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This seems as good a place as any to post this:

I'm looking to start modding CK2, I know C++ really well and I've looked at CK2 and EU3 briefly and it seems pretty straightforward (although limiting). Regarding the limits, I'm wondering what the limits are on map creation. Is it impossible to get "world wrap" like in EU, HoI, Vicky (I haven't seen any mods for it, so I'm assuming impossible, really difficult, or totally unknown)? What other limits are there on the map (size, shape, etc.)?

Any thoughts would be nice and would help me decide whether I want to get into the super-high-level scripting PDS uses.

EDIT: (For non-coders, "high-level" is a term used to describe things that are further removed from the base (the CPU) and therefore restricted, but easier to use. C++ is considered low-level, that is close to the base or very non-limiting. C is even lower. VB is high-level as well as all interpreted and scripting languages, e.g. Python, Lua, Ruby, etc. I didn't know if that could be confusing to some.)
 
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Well, basically you must have four right angles and dimensions that are multiples of 256. World wrap's impossible as that's a hardcoded thing; unless you're willing to decomplie and reassemble CK2, it can't be done.
 
Thanks, kind of a pain that world wrap is impossible, but I still think I will look into modding CK2, I have some ideas that may or may not work well.
Well, CK is just about the only Paradox Grand Strategy that lacks it (both games).
You might wanna join a modding team forst, to pick things up, as CK2 modding can be quite obtuse even to programming-oriented people (heh, I should know)
 
Well, CK is just about the only Paradox Grand Strategy that lacks it (both games).
You might wanna join a modding team forst, to pick things up, as CK2 modding can be quite obtuse even to programming-oriented people (heh, I should know)

not like there's a point :p

(and you're a doctor, not a programmer dammit, so act like one :laugh: )
 
I have been off the forums for a month or so with family stuff and I just downloaded patch 1.111. Now my custom map is not working and I was wondering if any map related issues were changed in this patch? My error log is just

Code:
[texturehandler.cpp:181]: Couldn't find texture file: gfx//coats_of_arms//dynasties3.tga.

I always crashes on "Loading Map (Creating Borders) . . ."
 
I have been off the forums for a month or so with family stuff and I just downloaded patch 1.111. Now my custom map is not working and I was wondering if any map related issues were changed in this patch? My error log is just

Code:
[texturehandler.cpp:181]: Couldn't find texture file: gfx//coats_of_arms//dynasties3.tga.

I always crashes on "Loading Map (Creating Borders) . . ."

Afaik since 1.10 nothing map breaking was introduced.
Your log says that you don't own that latest COA DLC. But I guess you already knew that ;)
 
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So I have not yet been able to resolve my issues. Still crashing when loading paths. I have tested it without the map and can get the titles and their histories to load as floating titles.

The version uploaded does not have the characters attached, but that shouldn't be a problem for getting the map itself to load.

Can anyone help me figure out what I am doing wrong with this map? It used to work fine.

Note: this map is based on Project Balance's, as that is what I play. Should add an additional island off the coast of France that is about the size of Ireland.
https://www.dropbox.com/s/c1tmu8zofw7mw96/zacemodMapXXPBXX.zip
 
So I have not yet been able to resolve my issues. Still crashing when loading paths. I have tested it without the map and can get the titles and their histories to load as floating titles.

The version uploaded does not have the characters attached, but that shouldn't be a problem for getting the map itself to load.

Can anyone help me figure out what I am doing wrong with this map? It used to work fine.

Note: this map is based on Project Balance's, as that is what I play. Should add an additional island off the coast of France that is about the size of Ireland.
https://www.dropbox.com/s/c1tmu8zofw7mw96/zacemodMapXXPBXX.zip

My error log shows:

[internationalizedtext.cpp:753]: TEXT ERROR: The tag for $™t need another source of court intrigue.
[texturehandler.cpp:181]: Couldn't find texture file: gfx/traits/.tga.
[spritetype.cpp:370]: Error initialising texture: gfx/traits/.tga for spritetype GFX_trait_

I have never seen that first line before. What on earth is that telling me?
 
So, I'm having a crash during Creating Paths with a custom map(own creation). I can't really figure out what exactly is wrong with it, I started making it on a pre-1.10 patch and it worked perfectly there(as in, loaded the game without trouble) and yesterday I atempted porting it patch 1.111 with no success. I've read the thread "Issues with custom maps in 1.10" and I believe I followed the instructions correctly, but well, no idea really. I created major rivers specifically for the portage/major_river entry(Far right near bottom of island) and a sea connection at the left side island(of the two that actually have provinces). Both havn't seem to have helped with the crash, though I believe that it has to be something to do with adjacencies, no?

Either way, thanks in advance for any help.
Map files
Logs
 
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*snip*

Either way, thanks in advance for any help.
Map files
Logs

Okay so look at your graphic logs and your province map. You've not set a custom default.map up so the mod will take the vanilla one, and thus assume you have the vanilla set of provinces. On your province map, you only have 19. This is why you have an error for all of your provinces above 19, as they can't find what they are supposed to be defining. Copy over the default.map file and change it to fit your provinces. Also, that green, brown and blue are counted as provinces by the game, so long as it remains in the bmp.
 
Sorry for double post, wanted to distinguish the answer to Alerion so he could see it better.

I've been reading through this all trying to work out my own adjacencies problems (what is it with that file?). I'm getting calc_paths crashes consistently. I've looked through the adjacency help requests in this thread, the 1.10 changes thread and some other mod's adjacency.txt files and have adjusted accordingly, but I'm still getting nowhere.

My logs originally showed rgb errors, which I have found and fixed, now they only show that my game crashes exactly after it finishes loading my adjacencies. Here is the end of the main log, the rest apart from system are blank:

...
[map.cpp:1507]: Adjacencies for 529 ==> 12 13 14 72 73 74 178 489 528 530
[map.cpp:1507]: Adjacencies for 530 ==> 74 102 103 284 489 490 529 531
[map.cpp:1507]: Adjacencies for 531 ==> 103 110 111 157 158 159 282 283 284 530 533
[map.cpp:1507]: Adjacencies for 532 ==> 200 201 202 450 451 521 522 526 527
[map.cpp:1507]: Adjacencies for 533 ==> 111 115 116 145 146 147 153 156 157 531

https://www.dropbox.com/sh/g1y9qj9bwc9pjal/6H6T0xj0i7

Here are my files, though just the map folder and 'My Map.mod' file, unless anyone needs the rest for reference. I used Jon Strykers guide and tool, which was incredibly useful, and have spent the last few days trying to figure out what on earth this problem could be. Thankfully it's not just me having the problem, but it seems a little different for everyone and none of the fixes I've seen work here.

Thanks for reading.
 

My crash seems to occur at about the same point in the log. I too have tinkered with the adjacencies and do not see any particular issues that could be causing the problem. I reopen the files and tinker with them every few months, but can't for the life of me sort out what the issue could be.
 
One probably stupid question. Should any added land province be added before the sea ones, moving as such the whole block of sea provinces? Default.map DOES list only the first sea province, whereas EU4 lists them all.