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valeskoi

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Feb 4, 2019
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I've been trying to create new family names without any luck. Put them in the cultures files in common and localization but it keeps defaulting to one of the existing names. Any idea what's going wrong?
 
Do you intend to change the name of a specific family that's already in the game and named differently normally?
Or do you mean that despite adding these new family names into the game no random families with these family names get created?

I've added new family names in already existing culture files in \\ImperatorRome\game\common\cultures\ before and they have worked in the sense that families with those names can randomly spawn.

Changing the family name of an existing pre-created family is also doable, but then you'd need to change the families section localization Key for that family in \\ImperatorRome\game\setup\main\00_default.txt as well as the corresponding files for any characters with that changed family name in \\ImperatorRome\game\setup\characters\
 
Does the error.log at \\Documents\Paradox Interactive\Imperator\logs\ show anything related to that?
You can open it with Notepad or Notepad++

EDIT : What does your character setup file look like at \\ImperatorRome\game\setup\characters\ ?
How did you define the character ?

Testing it myself by creating a new character the family_name portion of the character file can be made up and does not need to be anything that exists inside any culture file.

EDIT2 : But there's two ways families are defined inside the character files at \\ImperatorRome\game\setup\characters\ .

Using 00_CAR.txt as the example there's the more freeform family_name="Gerbalid" which can just be anything you like.
But the family of the next character is defined as family = c:CAR.fam:Barcid . This is a reference to the families list as defined at \\ImperatorRome\game\setup\main\00_default.txt, line 1249. This way the character is tied to the already existing Barcid family.

If you're adding a completely new family to a country you'll also need to declare it within the country's main block, like for Carthage here at line 5087.
 
Last edited:
Okay I added to the family to the main block in the default.txt file, but I'm still getting the following error:

[11:35:00][jomini_script_system.cpp:169]: Script system error!
Error: Failed to scope to family via tag 'testfamily'
Script location: file: setup/characters/00_NEP.txt line: 3
[11:35:00][jomini_script_system.cpp:169]: Script system error!
Error: Event target link 'fam' returned an unset scope
Script location: file: setup/characters/00_NEP.txt line: 3
[11:35:00][jomini_script_system.cpp:169]: Script system error!
Error: none effect [ family was null ]
Script location: file: setup/characters/00_NEP.txt line: 3
 
Did you add the country of Neapolis (Tag=NEP) into the game since normally it does not exist ?

I tried creating the country of Neapolis inside 00_default.txt and then adding a new family and a ruler to that family that belongs to Neapolis, and it does work.

If you're still having trouble, could you post as attachments your
\\ImperatorRome\game\setup\main\00_default.txt
\\ImperatorRome\game\setup\characters\00_NEP.txt

----------------------------------------------
EDIT: Here's mine that I just tested, you can search them for the text

## adding family problem

and you'll see what changes I made to the vanilla files.
If you have not added any new characters before this, then the character index of 367 in the 00_NEP.txt file works since it's the next index after the vanilla ones.
 

Attachments

  • 00_NEP.txt
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  • 00_default.txt
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Last edited:
Ah I figured out that problem. I had to define that family in the default.txt file in 2 different places - once in the family= section where it gets a #, and again below under the NEP= description where it has country defines. Thanks for all the help!
 
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