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The local copy of my mod works as intended, it simply adds in a bunch of new kingdoms, but for some reason the steam version shifts the flags of the British Isles (it appears to only be the British Isles, the rest look correct) as if there are some flags missing.

I have:
  • run it though the validator and can't find any major issues,
  • rebuilt the mods flag folder to make sure it is correct,
  • deleted the Documents\Paradox Interactive\Crusader Kings II/gfx folder to force a recreation,
  • compared the two folders and can't see any differences,
  • copied the local version into the zip file to ensure they are identical other than the path line in the .mod file and that one version is zipped
Does anyone have any ideas? as I can't see why putting it in to a zip folder would cause this change.
 
It is.
I am not sure about the specifics of modifying it, but the file you are looking for is \dlc\dlc070.zip\interface\portraits\society_clothes.gfx


Hmm, well that would indicate that you might have forgotten something in your religion/culture definitions.
Does it also crash when you invite a priest/steward? Have you checked the corresponding wiki sections?
I'm afraid I don't have much experience in that field, but if no one else can be of help, maybe upload your mod here so I can take a look at the files and see if I spot anything.

Thanks for help, I have checked my cultures file and at first it all seemed fine, but I have missed {Curly braces } in - graphical_cultures = { easternslavicgfx }, now all works:)
 
I'm trying to make a personal mod and it's crashing my game. The log says:

######## EXCEPTION: 0xC00000FD at address: 0x01E48EB9: STACK OVERFLOW
Version: Unknown Version
11/25/17 19:54:26

What does this mean and how do I fix it?
 
I'm trying to make a personal mod and it's crashing my game. The log says:

######## EXCEPTION: 0xC00000FD at address: 0x01E48EB9: STACK OVERFLOW
Version: Unknown Version
11/25/17 19:54:26

What does this mean and how do I fix it?
That error basically tells us nothing. Stack overflow is a generic computer error, and we have no access to what part of the code that address might be in.

Try telling us what you put *in* the mod.
 
Depends on what you are trying to do. You can scope directly to a province by its ID, and they should also come up via province scopes like any_demesne_province or random_realm_province
I'm making personal mod for automatic pillage for nomads, and when randomizing province to pillage via random_real_province, i don't want to scope to province without anything to pillage.
Main problem is to exclude provinces without holdings, so event to pillage pillage nothing, which could bu problematic in larger realms.
 
I'm making personal mod for automatic pillage for nomads, and when randomizing province to pillage via random_real_province, i don't want to scope to province without anything to pillage.
Main problem is to exclude provinces without holdings, so event to pillage pillage nothing, which could bu problematic in larger realms.
You can do it by:

Code:
random_realm_province  = { # or any other province scope you need
     limit = { num_of_settlements = 1 }
     # Code to pillages the settlement
}
 
Still have a problem with my "holder is dead, now his sondaughterwhatever takes over the realm and has to deal with the harem"-thing:

Code:
on_death = {
    events = {
        aloha.3000 # Harem auflösen? Alter Herrscher.
    }
}

on_new_holder_inheritance = {
    events = {
        aloha.3001 # Harem auflösen? Neuer Herrscher.
    }
}

So far, so nice.

Code:
character_event = {
    id = aloha.3000
    desc = aloha_event_3000
    picture = "GFX_evt_death"
    border = GFX_event_normal_frame_religion

    is_triggered_only = yes

    trigger = {
        trait = harem_chef
    }
 
    immediate = {
        clr_character_flag = kein_harem
        clr_character_flag = harem_anfrage
        clr_character_flag = harem_nutzung
        any_courtier = {
            limit = {
                OR = {
                    trait = harem_mann
                    trait = harem_frau
                    trait = harem_eunuch
                }
            }
            clr_character_flag = kein_harem
            clr_character_flag = harem_anfrage
            clr_character_flag = harem_nutzung
            set_character_flag = weiter_im_harem
        }
    }
    option = {
        name = OK
    }
}
Works fine, it fires as intended.

