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Unsure if this is a vanilla bug or Cleanslate's. My ruler got cancer, but I have been unable to get a court physician treatment for a couple years now. I do get the decision to show up every few months, but when I click it, no events happen. I tried changing my court physician, but it makes no difference. Here's a screenshot of the affected ruler:

1.png


Only mod I'm using is Cleanslate.
EDIT: If I run event RIP.11031 manually through the console, it appears that the trigger requiring an appointed physician is failed, even though I do have an appointed court physician. The title is also referred to as NO_TITLE in the console.
 
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What difference does using "province_id = c_tana" instead of just the number of the province do?
 
What difference does using "province_id = c_tana" instead of just the number of the province do?
No functional difference, but it doesn't require you to remember/look up which province ID corresponds with which county title, and requires no maintenance when changing the map, such as when adding provinces, or in the case of CleanSlate, re-organising all provinces to be in order again.
 
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No functional difference, but it doesn't require you to remember/look up which province ID corresponds with which county title, and requires no maintenance when changing the map, such as when adding provinces, or in the case of CleanSlate, re-organising all provinces to be in order again.

Why did you remove the hidden tooltip for this trigger, that vanilla has for it? is it redundant/does nothing?
 
You'll have to remind me exactly what we removed, since nothing comes to mind.
Code:
silk_road_trade_post_trigger = {
    custom_tooltip = {
        text = silk_road_province_desc
        hidden_tooltip = {
            OR = {
                province_id = 1491

for vanilla, versus Cleanslate's below:

Code:
silk_road_trade_post_trigger = {
    custom_tooltip = {
        text = silk_road_province_desc


        OR = {
            province_id = c_tana
 
Code:
silk_road_trade_post_trigger = {
    custom_tooltip = {
        text = silk_road_province_desc
        hidden_tooltip = {
            OR = {
                province_id = 1491

for vanilla, versus Cleanslate's below:

Code:
silk_road_trade_post_trigger = {
    custom_tooltip = {
        text = silk_road_province_desc


        OR = {
            province_id = c_tana

Ah, that's because custom_tooltip already hides the content contained within by default (although it doesn't suppress character portraits in event options).
 
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Bugs

I can't get used to github, so i keep posting here. You could just duplicate it if you want to have it over there.
While i wouldn't be surprised if these were fixed already, i couldn't see them on the github, so here we go..

Played on fresh campaign on CL 1.0 beta 5.

1)
The trait for smallpox (in vanilla has_small_pox) does not get displayed,
as the trait name got changed, but not the entry in interface/traits.gfx.

traits.gfx

line 481

name = "GFX_trait_small_pox"
CHANGE TO
name = "GFX_trait_smallpox"


2)
Apparently a vanilla bug.

Attacker and defender confused in bottom line text for truce (The war against..).

Makes no sense as it is written.
Should be the other way round as "The war against.." implies the the defender to be named first.
Even if that means to name the same party twice, in case the defender won.
WrongAttackerWrongOrder.jpg

There might not be a fix for that.
No drama, but my logic alert went wild nonetheless.

The localisation uses loser and winner instead.
I wonder if there is not other option or they simply missed that it's not how that sentence logic works...

00_ui.csv
Code:
DS_ACCEPTED;The war against §Y$LOSER$§! was won by §Y$WINNER$§!;La guerre contre §Y$LOSER$§! a été gagnée par §Y$WINNER$§!;Den Krieg gegen §Y$LOSER$§! gewann §Y$WINNER$§!;;La guerra contra §Y$LOSER$§! la ganó §Y$WINNER$§!.;;;;;;;;;x


3)
Confused/wrong target of modifier
Legitimzed Bastard opion on woman (landless), despite the landed character having legitimized a bastard.
WrongAssigning_LegitimizedBastard.jpg



Not absolutely sure which event part.
Think it's id = 305 as the modifier is for twenty years and that matches in my game.

