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ShadowSpion

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Aug 13, 2013
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Hello,
I would like to be able to subscribe to ck2+ via the steam workshop, but I make so many changes that I have to download and update manually from here. So, I would like to make a submod for ck2+, that I can tick/untick in the mods part of the launcher, that won't have to be updated when the mod is. How would I go about doing this and making sure ck2+ is loaded up first and then my mods changes implemented?
Thanks,
~Shadow Spion
 
Same as making any other mod, but add this exactly

dependencies = { CK2Plus }

Plop it after the path line in your .mod file, but I don't think it makes much of a difference.
 
Same as making any other mod, but add this exactly

dependencies = { CK2Plus }

Plop it after the path line in your .mod file, but I don't think it makes much of a difference.
I've done this and it screws up the religions for some reason, it completely removes the CK2+ religions like Chalcedonian and Apostolic and the mods I'm making submods don't touch religions.
 
Same as making any other mod, but add this exactly

dependencies = { CK2Plus }

Plop it after the path line in your .mod file, but I don't think it makes much of a difference.
Believe me it does.
At least in my experience, as otherwise your submod could randonly get overwritten by CK2Plus' files of the same name.

I've done this and it screws up the religions for some reason, it completely removes the CK2+ religions like Chalcedonian and Apostolic and the mods I'm making submods don't touch religions.
Can you add more info? Like what you are doing, what you want to do etc. - maybe even post the submod so I can take a look at it.
I have made quite a few submods myself (at one point I ran 4 simultaneosely ^^), and there often are things that are hidden where you wouldn't expect it.*


*Like when the CK2Plus team decided to change the number of character backgrounds in a file name "province.gfx". It took me ages to figure out that thing screwed up my portraits. Why did you do that, dev team? Why? :confused:
;)
 
*Like when the CK2Plus team decided to change the number of character backgrounds in a file name "province.gfx". It took me ages to figure out that thing screwed up my portraits. Why did you do that, dev team? Why? :confused:
;)

I couldn't get it to work as a separate file. :(

Interface modding is not really my forte.
 
Believe me it does.
At least in my experience, as otherwise your submod could randonly get overwritten by CK2Plus' files of the same name.
;)

I meant the position of the line, not the existence there-of
 
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Believe me it does.
At least in my experience, as otherwise your submod could randonly get overwritten by CK2Plus' files of the same name.


Can you add more info? Like what you are doing, what you want to do etc. - maybe even post the submod so I can take a look at it.
I have made quite a few submods myself (at one point I ran 4 simultaneosely ^^), and there often are things that are hidden where you wouldn't expect it.*


*Like when the CK2Plus team decided to change the number of character backgrounds in a file name "province.gfx". It took me ages to figure out that thing screwed up my portraits. Why did you do that, dev team? Why? :confused:
;)
It's two mods, both are from steam, one of them is Nicknames++ which just adds more nicknames to the game, and the other of coat of arms editor expanded which adds the dlc coat of arms to be used other than the original 158 designs.
 
I couldn't get it to work as a separate file. :(

Interface modding is not really my forte.
Yeah no problem, I figured it out ^^
And yeah I too find that to be a little strange at times. Because I failed to overwrite that very line by copying the file into my submod and changing the line.
The only thing that worked was to make a new file and put just that one change into it. :confused:
Now don't ask me why, because I have less knowledge than you guys :p

It's two mods, both are from steam, one of them is Nicknames++ which just adds more nicknames to the game, and the other of coat of arms editor expanded which adds the dlc coat of arms to be used other than the original 158 designs.
I shall subscribe to the mods and have a look at their files. Maybe I can figure it out, but no guarantees.
 
Yeah no problem, I figured it out ^^
And yeah I too find that to be a little strange at times. Because I failed to overwrite that very line by copying the file into my submod and changing the line.
The only thing that worked was to make a new file and put just that one change into it. :confused:
Now don't ask me why, because I have less knowledge than you guys :p


I shall subscribe to the mods and have a look at their files. Maybe I can figure it out, but no guarantees.
Thank you very much
 
Hmm at first glance, there indeed seems to be nothing in these mods that should interfere with religions in any way.
At least Nicknames++ should not make any problems. Have you tried using just the files from Nicknames++ without the other mod?
Narrowing down the problem is key to making submods.

Also, can you possibly upload some screenshots showing how the religions are wrong? Because I once had a problem where just the religious icons were off, which can happen far easier than the actual religions changing.
Or really I could probably tell best what is happening if you just posted your submod, and I go play with it and see what happens myself, if you want.
 
Hmm at first glance, there indeed seems to be nothing in these mods that should interfere with religions in any way.
At least Nicknames++ should not make any problems. Have you tried using just the files from Nicknames++ without the other mod?
Narrowing down the problem is key to making submods.