Code:
character_event = {
    id = aloha.3001 #Der neue Herrscher
    desc = aloha_event_3001
    hide_window = yes
    is_triggered_only = yes

    trigger = {
        FROMFROM = { trait = harem_chef }
    }

    immediate = {
        character_event = { id = aloha.3002 days = 2 }
    }
}

Seems to fire also, have tried it without the "hide window"-thing, but since my character is not the reciever...

Code:
character_event = {
    id = aloha.3002
    desc = aloha_event_3002
    picture = "GFX_evt_death"
    border = GFX_event_normal_frame_religion

    is_triggered_only = yes
 
    immediate = {
        remove_trait = harem_mann
        remove_trait = harem_frau
        remove_trait = harem_eunuch
    }

    option = {
        name = aloha_event_3002A #Der Harem wird übernommen.
        trigger = {
            OR = {
                is_old_enough_trigger = yes
                is_adult = yes
            }
            NOT = { trait = harem_chef }
            NOR = {
                trait = reincarnation
                trait = incapable
                prisoner = yes
                is_inaccessible_trigger = yes
            }
        }
        character_event = { id = aloha.1000 }
        any_courtier = {
            limit = {
                has_character_flag = weiter_im_harem
            }
            letter_event = {
                id = aloha.3003
                days = 2
                random = 5
                tooltip = aloha_bleiben_tooltip
            }
        }
    }
    option = {
        name = aloha_event_3002B #Der Harem wird übernommen.
        trigger = {
            trait = harem_chef
        }
        any_courtier = {
            limit = {
                has_character_flag = weiter_im_harem
            }
            letter_event = {
                id = aloha.3003
                days = 2
                random = 5
                tooltip = aloha_bleiben_tooltip
            }
        }
    }
    option = {
        name = aloha_event_3002C #Alle in den Knast!
        any_courtier = {
            limit = {
                has_character_flag = weiter_im_harem
            }
            clr_character_flag = weiter_im_harem
            imprison = yes
        }
    }
    option = {
        name = aloha_event_3002D #Freiheit!
        any_courtier = {
            limit = {
                has_character_flag = weiter_im_harem
                trait = harem_mann
            }
            clr_character_flag = weiter_im_harem
            remove_trait = harem_mann
        }
        any_courtier = {
            limit = {
                has_character_flag = weiter_im_harem
                trait = harem_frau
            }
            clr_character_flag = weiter_im_harem
            remove_trait = harem_frau
        }
        any_courtier = {
            limit = {
                has_character_flag = weiter_im_harem
                trait = harem_eunuch
            }
            clr_character_flag = weiter_im_harem
            remove_trait = harem_eunuch
        }
    }
}

This fires twice...

I chose Option A (or B):

Code:
letter_event = {
    id = aloha.3003 #Entscheidung des Harems
    desc = aloha_event_3003
   
#    hide_window = yes
   
    is_triggered_only = yes
   
    option = {
        name = aloha_event_3003A
        trigger = {
            OR = {
                trait = harem_mann
                trait = harem_frau
            }
        }
        add_lover = liege
        clr_character_flag = weiter_im_harem
    }
    option = {
        name = aloha_event_3003B
        trigger = {
            trait = harem_eunuch
        }
        add_friend = liege
        clr_character_flag = weiter_im_harem
    }
    option = {
        name = aloha_event_3003C
        liege = {
            letter_event = {
                id = aloha.3004
                days = 2
                random = 5
            }
        }
    }
}

letter_event = {
    id = aloha.3004 #Einsperren, später vielleicht noch andere Optionen.
    desc = aloha_event_3004
   
#    hide_window = yes
   
    is_triggered_only = yes
   
    option = {
        name = aloha_event_3004A
        FROM = { 
            imprison = yes
            clr_character_flag = weiter_im_harem
        }
    }

}

Second one fires for all members of the harem.
 

Attachments

  • harem_1.png
    harem_1.png
    974,5 KB · Views: 7
Can anyone think of a reason why the following would fail to identify a child of FROM residing at ROOT's court as being FROM's child?

Code:
        third_party_potential = {
            is_child_of = FROM
            NOT = { is_child_of = ROOT }
            prisoner = no
        }
 
Last edited: