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With the ROI, people's faces are missing. When I tried applying the portrait fix from VIET, the people's faces are there but sometimes I see eyes, noses, and mouths floating outside of the circle. Is this because I dont have any of the DLCS? :p
 
With the ROI, people's faces are missing. When I tried applying the portrait fix from VIET, the people's faces are there but sometimes I see eyes, noses, and mouths floating outside of the circle. Is this because I dont have any of the DLCS? :p

It appears the portrait fix isn't working correctly in the current download. It will be fixed in the upcoming hotfix. For now, other than buying all the portrait DLCs, you can fix this by doing the following: go to "mod/Historical Immersion Project/interface" and delete these files:

portraits_mediterranean.gfx
portraits_norse.gfx
portraits_persian.gfx
portraits_saxon.gfx
portraits_ugric.gfx
portraits_westernslavic.gfx".

I haven't had time to test whether this works but I believe it should take care of it...
 
It appears the portrait fix isn't working correctly in the current download. It will be fixed in the upcoming hotfix. For now, other than buying all the portrait DLCs, you can fix this by doing the following: go to "mod/Historical Immersion Project/interface" and delete these files:

portraits_mediterranean.gfx
portraits_norse.gfx
portraits_persian.gfx
portraits_saxon.gfx
portraits_ugric.gfx
portraits_westernslavic.gfx".

I haven't had time to test whether this works but I believe it should take care of it...

Deleting all of this slightly more complete list may work a lot better:

interface/portrait_sprites_DLC.gfx
interface/portraits_mediterranean.gfx
interface/portraits_norse.gfx
interface/portraits_persian.gfx
interface/portraits_saxon.gfx
interface/portraits_turkish.gfx
interface/portraits_ugric.gfx
interface/portraits_westernslavic.gfx
 
Has something changed with the retinues in the 12/04 version? I remember there being more than four subtypes, six or so -now there are only four.
 
Im looking for those who edit HIP save files. What program do you use to actually open the files? I cant seem to open it with anything. It either doesn't open at all or there is an encoding issue that cannot be fixed.
 
Im looking for those who edit HIP save files. What program do you use to actually open the files? I cant seem to open it with anything. It either doesn't open at all or there is an encoding issue that cannot be fixed.
Notepad++.
 
Notepad++.
Nope, doesnt work for me. I get a mess of symbols and none of encodings avaliable fixes that.

Would you please be so kind to try opening the attached file and tell me if it works fine for you?
 

Attachments

  • Muscovia912_11_11.rar
    3,8 MB · Views: 3
Nope, doesnt work for me. I get a mess of symbols and none of encodings avaliable fixes that.

Would you please be so kind to try opening the attached file and tell me if it works fine for you?
Decompress it first and it'll work.
 
Decompress it first and it'll work.
...

Its kinda strange to assume I was trying to open an archive with the notepad. I had to archive it because I could not attach it otherwise. Well, whatever, I dont want to bother you. Thanks for nothing. :)
 
...

Its kinda strange to assume I was trying to open an archive with the notepad. I had to archive it because I could not attach it otherwise. Well, whatever, I dont want to bother you. Thanks for nothing. :)
Opening the decompressed thing worked entirely fine for me.
 
...

Its kinda strange to assume I was trying to open an archive with the notepad. I had to archive it because I could not attach it otherwise. Well, whatever, I dont want to bother you. Thanks for nothing. :)

Opening the decompressed thing worked entirely fine for me.

What Meneth means is that you have the save game compression option enabled in CK2. (It's a new feature, you may not have noticed it.) In order to edit the compressed save game file you'll need to decompress it first.
 
What Meneth means is that you have the save game compression option enabled in CK2. (It's a new feature, you may not have noticed it.) In order to edit the compressed save game file you'll need to decompress it first.
Please excuse my ignorance on the subject. How do I decompress it?

Edit:
It took a reddit request, but I finally have it figured out. I would have never found that check myself.

Thank you very much, Meneth and AnaxXiphos, for you help.
 
Last edited:
Is there a way to keep a person's name and/or title from changing if they change culture? At the very least I'd like to be able to keep my name for the character I'm playing. For example, I was born and came to my throne as a German named Karlmann. Many years into my reign I decided to adopt the Frankish culture of most of my lands and vassals. My name then changed to Carloman. It's not a big deal but it just feels weird having your name change in the middle of your life.
 
Is there a way to keep a person's name and/or title from changing if they change culture? At the very least I'd like to be able to keep my name for the character I'm playing. For example, I was born and came to my throne as a German named Karlmann. Many years into my reign I decided to adopt the Frankish culture of most of my lands and vassals. My name then changed to Carloman. It's not a big deal but it just feels weird having your name change in the middle of your life.

