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Dec 15, 2022
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New to modding CK2.
I created what I believe to be the correct files but the decision icon is not showing up.

I have created a mod folder. In it the decisions folder and a decisions text file.
I have created the GFX icon in its proper folder, "decision icons" in the interface folder, and copies text1 from Localization and added two more lines.

I must be missing something.
 
Post your files here (or the relevant lines from your files), if you are able to.
Also, don't copy vanilla files if you're only adding your own content, simply create your own files for that.

As for decision icons, they have to be defined separately for the game to know when to use them. Vanilla CK2 does that in interface\decision_icons.gfx. You can create your own .gfx file in the interface folder, using the structure found in the vanilla file.
 
Okay. Firstly, for the localization, can I call the text file anything?

Anyway, my decision file is this. Note that I just copies the feasting decision over. This was obviously my first test.
Maybe my mistake was in "any_realm_lord". I am trying to trigger this only if Naupactus (province 1881) is under your control. I think this would be the easiest mistake.
Also, I am wondering what the significance of the is_feudal...is_nomadic is? What exactly does this mean?

decisions = {

rebuild_pythia = {
only_playable = yes
ai_check_interval = 12
potential = {
religion = hellenic_pagan_reformed
any_realm_lord = {
controls = 1881
}
is_playable = yes
OR = { #what does this mean?
is_feudal = yes
is_tribal = yes
is_nomadic = yes
}
prisoner = no
OR = {
tier = king
tier = emperor
}
NOR = {
has_character_modifier = building_pythia
has_global_flag = pythia_restored
}
}

allow = {
war = no
prisoner = no
in_command = no
NOT = { is_inaccessible_trigger = yes }
age = 16
prestige = 500
wealth = 200
custom_tooltip = {
text = is_not_busy_trigger_tooltip
hidden_tooltip = { NOT = { has_character_flag = do_not_disturb } }
}
}



effect = {
wealth = -25
add_character_modifier = {
name = holding_large_feast
duration = -1
}
set_character_flag = recent_minor_decision
set_character_flag = do_not_disturb
hidden_tooltip = { character_event = { id = 72999 days = 150 } } # Safety catch flag clearing

hidden_tooltip = {
character_event = {
id = 72109
}
}

}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 1

modifier = {
factor = 0
NOT = {
wealth = 200
}
}
modifier = {
factor = 0
trait = shy
}
modifier = {
factor = 0
NOT = { diplomacy = 10 }
}
modifier = {
factor = 0
has_character_flag = recent_minor_decision
NOT = {
had_character_flag = {
flag = recent_minor_decision
days = 730
}
}
}
}
}
}


I'll post the other ones if you'd like to see them but they're just copied from the tournament one with tournament replaced with rebuilding_pythia.
 
Okay. Firstly, for the localization, can I call the text file anything?

Yes, anything reasonable works. It's best to limit it to alphanumeric characters and simple special characters like dashes and underscores.

Maybe my mistake was in "any_realm_lord". I am trying to trigger this only if Naupactus (province 1881) is under your control. I think this would be the easiest mistake.

I would use completely_controls = c_naupactus instead. controls is very rarely used and also doesn't account for the decision taker holding the title.

Also, I am wondering what the significance of the is_feudal...is_nomadic is? What exactly does this mean?

It should be straightforward. It checks if the character has a fitting government type. Vanilla CK2 only has one tribal government type, but several feudal types, any one of which satisfies is_feudal = yes.
 
Okay, I replaced
any_realm_lord = {
controls = 1881
}
with
completely_controls = c_naupactus
It still doesn't work.

What exactly am I missing?

First I made my mod folder and the "my mod" MOD file.
Then I made the above file and put it in the "decisions" folder
Then I made "decision_icons.gfx"
spriteTypes = {

spriteType = {
name = "GFX_rebuild_pythia"
texturefile = "gfx\\interface\\decision_rebuild_pythia.dds"
}
}
and put that in my "interface" folder. There is an icon I made already.
Lastly I made a "Localization" folder and created a "hellenic" localization CSV file.

Have I missed something here? I was trying to follow the wiki.
 
