these files have been compatible since I first worked on updating them late last year. So compatibility shouldn't be broken often.

Great! I uploaded it on the workshop, and on the modpage on these forums, crediting you in both places.

And I suppose compatibility wouldn't break often, but I intend to add more buildings which would require changing more history files. Me having control over both version just makes that easier.
 
Might be the wrong place to ask, but since updating to beta Norse ducal-level titles end up with the title "King", seems to be the only title that's affected
 
Might be the wrong place to ask, but since updating to beta Norse ducal-level titles end up with the title "King", seems to be the only title that's affected

WAD. Independant Norse dukes call them-selves kings.
They were always set up as such, but because of a bug in government file, they showed up as Jarls. This is fixed in vanilla to.

I'm glad someone noticed that :)
 
@Morloran would you mind if I added your unique buildings to main mod?

Hey as long as you credit me (with preferably a link to the original mod page, see signature) you can go ahead, sure! I do plan on adding more content in the next few days so you can integrate now and update later, or wait for a bit, whatever you think is better.
 
Hey as long as you credit me (with preferably a link to the original mod page, see signature) you can go ahead, sure! I do plan on adding more content in the next few days so you can integrate now and update later, or wait for a bit, whatever you think is better.

Excellent, in that case please message me when you add more content.
 
I don't play christian rules very often, went to play one and noticed the ambition to become a saint. The success condition is having the Paragon trait (which you normally get from the ambition to amass piety I believe?), do you gain the Paragon trait semi-randomly while having the 'become a saint' ambition depending on virtues/vices/etc. or how does that work without the ambition strictly to get Paragon?
 
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