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I've just recently started a new game of CK2+ with the Great Trade League mod included, and it has suddenly stopped working properly. Whenever I click on the "Send Caravan" button in the holding decision submenu, the game instantly crashes. I hyave done this several times previously without problem, but now it will not work. I stated in the 769 start and it is currently Oct, 800. I am playing in Venice, and am currently the Doge.

I have all DLCs (minus some musical ones), am using the current version of CK2, and am also using Ck2+, CK2+ Cultural Bonuses, and Patrum Scuta for Ck2+.

The only reason that I can think of that it has stopped working, is that prior to this problem I had not received a Goods Request Mission from the Trade League.

I have attached the exceptions log, as I believe that is the relevant one (please correct me if I am wrong).
 

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  • exceptions.log
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I am assuming it is the latest versions of all of these mods too. Did you use the optional guilds_event_mod file for ck2plus?

So, earlier in the campaign you were able to send caravans, but suddenly cannot.

No mission involve caravans at all, it would be weird.

The error.log would be more useful, I do not have the knowledge to understand what's in the exceptions log. Your save before you click on sending a caravan would be nice too. At the moment I am fairly clueless. I've installed the same mods (latest versions) and am able to send caravans without issues. Tho it is possible something happened in the 31 years between 769 and 800 in your game. I'll try to find something on my end but your error.log and/or a save would help a lot.
 
I am assuming it is the latest versions of all of these mods too. Did you use the optional guilds_event_mod file for ck2plus?

So, earlier in the campaign you were able to send caravans, but suddenly cannot.

No mission involve caravans at all, it would be weird.

The error.log would be more useful, I do not have the knowledge to understand what's in the exceptions log. Your save before you click on sending a caravan would be nice too. At the moment I am fairly clueless. I've installed the same mods (latest versions) and am able to send caravans without issues. Tho it is possible something happened in the 31 years between 769 and 800 in your game. I'll try to find something on my end but your error.log and/or a save would help a lot.

I am using the version from Steam, and I am using the CK2+ optional file.

Yes, I found it very strange.

The mission I am referring to is the "Deliver a Trade Good" mission. I was sending out a caravan because I wanted to get the Silk for it cheaply.

I have attached my save and the error log.
 

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  • error.log
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  • Save Before Crash.ck2
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@Eathlome

From that error log, only 3 lines are from the trade league, the 2 portraits one that I've just fixed because that file wasn't enabled last time I checked for errors (but it shouldn't be crash inducing) and another one that's been in there forever but I cannot find where the hell it is in the code.
[trigger.cpp:2265]: Unknown trigger-type: "count" at

But I do get a crash right when I clicked to send a caravan to get silk from Marche in your save, so the issue isn't some weirdness in the files on your sides...
It crash on any province when clicking to send a caravan.
The settlement decision to spend goods work.
Rejected the mission and caravans still crashes.
Lets try without cultural bonuses and Patrum (both are safe to remove mid game I think), still crash.
Perhaps the issue is your character? Let's take over someone else... the caravan worked! So the issue is related to your character, progress!
Time to check the HOARD of traits and modifier you put on the poor guy... Modifiers... Ck2plus... Gods dammit.
Modifiers are the source of my crash most of the time, and it seem to be the case again. Ck2plus has its own modifiers set to give them the right pictures, so I keep these 2 modifiers files the same. Except when I forgot to add a new modifier to CK2plus' file when I modified the caravan event to fix the "levy is escorting a caravan permanently" issue. Let's try that.

And it work... well that was a silly issue that shouldn't have happened.

A fix will be uploaded here and on steam about right.... now. As usual, you'll need to remove the .bak and add them where needed for Ck2plus and the portraits.

And as a side note, you are absurdly wealthy in both society currency and money income for only 30 years in (your character stats and Ck2+ efficient demesne are part to blame too). I was about to ask how my society was involved in your income but, when I'm looking at your income, my society isn't involved in it, it even lower it! Why the hell is your income so large lol. Also, was the society currency earned too easily? 9000 seem a bit... high?

I should be getting the martial societies ready for release faster so I can make the thieves ones to balance that kind of wealth!
 