- Three positions with legitimized_bastard opinion applied in
event/base_birth_events.txt
ID = 301 : lines 3272, 3362
ID = 305 : line 3811

Relevant event parts (a bit more than required admittedly) :

Code:
# The father reacts to the bastard birth
character_event = {
    id = 301
    desc = EVTDESC301
    picture = GFX_evt_birth
    border = GFX_event_normal_frame_intrigue

    is_triggered_only = yes

    option = {
        name = EVTOPTA301 # Legitimize the child

        trigger = {
            has_polygamy = no

            FROM = {
                mother = {
                    OR = {
                        # In case the mother is a higher tier ruler, she gets to decide what happens to the child.
                        lower_real_tier_than = ROOT

                        # In case mother is same tier as real_father, real_father gets to claim the child, depending on succession law
                        AND = {
                            real_tier = ROOT

                            NOR = {
                                has_law = enatic_succession
                                has_law = enatic_cognatic_succession
                                has_law = true_cognatic_succession
                            }
                        }
                    }
                }
            }
        }

        custom_tooltip = { text = EVTOPTA301_DESC }

        spouse = {
            show_scope_change = no

            tooltip = { # Spouse reaction
                opinion = {
                    name = legitimized_bastard
                    who = ROOT
                    years = 10
                }
            }
        }

        FROM = {
            show_scope_change = no

            character_event = { id = 302 } # The child gets the father's dynasty

            mother = {
                show_scope_change = no

                tooltip = {
                    opinion = {
                        name = legitimized_child
                        who = ROOT
                        years = 10
                    }
                }

                character_event = {
                    id = 303 # The child's mother is very pleased
                    # tooltip = EVTTOOLTIP303
                }

                spouse = {
                    show_scope_change = no

                    tooltip = {
                        opinion = {
                            name = opinion_cuckolded
                            who = ROOT
                            years = 10
                        }
                    }

                    character_event = {
                        id = 304 # The child's mother's husband is pissed off
                        # tooltip = EVTTOOLTIP304
                    }
                }

                consort = {
                    show_scope_change = no

                    tooltip = {
                        opinion = {
                            name = opinion_cuckolded
                            who = ROOT
                            years = 10
                        }
                    }

                    character_event = {
                        id = 304 # The child's mother's lord is pissed off
                        # tooltip = EVTTOOLTIP304
                    }
                }
            }
        }

        if = {
            limit = {
                any_child = {
                    dynasty = ROOT

                    NOR = {
                        character = FROM
                        trait = bastard
                    }
                }
            }

            custom_tooltip = {
                text = EVTOPTA301_legchildren_TOOLTIP

                any_child = {
                    limit = {
                        dynasty = ROOT

                        NOR = {
                            character = FROM
                            trait = bastard
                        }
                    }

                    opinion = {
                        name = legitimized_bastard
                        who = ROOT
                        years = 1
                    }
                }
            }
        }

Code:
# The father's wife is enraged
character_event = {
    id = 305
    desc = EVTDESC305
    picture = GFX_evt_quarrel

    is_triggered_only = yes

    option = {
        name = EVTOPTA305

        reverse_opinion = {
            name = legitimized_bastard
            who = spouse
            years = 20
        }

        FROM = {
            show_scope_change = no

            mother = {
                show_scope_change = no

                reverse_opinion = {
                    name = slut_seductress
                    who = ROOT
                    years = 20
                }
            }
        }
    }
}

Code:
# The father's wife is enraged
character_event = {
    id = 305
    desc = EVTDESC305
    picture = GFX_evt_quarrel
 
    is_triggered_only = yes

    option = {
        name = EVTOPTA305
        FROM = {
            mother = {
                reverse_opinion = {
                    who = ROOT
                    modifier = slut_seductress
                    years = 20
                }
            }
        }
 
        spouse = {
            reverse_opinion = {
                who = ROOT
                modifier = legitimized_bastard
                years = 20
            }
        }
    }
}


4)
Sort of.
I saw several war text localisations saying "...dummy war...", but ignored it then.
Have you fixed that already or shall i pay attention and report it properly ?

