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According to Jon Stryker (https://forum.paradoxplaza.com/foru...nversion-map-modding-clans-of-ireland.801599/ ), it's multiples of 64, and the 15 million limit was removed. I'm sure there's still a practical limit, however. Also, he wrote that 2 years ago, so maybe the multiple has changed…

My bad, my memory stuck to the more "traditional" limitations, haha.

Okay so for my AAR game I want to do a few things and was wondering how exactly. I am changing around the Tamerlane events (given that this is a universe that diverged at 1066 Tamerlane would never be born anyway.) and that I can do. What I want to do is make Zikri have a religious head and maybe change where some of there holy sites are. The holy site stuff I know is done with the listing of counties and titles. I guess first question is is there a mod that gives heresies a religious head? That may make my job easier. If not I just wanted to maybe take the Yazidi religious head and make it Zikri instead. How would I go about doing that and what we I need to change? I know i would have to change localization files too. Finally, I want to make sure the Zikri head spot is empty until an event I write when my alt-Tamerlane takes a holy site (probably Samarkand). Is that also possible.

Sorry if this is more in-depth than a quick question should be. If it is I will make my own topic for it.

To set up a religious head just go to the title you want it to be the religions head and in it's definition add controls_religion = <your religion's tag>. As for your last question, yes, it is: the fraticelli heressy starts with no head, although the fraticelly papacy can be changed via a decision. Look at the history of d_fraticelly and the relevant decision (don't know in which file that is though, sorry).
 
According to Jon Stryker (https://forum.paradoxplaza.com/foru...nversion-map-modding-clans-of-ireland.801599/ ), it's multiples of 64, and the 15 million limit was removed. I'm sure there's still a practical limit, however. Also, he wrote that 2 years ago, so maybe the multiple has changed…
When using a map much larger than the vanilla one it must still be multiples of 512: if the width isn't 512n the game will still load up fine (it won't crash) but the far right edge of the map will be screwed up (it uses the height map information from the far left edge instead). The same applies to the height although I can't remember which edge is screwed up.

However, there is also another issue where on very large maps the distance LOD screws up and you end up with very jaggy looking maps. (See my replies to this thread: https://forum.paradoxplaza.com/forum/index.php?threads/from-ireland-to-cathay-8k-4k-map.962272/ with the caveat that they were posted pre-2.6.1, so it is possible, but unlikely, that the issue has been fixed.)

I'm thinking on doing some map modding.
Does anyone know what the max map size is or any rules to what size they have to be?
I perused some mods and AGOT has a 4096 x 2560 map, as opposed to the 3072 x 2048 map in vanilla.

In short, my question is how were those dimensions arrived at and what is the largest size that the game will support?

My goal is to extend the map through Asia and into North America, Mexico, and the northern- most part of South America effectively doubling the width.

Performance shouldn't be an issue due to the nature of the mod I'm doing (fewer characters)

View attachment 202735
There is no simple answer to that: it depends on the map's aspect ratio and whether or not you consider the above LOD issue game-breaking (I do).

You might want to have a look at Umbra Spherae. It uses a whole world map (similar to Europa Universalis), although only the old world has provinces. Their map is 5632×2304 and they don't have the LOD issue, so if all you want to do is expand the map (rather than making it bigger as well) then you might be OK. Bear in mind though that you cannot simply add East Asia to the existing map: the projection simply won't allow it, so you'd need to start from scratch (or very heavily modify the existing one).
 
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Is there a way to change a localisation that the game uses without copying the entire localisation file it is in?
 
Currently localizations in files that come before the vanilla file (in ASCII order) override vanilla localizations. With 2.5 it was the opposite.
 
Does anyone know how to REMOVE game rules (ex: Aztec Invasion) from mods? Simply deleting the override file doesn't seem to have an effect. I am guessing my override isn't actually overriding.
 
Does anyone know how to REMOVE game rules (ex: Aztec Invasion) from mods? Simply deleting the override file doesn't seem to have an effect. I am guessing my override isn't actually overriding.
The non-override of the file has been reported, and the devs will be looking into it. In the meantime, have you tried replace_path = common/game_rules?
 