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@Eathlome

From that error log, only 3 lines are from the trade league, the 2 portraits one that I've just fixed because that file wasn't enabled last time I checked for errors (but it shouldn't be crash inducing) and another one that's been in there forever but I cannot find where the hell it is in the code.
[trigger.cpp:2265]: Unknown trigger-type: "count" at

But I do get a crash right when I clicked to send a caravan to get silk from Marche in your save, so the issue isn't some weirdness in the files on your sides...
It crash on any province when clicking to send a caravan.
The settlement decision to spend goods work.
Rejected the mission and caravans still crashes.
Lets try without cultural bonuses and Patrum (both are safe to remove mid game I think), still crash.
Perhaps the issue is your character? Let's take over someone else... the caravan worked! So the issue is related to your character, progress!
Time to check the HOARD of traits and modifier you put on the poor guy... Modifiers... Ck2plus... Gods dammit.
Modifiers are the source of my crash most of the time, and it seem to be the case again. Ck2plus has its own modifiers set to give them the right pictures, so I keep these 2 modifiers files the same. Except when I forgot to add a new modifier to CK2plus' file when I modified the caravan event to fix the "levy is escorting a caravan permanently" issue. Let's try that.

And it work... well that was a silly issue that shouldn't have happened.

A fix will be uploaded here and on steam about right.... now. As usual, you'll need to remove the .bak and add them where needed for Ck2plus and the portraits.

And as a side note, you are absurdly wealthy in both society currency and money income for only 30 years in (your character stats and Ck2+ efficient demesne are part to blame too). I was about to ask how my society was involved in your income but, when I'm looking at your income, my society isn't involved in it, it even lower it! Why the hell is your income so large lol. Also, was the society currency earned too easily? 9000 seem a bit... high?

I should be getting the martial societies ready for release faster so I can make the thieves ones to balance that kind of wealth!

Thanks for getting the fix up.

The hilariously high income is due to a combination of factors: CK2+ lets you start with any traits/age which also really helps in artificially inflating the society currency. I have a ridiculously high stewardship score, plus I placed my trade posts to dominate the trade region so I get a connected to capital bonus on income. The fact the Cultural Bonuses gives Venetians even more trade income is also helpful. In addition I focused on income buildings almost exclusively, and I made sure to use plots and wars to grab the Venetian city holdings and other families' trade posts early.

Also, the massive amount of Assets is because I started as a Patrician, and if you only have your Family Mansion as a holding none of the decisions to spend Assets (view decisions, go to market, etc.) can be used so I ended up with several decades worth of horded Assets.
 
Also, the massive amount of Assets is because I started as a Patrician, and if you only have your Family Mansion as a holding none of the decisions to spend Assets (view decisions, go to market, etc.) can be used so I ended up with several decades worth of horded Assets.

Well, it show how much I've played with unlanded patricians. I'll do something after releasing the chivalry society to allow patricians who have no landed title to use them, will just need to prevent the AIs from ruining themselves as they can use the goods on their provinces.

And aside from that, I was able to do something I didn't think would have been possible:
eKFOoyZ.jpg

No, I have not created any societies for After the End. I only made a decision that give a fairly empty society to a character. The decision and the society will pick its own name, proper religion for its description and joining requirement and work like all of my regular holy order societies! I remembered a comment from @ngppgn about naming something with global flag, it is what I used for the society name by picking the Holy order's primary title as source. The only issue, as seen on the character description, is that it see only the code on the basic description, everywhere else, including on the extended description from charinfo, is fine. A small price to pay over using a basic catch-all name.

I've only made one of these (so choose well) but I will probably make a few more at a later date so people can give holy order societies to other religions. As it can be done in any setting, I couldn't really make a specific logo, so I made the Zakarum cross on a shield.

Edit: It seem that the name also have issues with events. I'll try to either fix it or make a second localization for that event without the name.
 
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Well, it show how much I've played with unlanded patricians. I'll do something after releasing the chivalry society to allow patricians who have no landed title to use them, will just need to prevent the AIs from ruining themselves as they can use the goods on their provinces.

And aside from that, I was able to do something I didn't think would have been possible:
eKFOoyZ.jpg

No, I have not created any societies for After the End. I only made a decision that give a fairly empty society to a character. The decision and the society will pick its own name, proper religion for its description and joining requirement and work like all of my regular holy order societies! I remembered a comment from @ngppgn about naming something with global flag, it is what I used for the society name by picking the Holy order's primary title as source. The only issue, as seen on the character description, is that it see only the code on the basic description, everywhere else, including on the extended description from charinfo, is fine. A small price to pay over using a basic catch-all name.