---

Might be time for a new thread made by Whizzer, perhaps ?
Just thought it would be better if the opening post remains updated.
Cheers
 
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Bugs

I can't get used to github, so i keep posting here. You could just duplicate it if you want to have it over there.
While i wouldn't be surprised if these were fixed already, i couldn't see them on the github, so here we go..

Played on fresh campaign on CL 1.0 beta 5.

That's fine, I'll keep checking this thread as long as I work on this mod and your reports are usually very good.

1)
The trait for smallpox (in vanilla has_small_pox) does not get displayed,
as the trait name got changed, but not the entry in interface/traits.gfx.

traits.gfx

line 481

name = "GFX_trait_small_pox"
CHANGE TO
name = "GFX_trait_smallpox"

This one is already fixed in the development version, which will hopefully be out soon.

2)
Apparently a vanilla bug.

Attacker and defender confused in bottom line text for truce (The war against..).

Makes no sense as it is written.
Should be the other way round as "The war against.." implies the the defender to be named first.
Even if that means to name the same party twice, in case the defender won.
View attachment 890478
There might not be a fix for that.
No drama, but my logic alert went wild nonetheless.

The localisation uses loser and winner instead.
I wonder if there is not other option or they simply missed that it's not how that sentence logic works...

00_ui.csv
Code:
DS_ACCEPTED;The war against §Y$LOSER$§! was won by §Y$WINNER$§!;La guerre contre §Y$LOSER$§! a été gagnée par §Y$WINNER$§!;Den Krieg gegen §Y$LOSER$§! gewann §Y$WINNER$§!;;La guerra contra §Y$LOSER$§! la ganó §Y$WINNER$§!.;;;;;;;;;x

Interesting, I'll see what I can do, but the game probably isn't flexible enough to change this.

3)
Confused/wrong target of modifier
Legitimzed Bastard opion on woman (landless), despite the landed character having legitimized a bastard.
View attachment 890479


Not absolutely sure which event part.
Think it's id = 305 as the modifier is for twenty years and that matches in my game.

- Three positions with legitimized_bastard opinion applied in
event/base_birth_events.txt
ID = 301 : lines 3272, 3362
ID = 305 : line 3811

So the opinion modifier should be the other way around, is what you're saying?
Edit: A closer look revealed this is a CleanSlate oversight. Fixed now. Thanks for reporting!

4)
Sort of.
I saw several war text localisations saying "...dummy war...", but ignored it then.
Have you fixed that already or shall i pay attention and report it properly ?

That was probably to satisfy the Validator about missing localisation. If you find those in-game, please do report them so I can figure out a proper name for them in localisation.

Might be time for a new thread made by Whizzer, perhaps ?
Just thought it would be better if the opening post remains updated.
Cheers

Since Schwarherz recently returned to modding, maybe I could coerce him into updating the first post. I don't think there's much need for a new thread, since CleanSlate is mostly complete at this point.
 
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That's fine, I'll keep checking this thread as long as I work on this mod and your reports are usually very good.
.....

Alright. Thanks.

This one is already fixed in the development version, which will hopefully be out soon.

Right.
Kind of expected it. Pretty obvious issue that.
Happy that it's fixed.

Interesting, I'll see what I can do, but the game probably isn't flexible enough to change this.

If there is nothing for 'attacker', then I suggest one could simplify the sentence and make it
Code:
§Y$LOSER$§! lost to §Y$WINNER$§!

Admittedly that won't win a literature price, but it is short, correct and informative,
So how a tooltip should be.
Unless i miss some other relevance that line might have elsewhere, but i can't think of one and making it shorter shouldn't hurt.

So the opinion modifier should be the other way around, is what you're saying?
Edit: A closer look revealed this is a CleanSlate oversight. Fixed now. Thanks for reporting!


Yeah the opinon modifier was not applied to the spouse of the legitimizing character, but on the legitimizing cheater.
With the consequence of him hating his wife for him legitimizing a bastard of his, which obviously is the wrong way around.

That was probably to satisfy the Validator about missing localisation. If you find those in-game, please do report them so I can figure out a proper name for them in localisation.

Okay then. I'll pay attention and make some screenshots and report later.

