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Damn, tells me nothing >_<
Did you also modify default.map and definitions.csv?

Yes, they're all up to date, and all of the adjacencies seem to be working fine according to the setup log. Do you think it might have something to do with positions.txt? I've left that blank, but it was working before...

Or are some of my provinces too small or something?
 
As long as they're not one-pixel, they should be OK.
What about the provinces map? Was it saved badly?

I don't think so. I've managed to skirt the error for the time being by reverting some of the provinces back into their previous larger forms. When I find the area which is causing the problem, I'll make sure to let this thread know!

Thanks again!
 
Solved it. The game didn't like the placement of the black impassable terrain between provinces 102 and 105, for no obvious reason, but moving the line by a few pixels solved it. The error message is still there in the error.log, so apparently it had nothing to do with it.

Now, onto trees and rivers...
 
Does it matter what number definitions.csv ends at, beyond the max_provinces number? I mean, the vanilla map has a max_provinces of 1036, but definitions.csv goes on to 14148. With a new map, should definitions.csv end at the max_provinces limit, or go on willy-nilly forever?
 
How thick must the Impassable terrain be?

Is there no minimum or maximum?
I noticed some rules of thumbs after modding the map, you can't put an impassable mountains area entirely within a province (instant CTD - no log entries) or you can't put 2 differents impassable mountains area bordering only the same 2 provinces (same crash - no log entries). That's written nowhere but it's like that.
 
I noticed some rules of thumbs after modding the map, you can't put an impassable mountains area entirely within a province (instant CTD - no log entries) or you can't put 2 differents impassable mountains area bordering only the same 2 provinces (same crash - no log entries). That's written nowhere but it's like that.
I'd actually disagree. On my working map, I've some five or six impassable terrain areas totally surrounded by one province.
 
I'd actually disagree. On my working map, I've some five or six impassable terrain areas totally surrounded by one province.
Strange, I had CTD as soon as I did that. I haven't tested this with the latest patches though. About your work map, is it surrounded by a regular province or a wasteland province ? In any case, I had CTD while trying to add the icelandic glaciers as impassable mountains areas.
 
So if I have this right, major rivers in the Old Gods update count as land provinces? At least, their IDs are all lower than the sea_starts value. For topology.bmp, then, should those river provinces be above 'sea level' or below it?
 
So if I have this right, major rivers in the Old Gods update count as land provinces? At least, their IDs are all lower than the sea_starts value. For topology.bmp, then, should those river provinces be above 'sea level' or below it?

I think they might count as sea provinces most likely :p
And there are just advndacies connected to them where you can walk over them to a diffrent provinces maybe
Do not take my word for it though I am merely guessing
 
I am having problems getting my mod to load up in 1.10. The Validator reports tons of false positives but nothing really problematic (vanilla texts that the Validator thinks are missing, etc.).
Basically I had a mod that was loading up fine in 1.09; Then I made a new mod folder and gradually moved my changes over while checking for changes in the vanilla files. Now the game always breaks right at the end of the loading process, at loading graphics. Oddly I was able to load my 1.10 mod folder with a 1.09 installation and was able to start and even play for a couple of days (until I was spammed with broken event messages caused 1.10 files(?)).

The question is: What are the essential thing changed in 1.10 that can prevent CKII from loading? What about an empty adjacencies.csv while using navigable rivers and missing holy sites while having reformable pagans in the game?


Usually the logs are pretty useless. But maybe this time there is some value to it, I don't know. Does one of you know what those messages mean?

Code:
[id.cpp:83]: Failed to create id 91013 45. Already exists in game.
[id.cpp:83]: Failed to create id 8501 40. Already exists in game.
[id.cpp:83]: Failed to create id 8506 40. Already exists in game.
[id.cpp:83]: Failed to create id 8511 40. Already exists in game.
[id.cpp:83]: Failed to create id 8516 40. Already exists in game.
[id.cpp:83]: Failed to create id 8601 40. Already exists in game.
[id.cpp:83]: Failed to create id 8606 40. Already exists in game.
[id.cpp:83]: Failed to create id 8611 40. Already exists in game.
[id.cpp:83]: Failed to create id 8616 40. Already exists in game.
[id.cpp:83]: Failed to create id 1004000 40. Already exists in game.
[id.cpp:83]: Failed to create id 1004005 40. Already exists in game.
[id.cpp:83]: Failed to create id 1004015 40. Already exists in game.
[id.cpp:83]: Failed to create id 1004025 40. Already exists in game.
[id.cpp:83]: Failed to create id 62039 40. Already exists in game.
[id.cpp:83]: Failed to create id 62040 40. Already exists in game.
 
I am having problems getting my mod to load up in 1.10. The Validator reports tons of false positives but nothing really problematic (vanilla texts that the Validator thinks are missing, etc.).
Basically I had a mod that was loading up fine in 1.09; Then I made a new mod folder and gradually moved my changes over while checking for changes in the vanilla files. Now the game always breaks right at the end of the loading process, at loading graphics. Oddly I was able to load my 1.10 mod folder with a 1.09 installation and was able to start and even play for a couple of days (until I was spammed with broken event messages caused 1.10 files(?)).


Usually the logs are pretty useless. But maybe this time there is some value to it, I don't know. Does one of you know what those messages mean?

Code:
[id.cpp:83]: Failed to create id 91013 45. Already exists in game.
[id.cpp:83]: Failed to create id 8501 40. Already exists in game.
[id.cpp:83]: Failed to create id 8506 40. Already exists in game.
[id.cpp:83]: Failed to create id 8511 40. Already exists in game.
[id.cpp:83]: Failed to create id 8516 40. Already exists in game.
[id.cpp:83]: Failed to create id 8601 40. Already exists in game.
[id.cpp:83]: Failed to create id 8606 40. Already exists in game.
[id.cpp:83]: Failed to create id 8611 40. Already exists in game.
[id.cpp:83]: Failed to create id 8616 40. Already exists in game.
[id.cpp:83]: Failed to create id 1004000 40. Already exists in game.
[id.cpp:83]: Failed to create id 1004005 40. Already exists in game.
[id.cpp:83]: Failed to create id 1004015 40. Already exists in game.
[id.cpp:83]: Failed to create id 1004025 40. Already exists in game.
[id.cpp:83]: Failed to create id 62039 40. Already exists in game.
[id.cpp:83]: Failed to create id 62040 40. Already exists in game.

40 and 45 indices are characters and dynasties IIRC, check your characters/dynasties files at the corresponding ids, you have duplicates/conflicting ones.

BTW, this has nothing to do with map testing :happy:
 
You need to have at least one portage adjacency, and technology doesn't work. All events and decisions that refer to religious authority in their effect are broken and blank out
 
40 and 45 indices are characters and dynasties IIRC, check your characters/dynasties files at the corresponding ids, you have duplicates/conflicting ones.

BTW, this has nothing to do with map testing :happy:

Hmmm ... I am mostly using characters in the range of 90000 to 111000. Maybe vanilla characters are tickling back in although I thought I have removed them by putting "replace_path = "history/characters" in my mod file.

It has to do with map mod testing a bit. I am looking for anything that breaks the game. Could well be my map changes (rivers etc.). + I like this thread :p



You need to have at least one portage adjacency, and technology doesn't work. All events and decisions that refer to religious authority in their effect are broken and blank out

Do you know if those things can "break" the game before it even loads up? I once spent hours putting in all the positions in positions.txt until I realised that those do not really matter after all.