I've only made one of these (so choose well) but I will probably make a few more at a later date so people can give holy order societies to other religions. As it can be done in any setting, I couldn't really make a specific logo, so I made the Zakarum cross on a shield.

Edit: It seem that the name also have issues with events. I'll try to either fix it or make a second localization for that event without the name.

Nice! If I were you I'd report that tooltip issue as a bug, btw
 
What? What .bak? I don't know what that means. What do I have to do....?

The Great Trade League has 2 optional files inside the mod. Special Hats for Guild Masters and the Ck2plus modifier list. They are made unreadable by adding ".bak" at the end of the files' name. Renaming the files by simply removing the .bak does the job (and adding one to the regular modifier file if using the ck2plus one so they don't conflict). These are 100% visuals changes only and won't change anything if left ".bak"ed. The hat file should only be enabled if you have the patricians dlc, and the CK2plus file if you have ck2plus.
TjokgSA.jpg
 
@damanamana
Pretty much what I've expected. I didn't express myself right and I meant it more like they have an actual written history, unlike the Aztec empire or Suomenusko lol.

The Jewish orders are the Zealots and the Guardians of the Temple (that one is from Ck2plus), both inspired by roman occupation revolts in Israel. I guess the second option would be better, but their rank 4 names taken from hirable holy order in game are fairly basic and in English (Grand Master for the zealots, Warrior Priest for the Guardians). So localizing them in English would probably be more logical than "pure Jewish word rank 1" "pure Jewish word rank 2" "pure Jewish word rank 3" "English word rank 4". Like I made the Aztecs rank 1 "Captor" and not "Tlamanih".

Edit: I've been writing some, and wanted to give an example.
The Knights of the Sun is a 100% fictional holy order with barely a religion to stand on. I made some very simple ranks and use them same for both gender.
Sun Guard (rank 1)
Sun Knight (2)
Sun Paladin (3)

While the Jewish orders are fictional, they have some historical back-up and their religion actually matter (sorry zunists). So a bit more work is required than just adding "sun" to soldier types!
Ok. I've been thinking about it. I like using Jewish words, especially those that most people can be expected to recognize even a little bit.
Maybe the Guardians of the Temple can have more of a Prophetic feel:

  1. Nazirite (like Samson. Joining the Guardians could require taking that vow.)
  2. Attendant (I dunno. It sounds cool. Being granted more authority in the organization?)
  3. Judge (kind of like the actual Judges)
  4. Priest Militant (I think this sounds better than "Warrior Priest" for a society)

I'm not sure what to do with the Zealots. I'd suggest renaming the Society to the Hebrew "Kanaim" and using the word "Zealot" as a rank, but the Jewish Crusader trait is already called "Kanai." So that's right out. Maybe:

  1. Faithful (because that's the purpose of the Zealot philosophy, drawing from Pinchas and the Maccabees, inspiring the later Shmuel ben Adiya, etc.)
  2. Devotee (or something similar, provided it sounds kind of cool and thematic)
  3. Hasid (which means "pious," and is the label of a modern movement, a medieval Ashkeanzi mystical movement, and a Hellenistic-era sect of warriors that fought with the Maccabees)
  4. Grand Master
What do you think?
 
@damanamana
These sound good, i won't rename the rank 4 and society as they must be based on what the holy title is/do for consistency. Thanks and nice researches / references, I'll use these.

About the vow, I'll add it to the joining event for the Guardians. As it is a CK2plus society, I doubt most people will see it but small flavor is still flavor. (It'll also remove the hedonist and drunkard traits).
 
@damanamana
These sound good, i won't rename the rank 4 and society as they must be based on what the holy title is/do for consistency. Thanks and nice researches / references, I'll use these.

About the vow, I'll add it to the joining event for the Guardians. As it is a CK2plus society, I doubt most people will see it but small flavor is still flavor. (It'll also remove the hedonist and drunkard traits).
You're welcome. Glad I could help! Thank you so much for making these mods.
 
I know it is still kinda early to talk about it, but is the new society mod you are planning going to use "Diplomacy" as a base for gaining society influence or is it going to be another "Intrigue" based one? We literally have no "Diplomacy" based societies :'(.
 
@damanamana
You are welcome, thanks for using them!

@mightnight
I was reserving diplomacy for the bard/artist like society, but I guess I could make one of the 3 rival thieves guilds diplomacy based. I was planning a "robin hood" like society, a ruthless one and I guess the third could be more about diplomacy / politic manipulation as its focus (they will all have the same possibilities, but the cost of powers and rewards will change).