Hey guys I think I found a bug but I'm not 100% sure, feedback is appreciated.

The mod I'm working on has 540 provinces so in the default.map I want the line "max_provinces = 541" however I found out through a strange string of errors that it was being set to 1466, which is the value from the vanilla game's version of the file. Since I'm making a full conversion here I dont really need it at that value, however the game will crash if the value is not at least the one from vanilla.
 
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Does anyone know how can_grant_title works? I'm trying to make a minimod that restricts the "I'm unlanded, I should have this title!" condition to people who you could possibly give land to, but I'm not having any luck and it looks like the entire logic behind the Grant Landed Title decision is hardcoded, so I can't just copy it.

Anyone?
 
Currently localizations in files that come before the vanilla file (in ASCII order) override vanilla localizations. With 2.5 it was the opposite.
And do the mod files come before the vanilla files in the ASCII order? OR are you talkign about aplhabetically? I call my localisationion file "A localisation replacement file" and it'll overide everything, since capital A is the first ASCII letter (of the letters that is)?
 
Any ideas how come custom titles and other titles with independent dejure will go back to independent dejure after you drift them into something and then save and reload?
 
According to Jon Stryker (https://forum.paradoxplaza.com/foru...nversion-map-modding-clans-of-ireland.801599/ ), it's multiples of 64, and the 15 million limit was removed. I'm sure there's still a practical limit, however. Also, he wrote that 2 years ago, so maybe the multiple has changed…

My bad, my memory stuck to the more "traditional" limitations, haha.



To set up a religious head just go to the title you want it to be the religions head and in it's definition add controls_religion = <your religion's tag>. As for your last question, yes, it is: the fraticelli heressy starts with no head, although the fraticelly papacy can be changed via a decision. Look at the history of d_fraticelly and the relevant decision (don't know in which file that is though, sorry).

When using a map much larger than the vanilla one it must still be multiples of 512: if the width isn't 512n the game will still load up fine (it won't crash) but the far right edge of the map will be screwed up (it uses the height map information from the far left edge instead). The same applies to the height although I can't remember which edge is screwed up.

However, there is also another issue where on very large maps the distance LOD screws up and you end up with very jaggy looking maps. (See my replies to this thread: https://forum.paradoxplaza.com/forum/index.php?threads/from-ireland-to-cathay-8k-4k-map.962272/ with the caveat that they were posted pre-2.6.1, so it is possible, but unlikely, that the issue has been fixed.)

There is no simple answer to that: it depends on the map's aspect ratio and whether or not you consider the above LOD issue game-breaking (I do).

You might want to have a look at Umbra Spherae. It uses a whole world map (similar to Europa Universalis), although only the old world has provinces. Their map is 5632×2304 and they don't have the LOD issue, so if all you want to do is expand the map (rather than making it bigger as well) then you might be OK. Bear in mind though that you cannot simply add East Asia to the existing map: the projection simply won't allow it, so you'd need to start from scratch (or very heavily modify the existing one).

Thanks for the information! Map modding looks difficult, so I wanted to get as much information as I could before I started messing with it.

EDIT: Thanks for the direction. Umbra Spherae is exactly what I was looking for.
 
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Anyone know how to create customized "death_reason" code? I've been told we can customize them now, but I saw no mention on how that's done. Right now I'm using:

death = { death_reason = death_sacrificed_lilith killer = religion_head }

I specified the death_sacrificed_lilith code in my localisation file.
 
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Anyone know how to create customized "death_reason" code? I've been told we can customize them now, but I saw no mention how that's done.
common/death
You define the code, whether it is violent or not which means if there is no set sound then a random violent one will be chosen, the description, if it can have no killer and then a sound list, if a murder then whether the murder is unknown (make two copies of it one unknown one not like vanilla does), whether it is an execution or not which means it will be used when you execute someone (if you do make it an execution you then need to go into common/execution_methods and add it there with a trigger and weighting as well). The vanilla file also tells you to add any new death reasons into the appropriate scripted triggers which I would also advise doing.
 
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The years for early_ and late_ portraits are hard coded, so the only way you'd do it is by renaming the files.