It's not weird at all to adopt a localised name once you're immersed sufficiently in a different culture. I know a few people and know of more that have done this, even today when nationalist/ethnic roots are such a big deal to people (presumably as a reaction to the pressure of the global melting pot as it is and a real or perceived need for group identity, but I digress). 50-100 years ago, when the global melting pot was really just beginning, people very commonly adopted new, localised (but related) first names and especially even surnames upon immigration alone (speaking for the US), let alone long-term cultural immersion. This was both an expedient (it's easier if people don't butcher your name every time they try to verbalize/spell it) and a simple matter of enthusiasm to fit into their new home, their new meta-culture.

That said, you can always write a custom event to name your character whatever the hell you want.

Code:
namespace = hacks

character_event = {
  id = hacks.1
  desc = "I'm still true to my roots. Call me Karlmann, damnit."
  is_triggered_only = yes

  option = {
    name = OK
    set_name = "Karlmann"
  }

  option = {
    name = "Screw it. I don't even know myself anymore."
    random_list = {
      20 = { set_name = "Lothaire" }
      20 = { set_name = "Tiberius" }
      20 = { set_name = "Genghis" }
      20 = { set_name = "Muhammad" }
      20 = { set_name = "Guillaume" }
    }
  }
}

Save, reload with the event, run it on the console, and yeah, there you go.

No general way to turn off cultural name conversion, no.
 
Any solution to sunni Coat of Arms that Changes randomly after saving games when your dynasty converts from Pagan to Sunni?

Never mind, vanilla problem, I found a solution here;

I don't really know about all the tools that are available for modding, but I can tell you how you could find a coat from your old savegame to copy it to your character's coat in the new game.

1) Open your savegame file in a text editor that can handle really large text files, like Notepad++ or Ultra-Edit.

2) Find your player ID in the first few lines of the file. It looks like this:
Code:
	version="1.103"
	date="1371.1.1"
	player=
	{
		id=645454  <-----
		type=45
	}

3) Find your character record in the text file. You search for "<id>=". In this case, "645454=".
Code:
		645454=
		{
			birth_name="Buonconte"
			birth_date="1349.7.24"
			father=632384
			mother=631431
			spouse=646208
			attributes=
			{
6 4 3 6 4 			}
			traits=
			{
6 57 78 87 85 82 92 			}
			religion="catholic" <--- Your religion
			culture="italian"
			graphical_culture="german"
			dynasty=100357 <---- Your dynasty
			dna="umymlccxstn"
			properties="fe0acb00000"
			fertility=0.600
			health=4.600
			prestige=3614.240
			score=72033.536
			piety=490.890
			player=yes <---- Confirmation it is you
			...
		]

5) Find the coat of arms section in the dynasty record in the savegame by searching for "<dynasty>=". Here I search for "100357=".
Code:
		100357=
		{
			coat_of_arms= <---- First line coat
			{
				data=
				{
0 4 0 3 1 13 12 				}
				religion="catholic" <---- The coat religion
			} <---- last line of coat
			decadence=75.00000
		}

If you are going to edit your savegame be sure to make a backup copy of it first in case anything bad happens.

If you want to copy a coat from your old savegame you locate that coat and you copy it to your clipboard, then you open the new savegame and find the coat there, delete the new one and paste in the copy of the old. You have to edit the "religion=" line in the coat to be the same as the religion your character (in the new save) has back in the character record. It is noted in step 3. This is only safe to do if the two religions use the same visual style group (coat culture) for their coat, so its safe to change from "tengri_pagan" to "tengri_pagan_reformed" for instance, but not from "catholic" to "muslim".

If you want your coat never to change during the game even if you change religions, you can add a "set_coat_of_arms=yes" line right before the decadence line in the dynasty data. This will mean that your coat will never randomize, but it also means that if you change from christian to muslim the border around your coat will still have the christian border. The game will randomize your coat when you load the savegame if the religion= line in your dynasty coat is not equal to the one in your player section, unless you have "set_coat_of_arms=yes"

Again I would recommend always making a backup copy and changing that if you are going to try to edit your save. If you try to change the religion in the coat into one that is not in the same coat culture then the game will probably either crash or randomize your coat when it tries to display it. I'm not sure which as I haven't tried it in the latest version. It certainly would have crashed in version 1.100 or 1.101.

This happened when I started as a custom tengri pagan and converted to sunni. Just put in that set_coat_of_arms=yes line after that you set up a new coat of arms for your dynasti.
 
That said, you can always write a custom event to name your character whatever the hell you want.

Save, reload with the event, run it on the console, and yeah, there you go.

Heck, if I was going to go to all that trouble wouldn't it be just as easy to change the name in the save file? Or would it just convert back once the game started running? Either way, it's not that important. I'm just thinking that it might look weird in a situation where three successive rulers might have three different names but be designated I, II, and III. Or does the name have to be exactly the same to get a regnal number?