Also, can you possibly upload some screenshots showing how the religions are wrong? Because I once had a problem where just the religious icons were off, which can happen far easier than the actual religions changing.
Or really I could probably tell best what is happening if you just posted your submod, and I go play with it and see what happens myself, if you want.
It works well with Nicknames++. I personally am not creating a submod, I'm just trying to make these mods compatible with Ck2+ and I thought this would be a good way to do it. As for what's happening ingame, when I upload a game without these mods made dependent of CK2+ then there are the religions of Apostolic in Armenia and Georgia and Chalcedonian is all around Europe and Asia Minor. Once I make the mods dependent of CK2+ and go on then everything Chalcedonian or Apostolic is switched to being Orthodox, and the map color of Orthodox of purpleish pink is back instead of the CK+ map color of a dark yellowish gold.
 
It works well with Nicknames++. I personally am not creating a submod, I'm just trying to make these mods compatible with Ck2+ and I thought this would be a good way to do it. As for what's happening ingame, when I upload a game without these mods made dependent of CK2+ then there are the religions of Apostolic in Armenia and Georgia and Chalcedonian is all around Europe and Asia Minor. Once I make the mods dependent of CK2+ and go on then everything Chalcedonian or Apostolic is switched to being Orthodox, and the map color of Orthodox of purpleish pink is back instead of the CK+ map color of a dark yellowish gold.
Ok I am confused.
So what excactly did you do? I understand what is happening, but I don't understand what you have done modding-wise.
Did you create a submod, that had dependencies on both the original mod and CK2Plus, and contained the incompatible files modified to be compatible?
Or did you create an entirely new mod with just CK2Plus as a dependency, which contained all modified files of the original mod?
Or did you just add CK2Plus as a dependency in the original mod's .mod file?
In other words, how do your files and folder look like.
 
Ok I am confused.
So what excactly did you do? I understand what is happening, but I don't understand what you have done modding-wise.
Did you create a submod, that had dependencies on both the original mod and CK2Plus, and contained the incompatible files modified to be compatible?
Or did you create an entirely new mod with just CK2Plus as a dependency, which contained all modified files of the original mod?
Or did you just add CK2Plus as a dependency in the original mod's .mod file?
In other words, how do your files and folder look like.
I did the third. I went into the .mod files of the two mods mentioned before and wrote in "dependencies = { CK2Plus }" because the two mods do not work with CK2Plus and so I thought by making them dependent of CK2Plus they would then work well with it. It worked for Nicknames++ but not for coat of arms expander.
 
I did the third. I went into the .mod files of the two mods mentioned before and wrote in "dependencies = { CK2Plus }" because the two mods do not work with CK2Plus and so I thought by making them dependent of CK2Plus they would then work well with it. It worked for Nicknames++ but not for coat of arms expander.
Ok that helped, though I still don't see why it should mess up religions.

Now what you have done is the "easy" solution, but actually you might need to do a little bit more to make them work properly:
For example, CK2Plus changes and adds many things to the CoA itself. And by just putting CK2Plus up as a dependency, you let CoA Expanded just overwrite the CK2Plus files, thus losing any changes/additions CK2Plus did to those. Same way, you might also lose some CK2Plus nicknames.
That is also where I suspect the issue (though again, this hasen't anything to do with religions). Since I don't need any files from you now to test the issue out, I shall try to reproduce your error - tomorrow.
Then I shall explain what you need to do if you want to make a proper submod, or whatever needs to be done to solve the problem.
Cheers!
 
Ok that helped, though I still don't see why it should mess up religions.

Now what you have done is the "easy" solution, but actually you might need to do a little bit more to make them work properly:
For example, CK2Plus changes and adds many things to the CoA itself. And by just putting CK2Plus up as a dependency, you let CoA Expanded just overwrite the CK2Plus files, thus losing any changes/additions CK2Plus did to those. Same way, you might also lose some CK2Plus nicknames.
That is also where I suspect the issue (though again, this hasen't anything to do with religions). Since I don't need any files from you now to test the issue out, I shall try to reproduce your error - tomorrow.
Then I shall explain what you need to do if you want to make a proper submod, or whatever needs to be done to solve the problem.
Cheers!
Thank you very much!
 
Hmm okay so I just tried loading up the game with both mods enabled, and the simple "dependencies" line added to their mod file.
And...
it worked fine. :confused:
20160312143106_1.jpg20160312143436_1.jpg

So now I am confused: Have you done anything else to your game setup, any other mods?
Because religions are just fine in my game, somehow?
 
Hmm okay so I just tried loading up the game with both mods enabled, and the simple "dependencies" line added to their mod file.
And...
it worked fine. :confused:
View attachment 163282View attachment 163283

So now I am confused: Have you done anything else to your game setup, any other mods?
Because religions are just fine in my game, somehow?
That's rather strange. Perhaps it's how you entered in the "dependencies"? Where and how did you enter it into the .mod file? Was it after the quotations for the archive? did you put dependencies = { CK2Plus } in quotations?
 
This is how my .mod file looks:
Code:
name="Coat of Arms Editor Expansion"
archive="mod/coa editor expansion.zip"
user_dir="CoA Editor Expansion"
picture="CoA Editor Expansion.jpg"
dependencies = { "CK2Plus" }    # Should overwrite the necessary files
Yeah I used quotations - but that shouldn't cause religions to go haywire, could it? Frankly I have no idea at this point, so you migth try it out ^^