That third one could be named "The Masquerade", use diplomacy instead of intrigue in "rolls and influence". Like leave a rose or a mask on the bed of someone as a threat to force them to give you a favor. That's still fairly "intrigue" but as the most open of the thieves societies and a not-criminal one, diplomacy will be more important. Mmh, I could try to find how to properly mod portraits and add masks for them...

The merry band would refrain from killing people / evil acts and will rewards its member that obey that, the evil one will reward cruelty but won't be a band of assassin (still need to find a pattern to base them on like the other 2).
 
Dude I am so excited for this! Didn't even know you planned to make a bard society! As far as clothing goes...you could try asking Nendur if he is interested in making society specific clothing. He does a fabulous job in his Better Looking Garbs mod and if he agrees to help you, it would surely take a lot off your hands.
 
I'll check with Nendur, but I'll probably make the masks myself (gotta use that degree for something), I just need help with the portraits code and how the files work.

I've sent my localization file for spellchecking to fco8, time to see if he give me signs of life or not. Until he do or is done, I'll do more bugs spotting and make more small compatibility files for total conversion. Of course my mod won't be balanced at all for things like Elder Kings, and a goblin dueling the Phoenix King will be weird, but it'll work and that's what's important. Spent a good 20 minutes trying to figure why 2 Trade League decisions didn't work well in Warhammer, they are pictureless, appear for non-member and so on... Why Why... Then I noticed they were dummy decision meant to stay hidden.

Potential = { age = 800 }
Stupid elves. always = no!

Another side note about the recent dev diary. I'll need to change my custom holy order government it seem. I won't need to force it on Holy Orders now at least.
 
While I wait, I've started to look on something I've never touched about societies:
nF4vCIU.png

Even paradox isn't doing anything with it (last time I checked anyways).

Here's what I am planning for it:
-The good/bad trades and inflation are added to balance the influence around 50-60.
-The lower the influence, the more expensive (in society currency) some decisions will be (send caravan, go shopping...) and the reverse is true.
-Hiring/interacting with another one of my societies will also lower it a bit. (To mean that the Trade League isn't being "independent" enough)
-Members of rank 3 and 4 will be able, once per lifetime, to remove all loans to the Trade League and set their cash to zero, thus clearing all debts (except the Jewish one). This will require the influence to be over 50% and it will drop it by like 5%.
-If the influence stay high (75-80%) for too long, kings/emperors not part of the society will receive events to spend gold or whatever is their society's currency to fight against the League. The members will be able to spend assets/gold to fight back (and it will add inflation, reducing the influence) until either the influence drop bellow 50% or the non-members win and the market crash. It will be like a 20 years long -50% influence and some kind of reward to the non-members.

These are my ideas for now, still need more tests on how these society_modifiers work. (and the Trade League could use a visual upgrade)
 
While I wait, I've started to look on something I've never touched about societies:

Here's what I am planning for it:
-The good/bad trades and inflation are added to balance the influence around 50-60.
-The lower the influence, the more expensive (in society currency) some decisions will be (send caravan, go shopping...) and the reverse is true.
-Hiring/interacting with another one of my societies will also lower it a bit. (To mean that the Trade League isn't being "independent" enough)
-Members of rank 3 and 4 will be able, once per lifetime, to remove all loans to the Trade League and set their cash to zero, thus clearing all debts (except the Jewish one). This will require the influence to be over 50% and it will drop it by like 5%.
-If the influence stay high (75-80%) for too long, kings/emperors not part of the society will receive events to spend gold or whatever is their society's currency to fight against the League. The members will be able to spend assets/gold to fight back (and it will add inflation, reducing the influence) until either the influence drop bellow 50% or the non-members win and the market crash. It will be like a 20 years long -50% influence and some kind of reward to the non-members.

These are my ideas for now, still need more tests on how these society_modifiers work. (and the Trade League could use a visual upgrade)

Very interesting indeed
 
@Ruisuki

I do not play multiplayer, @Sowili claim that since my last update he had no crash after hours of play. So I guess it is fine? I doubt that it can be worst than any overhauls like HIP or Game of Throne due to their sheer size.

Creating a custom mercenary/holy title is limited to one, so in multiplayer it will be unavailable to other people. The "trade routes map" decision is also blocked in multiplayer.
 
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