• 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.
So instead of placing in the DarkAges mod folder, I have to replace the 00 job_actions file in the HIP folder with the one I downloaded? Just for clarification purpose
No, you need to manually modify the file in your HIP installation. Go to the HIP installation folder, find the 00_job_actions.txt file and change the line "events = { 916 917 }" (without quotation marks) into "events = { 916 917 darkages.1972056 }" (again, no quotation marks).
 
No, you need to manually modify the file in your HIP installation. Go to the HIP installation folder, find the 00_job_actions.txt file and change the line "events = { 916 917 }" (without quotation marks) into "events = { 916 917 darkages.1972056 }" (again, no quotation marks).

Exactly. Thanks for answering.
 
No, you need to manually modify the file in your HIP installation. Go to the HIP installation folder, find the 00_job_actions.txt file and change the line "events = { 916 917 }" (without quotation marks) into "events = { 916 917 darkages.1972056 }" (again, no quotation marks).

Sorry to do this, again...

upload_2019-6-26_7-36-37.png


So as you can see I added the line in the HIP job_actions file

upload_2019-6-26_7-35-10.png


And its still not there :confused:
 
This is my fault. A couple of months ago I changed the ids of all the events in the mod and forgot to change that one.
Thank you @UrsusAtlanticus for answering this question. Again, sorry for the trouble to all. Will fix it later today.
 
The download and the instructions in the first post are fixed in regards to the event that must be present in job_actions to make available a new action for the Chancellor when he is assigned to Sow Dissent in a province.

I urge everyone that downloaded the file or manually introduced the event in other mod to either download again the file or fix the number of the event in question. It's darkages.72056 and not darkages.1972056. Thanks to @UrsusAtlanticus to clear that up.

In other news, I have been helped by @tahlaskerssen and can assure everybody the new hidden genetic traits on newborn children will be released this Friday.
We tested it all yesterday and it is working already, even if at this time it is missing the notification events for parents. At release everything will be complete.

Each trait has its own tailored stage of disclosure with a sizeable random element to it (i.e. dwarfism reveals much faster than a quick personality), we included all genetic traits from HIP (of course, the mod continues to be compatible with everything but in this case we also made it 100% compatible with HIP by catching their genetic traits too) and what we discover is that the vanilla game generates children sometimes outside the normal pregnancy cycles.
These rare children generated in script through create_character will not have the genetic traits hidden as we are catching everything using the on action on_birth.


Anyway, just an heads up, next week I'll be working again in Councillors events, coding the Marshal ones.
 
It looks like you're right, sorry for not testing it myself.:rolleyes: The event ID reported in the OP appears to be either wrong or outdated, the actual event is darkages.72056, just replace darkages.1972056 with darkages.72056.

This is my fault. A couple of months ago I changed the ids of all the events in the mod and forgot to change that one.
Thank you @UrsusAtlanticus for answering this question. Again, sorry for the trouble to all. Will fix it later today.

Knew something is off when I tried it without HIP and its still not there :D Thx for your quick responses
 
I think the rebellions are too often in default setting... HIP holy war + stability is good to curb over expansion but at the same time, I think its just too much :/ For some reason some peasant revolts I had dont give the -100% revolt risk, just had 7 revolts in a row. Along with the fact that conversions are slow, AI is bad at managing revolt risk, province stability tend to go rebellious very quickly...

Otherwise, I think the mod is good for flavors :)
 
I think the rebellions are too often in default setting... HIP holy war + stability is good to curb over expansion but at the same time, I think its just too much :/ For some reason some peasant revolts I had dont give the -100% revolt risk, just had 7 revolts in a row. Along with the fact that conversions are slow, AI is bad at managing revolt risk, province stability tend to go rebellious very quickly...

Otherwise, I think the mod is good for flavors :)

I think you can tune them down in the game rulers.. can't you?
 
In other news, I have been helped by @tahlaskerssen and can assure everybody the new hidden genetic traits on newborn children will be released this Friday.
We tested it all yesterday and it is working already, even if at this time it is missing the notification events for parents. At release everything will be complete.