Since Schwarherz recently returned to modding, maybe I could coerce him into updating the first post. I don't think there's much need for a new thread, since CleanSlate is mostly complete at this point.

Ohh..nice to hear.
Good then as it is, regarding the thread.

Apart from that, there might be more undiscovered bugs still !
8YahOJf.gif

Nah, no pressure.
wiPb7MX.gif


Seriously, good to see when there is an end in sight.
Just please don't quit too early. Only because PDX likes to do it all the time..
rM9OCeS.gif


Cheers


PS:
Oops.
One last spontaneous question without any verification or much thinking done yet.
Is there a known issue with the Chronicle ?
I had a look and it appears it's empty despite me playing for a while in my recent campaign.
Could also be just me, just wondering right now.
Not that the Chronicle is important, but i just saw this, so just curious.
 
If there is nothing for 'attacker', then I suggest one could simplify the sentence and make it
Code:
§Y$LOSER$§! lost to §Y$WINNER$§!

Admittedly that won't win a literature price, but it is short, correct and informative,
So how a tooltip should be.
Unless i miss some other relevance that line might have elsewhere, but i can't think of one and making it shorter shouldn't hurt.

It could even just say 'The war was won by $WINNER$', since the rest of the information is already provided in the tooltip and the name on the currently shown character tree.

Yeah the opinon modifier was not applied to the spouse of the legitimizing character, but on the legitimizing cheater.
With the consequence of him hating his wife for him legitimizing a bastard of his, which obviously is the wrong way around.

Didn't make much sense no. It was introduced in CleanSlate by removing a scope change that could be incorporated in to the opinion command, but the 'reverse_'-part was accidentally left in.

Okay then. I'll pay attention and make some screenshots and report later.

Looking forward to it.

Just please don't quit too early. Only because PDX likes to do it all the time..
rM9OCeS.gif


Cheers

You wouldn't believe the list of issues that I found that can only be fixed with access to the game's source code.

PS:
Oops.
One last spontaneous question without any verification or much thinking done yet.
Is there a known issue with the Chronicle ?
I had a look and it appears it's empty despite me playing for a while in my recent campaign.
Could also be just me, just wondering right now.
Not that the Chronicle is important, but i just saw this, so just curious.

I'll have a look into it. I rarely check the Chronicle, but it should always record at least one thing every year.
 
It could even just say 'The war was won by $WINNER$', since the rest of the information is already provided in the tooltip and the name on the currently shown character tree.

I thought that as well at first, but too much deviation from the original to my liking.
Also again one might never know for sure where else the text might appear, well at least i don't.
AraYNX7.gif

Biggest reason for me though is admittedly, that i just fell in love with my suggestion.
The clarity of the text saying who lost and who won, having the participating characters names mentioned appears neat.

Would you be so kind ?
8YahOJf.gif


You wouldn't believe the list of issues that I found that can only be fixed with access to the game's source code.

Probably the source of nightmares. No thanks, no need to know..
MfvvyDB.gif


I'll have a look into it. I rarely check the Chronicle, but it should always record at least one thing every year.
Thanks, but apparently not required anymore after a test with CL only, sorry. Should have done that first.
Probably caused by one of my graphic mods.
Maybe the dummy war issue i mentioned could have been caused that way. Hmm... will see.
Getting mods compatible with CL will be some challenge.
 
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Hi guys,I really am impressed with the work that you have done with the mod.I wanted to ask if cleanslate is combatible with the game of thrones mod.

Thanks for the kind words.

Any mod that changes anything in vanilla files, which all major mods like AGoT do, are definitely not compatible with CleanSlate, but I have it on good authority that someone is working on it. It's quite the undertaking, however, so it will likely take some time to come to fruition.
 
Tried a few games as a nomad in the earliest start recently and there seems to be problems with the Eagle Warriors society missions - asked to wage war, do so and the mission remains uncompleted despite conquering the county mentioned; mission to recruit child to lodge but no option to do so.
 
