• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

sejemaset

First Lieutenant
63 Badges
May 19, 2014
247
37
  • Stellaris: Galaxy Edition
  • BATTLETECH - Digital Deluxe Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Age of Wonders: Planetfall Premium edition
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris Sign-up
  • Cities: Skylines - Parklife
  • Age of Wonders: Planetfall Deluxe edition
  • Crusader Kings II: Holy Fury Pre-order
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Age of Wonders: Planetfall
  • Imperator: Rome Sign Up
  • Stellaris: Galaxy Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Europa Universalis IV
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Cities: Skylines
  • Age of Wonders: Planetfall Season pass
  • Europa Universalis IV: El Dorado
  • Stellaris: Ancient Relics
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
Anyone know how to get a sub-mod to overwrite localization files? Trying to set up a personal sub-mod so I can better tell if a but I find is from something I did. Unfortunately when I change a localization it has no effect. Tried putting the localizations in copied files, sequentially numbered files (ie 1_titles instead of 0_titles) but it always ignores the sub-mod localizations unless there isn't a key for CK2+


Edit: Apparently not just localization but anywhere that the sub-mod conflicts with the main mod the main mod overwrites. Which is for some reason backwards.
 
Last edited:
Anyone know how to get a sub-mod to overwrite localization files? Trying to set up a personal sub-mod so I can better tell if a but I find is from something I did. Unfortunately when I change a localization it has no effect. Tried putting the localizations in copied files, sequentially numbered files (ie 1_titles instead of 0_titles) but it always ignores the sub-mod localizations unless there isn't a key for CK2+


Edit: Apparently not just localization but anywhere that the sub-mod conflicts with the main mod the main mod overwrites. Which is for some reason backwards.

For mods, only first file loaded matters, others are ignored.
So you'll need to add a line in your .mod to ensure your mod is always loaded first:
Code:
dependencies = { "CK2Plus" }
 
Yeah that's already there.
You also need to be sure your localization files are before ours in naming. Considering how we name our files that probably means naming them 000_myfile.csv or the like
 
You also need to be sure your localization files are before ours in naming. Considering how we name our files that probably means naming them 000_myfile.csv or the like

This might be my issue, only thing that didn't get overwritten was my defines, which is named after alphabetically, looking up how localization handles conflicts first loaded takes priority. I'll play around with it later.