Each trait has its own tailored stage of disclosure with a sizeable random element to it (i.e. dwarfism reveals much faster than a quick personality), we included all genetic traits from HIP (of course, the mod continues to be compatible with everything but in this case we also made it 100% compatible with HIP by catching their genetic traits too) and what we discover is that the vanilla game generates children sometimes outside the normal pregnancy cycles.
These rare children generated in script through create_character will not have the genetic traits hidden as we are catching everything using the on action on_birth.


Anyway, just an heads up, next week I'll be working again in Councillors events, coding the Marshal ones.

Sounds really good buddy and I'm really grateful you made it 100% compatible with HIP's latest genetics additions.

Cheers :)
 
I think the rebellions are too often in default setting... HIP holy war + stability is good to curb over expansion but at the same time, I think its just too much :/ For some reason some peasant revolts I had dont give the -100% revolt risk, just had 7 revolts in a row. Along with the fact that conversions are slow, AI is bad at managing revolt risk, province stability tend to go rebellious very quickly...

Otherwise, I think the mod is good for flavors :)

I will code something in next week that makes it easier for the players of large realms to address stability in their realms - not their demesne - because that is where the problem shows up. Probably will end up using the Overseer to pacify internal realms...
 
Sounds really good buddy and I'm really grateful you made it 100% compatible with HIP's latest genetics additions.

Cheers :)

A couple genetic traits will be immediate as it's pretty obvious since birth if a child has an harelip, for instance. So harelip will show up as a trait since birth. There are other traits that only develop during late childhood... every trait will have its own time window to develop.
 
I will code something in next week that makes it easier for the players of large realms to address stability in their realms - not their demesne - because that is where the problem shows up. Probably will end up using the Overseer to pacify internal realms...
I think the problem lies where sometimes revolts dont give the -100% risk. I had 1 province at 42% revolt risk had revolts breaking out twice in a year just right after I defeated the first one... Not sure if its HIP or this mod tho...

Keep the good work up :)
 
I think the problem lies where sometimes revolts dont give the -100% risk. I had 1 province at 42% revolt risk had revolts breaking out twice in a year just right after I defeated the first one... Not sure if its HIP or this mod tho...

Keep the good work up :)

Dark Ages don't touch on the revolts code
 
I think the problem lies where sometimes revolts dont give the -100% risk. I had 1 province at 42% revolt risk had revolts breaking out twice in a year just right after I defeated the first one... Not sure if its HIP or this mod tho...

Keep the good work up :)

Thinking a bit more about the numbers you gave, let me tell you that the worst stability modifier gives only 8% revolt risk. If you (or your vassals) are at 42% revolt risk the culprit of your revolts is not the stability system as there are still 34% revolt risk accrued that need to be explained.
 
A couple genetic traits will be immediate as it's pretty obvious since birth if a child has an harelip, for instance. So harelip will show up as a trait since birth. There are other traits that only develop during late childhood... every trait will have its own time window to develop.

Very interesting. Can't wait to test it and see how it goes.
 
Very interesting. Can't wait to test it and see how it goes.

There are 37 traits - in HIP, in vanilla there are less genetic traits - that are modeled each with different times to reveal the trait. These times are variable within a min and a max time.
 
Version v.1.1.35 - Download HERE

Fixes & Tweaks:

- Fixed a serious bug in the Migration system where all characters stood the chance of getting Cruel, Wroth and Zealous traits for nothing
- Fixed 155 typos in the localization files
- Chancellors can't offer services to rulers that are prisoners
- Chancellors can't offer services to rulers that are incapable
- Only landed characters can be the subject of attention of Chancellors
- Several events in the stability system can not happen now if the ruler is a prisoner
- Fixed an internal flag that had the same name of an internal flag from HIP, thus having the potential to cause problems when both mods were active

New Content:

- Last of the Chancellor events released (alone, it includes about 30 events in total).
- Hidden Genetic traits released. Children will not show up on birth what genetic traits they were born with. Only later in the childhood will they reveal themselves
- Game rule to activate/deactivate the delayed genetic traits (default activated)


I serious urge everyone to upgrade to this version due to the nasty bug reported above that was fouling the entire character database, adding indiscriminately the Cruel, Wroth and Zealous traits to a (statistical) big number of characters. This has been happening for more than a month.