Okay, I replaced

with

It still doesn't work.

What exactly am I missing?

First I made my mod folder and the "my mod" MOD file.
Then I made the above file and put it in the "decisions" folder
Then I made "decision_icons.gfx"

and put that in my "interface" folder. There is an icon I made already.
Lastly I made a "Localization" folder and created a "hellenic" localization CSV file.

Have I missed something here? I was trying to follow the wiki.

At this point it might be easier if you archive your whole mod into a zip file and upload it here.
Also, the localisation folder has an 's' in it, British English style (when Paradox still remembered how the language is written).

If you still want to try yourself to get things working, remove things from your decision's potential-clause and see when it starts showing up.
If nothing will work, the issue is most likely in MyMod.mod. If the game can't find the folder with the goodies, it can't load your mod.
 
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Alright, here's what I'm seeing.
1. This zip file doesn't contain a .mod file. This is the file the game needs for your mod to show up in the launcher, and it points the game to your mod's files. If you do have it on your end, it should at least show up in the launcher, but if the path is set incorrectly, it won't actually load in the game.
2. Your decisions file has no .txt extension, so the game won't load it. The game only loads .txt files.
3. The localisation folder is still named 'localization', but the game only looks inside 'localisation'.
4. Your gfx file is named identically to the vanilla file, which makes your file overwrite the vanilla file. That's not what you want. Rename it to something else.
5. I'm not seeing your .dds file inside your mod's folder hierarchy.

It's probably best to rename your mod folder to not have a space in it, since that tends to cause issues sooner or later in the .mod file, especially if you intend to upload your mod to the Workshop at some point.
 
Alright, here's what I'm seeing.
1. This zip file doesn't contain a .mod file. This is the file the game needs for your mod to show up in the launcher, and it points the game to your mod's files. If you do have it on your end, it should at least show up in the launcher, but if the path is set incorrectly, it won't actually load in the game.
2. Your decisions file has no .txt extension, so the game won't load it. The game only loads .txt files.
3. The localisation folder is still named 'localization', but the game only looks inside 'localisation'.
4. Your gfx file is named identically to the vanilla file, which makes your file overwrite the vanilla file. That's not what you want. Rename it to something else.
5. I'm not seeing your .dds file inside your mod's folder hierarchy.

It's probably best to rename your mod folder to not have a space in it, since that tends to cause issues sooner or later in the .mod file, especially if you intend to upload your mod to the Workshop at some point.
There is a MOD file, but it is in the mod folder (one level up). I posted "my mod" which is the folder in the "mod" folder in the CK2 folder.

I have fixed the decision file. Not sure how that happened. I renamed gfx to "gfx_hellenic" and re-named "my mod" to hellenic_revival.
This sort of worked... except that now all the other sprites are gone.

I think I will download a simple mod and figure out how it works from there. Do you know of any simple mod that just adds a few events which I can reverse engineer to find out what I'm doing wrong?
 
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There is a MOD file, but it is in the mod folder (one level up). I posted "my mod" which is the folder in the "mod" folder in the CK2 folder.

I mentioned it because the .mod file is part of a mod, and that I can't check what wasn't in the archive. It does, however, sound like everything is working on that end, from what I read below.

I have fixed the decision file. Not sure how that happened. I renamed gfx to "gfx_hellenic" and re-named "my mod" to hellenic_revival.
This sort of worked... except that now all the other sprites are gone.

Is there anything inside gfx_hellenic? Is that a folder or a file? The game uses a gfx-folder, not any other folder with gtfx_<something> in its name. The game won't know to look inside folders that it doesn't know about.
In any case, seeing that all other sprites are gone is a good sign one of your files is still named the same as the vanilla file, meaning your file overwrites the vanilla file.

I think I will download a simple mod and figure out how it works from there. Do you know of any simple mod that just adds a few events which I can reverse engineer to find out what I'm doing wrong?

Plenty of mods on the Steam Workshop, as well as small mods here on the forums.
You're always free to upload a work-in-progress version here, to let others have a look at your mistakes. You're not the first to make basic mistakes, and I speak from personal experience here.