The "dummy war" localisation issue/bug i mentioned earlier

One example i found so far :
CL bug dummy war localisation.jpg


------
On another topic

How would i make the "Bigger Interface" mod compatible ?

I mean currently i only have one problem when using it alongside CL, that in the Faction window the text for the faction strength
is not displayed in full, due to you replacing the localisation folder in the *.mod file for CL,as BI creates a second row for the text.

That leaves me with two questions :

1) What would be the easiest workaround for that for me ?
2) Is there a better then "easiest workaround" way for when you also replace interface and gfx folders ?

I tried several things, but failed.
Likely due to me not really understanding how it works.
 
Tried a few games as a nomad in the earliest start recently and there seems to be problems with the Eagle Warriors society missions - asked to wage war, do so and the mission remains uncompleted despite conquering the county mentioned; mission to recruit child to lodge but no option to do so.

I'll see what I can do to fix this. Thanks for bringing it to my attention.

The "dummy war" localisation issue/bug i mentioned earlier

One example i found so far :
View attachment 894974

------
On another topic

How would i make the "Bigger Interface" mod compatible ?

I mean currently i only have one problem when using it alongside CL, that in the Faction window the text for the faction strength
is not displayed in full, due to you replacing the localisation folder in the *.mod file for CL,as BI creates a second row for the text.

That leaves me with two questions :

1) What would be the easiest workaround for that for me ?
2) Is there a better then "easiest workaround" way for when you also replace interface and gfx folders ?

I tried several things, but failed.
Likely due to me not really understanding how it works.

That looks odd and I can't find the cause of it. Could you provide a save game?

As for Bigger Interface, it should work nicely if you add CleanSlate as a dependency to Bigger Interface.
 
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That looks odd and I can't find the cause of it. Could you provide a save game?

Will try later. Will see for the next case i recognise.

As for Bigger Interface, it should work nicely if you add CleanSlate as a dependency to Bigger Interface.
Nope.
No it does not. No difference.
The mod for the most part already works, currently.

I know why though.
You restructured the localisation files with different names.

The relevant line FACTION_POWER;Strength: $MEN$ Men ($PERC$% of Liege);
in vanilla is in
v1_07.csv
in CL it is in
00_ui..csv
BI has the line FACTION_POWER;Strength: $MEN$ Men\n($PERC$% of Liege); in
BI.csv

As i understand B loads after v, so that's why that aspect of the mod works in vanilla, but 00_ui loads after and overwrites B.
So i renamed the localisation file in BI to 00_BI and voilà it works.

The whole restructuring and renaming of files causes some extra headaches.
Ah well....
 
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Localisation issue.
CL 1.0 beta 5.

Jiza tax description.

Code:
key_jizya_pagan_desc;A Tax on the non-[Root.Religion.GetGroupName] population, it is larger than regular taxes paid by [Root.Religion.GetGroupName] worshipers and therefore increases the total tax income;
The localisation text is the same as in the vanilla file.
Haven't checked in vanilla if it also appears there in-game.
File in Vanilla : HolyFury.csv
File in CL : 00_customizable_localisation_strings.csv

The religion named refers to the religion of the county, but should refer to the top liege or county or holding owner.
Currently it has the effect that in a christian county under muslim rulers the text says that non-christians are paying higher taxes..
 
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Localisation issue.
CL 1.0 beta 5.

Jiza tax description.

Code:
key_jizya_pagan_desc;A Tax on the non-[Root.Religion.GetGroupName] population, it is larger than regular taxes paid by [Root.Religion.GetGroupName] worshipers and therefore increases the total tax income;
The localisation text is the same as in the vanilla file.
Haven't checked in vanilla if it also appears there in-game.
File in Vanilla : HolyFury.csv
File in CL : 00_customizable_localisation_strings.csv

The religion named refers to the religion of the county, but should refer to the top liege or county or holding owner.
Currently it has the effect that in a christian county under muslim rulers the text says that non-christians are paying higher taxes..

This can't be fixed by us, since the interface doesn't supply the required scopes in most places. In this case, it always uses the player instead. Try switching to a different religion group ruler and see the text adjust accordingly.
 
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