• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
So I and a few others are trying our best to get a Forgotten Realms mod made (at last!). We've made good progress the last few days, but we have a really really weird CTD.

We want the start date to be something like 1360 AD (Dale-reckoning, technically).

But for some reason that I cannot fathom (and I've got pretty vast experience fixing CTDs across various mods) the common/bookmarks/bookmark.txt and common/defines.txt file are the cause of crashes. If the date is 1360, we get a crash. If we set the start date and the first bookmark date to 2000, everything's fine.

Does anyone have any idea what could be causing this or have experienced something similar?

It crashes either at "loading flags" or if we get to the start menu (depending on different date configurations) it crashes at "building history" or whatever it says as the game starts loading the pre-game map.
 
So I and a few others are trying our best to get a Forgotten Realms mod made (at last!). We've made good progress the last few days, but we have a really really weird CTD.

We want the start date to be something like 1360 AD (Dale-reckoning, technically).

But for some reason that I cannot fathom (and I've got pretty vast experience fixing CTDs across various mods) the common/bookmarks/bookmark.txt and common/defines.txt file are the cause of crashes. If the date is 1360, we get a crash. If we set the start date and the first bookmark date to 2000, everything's fine.

Does anyone have any idea what could be causing this or have experienced something similar?

It crashes either at "loading flags" or if we get to the start menu (depending on different date configurations) it crashes at "building history" or whatever it says as the game starts loading the pre-game map.

I think this one is due to technology history !
From http://www.ckiiwiki.com/Troubleshooting:
"CTD on applying history (initial load or selecting a bookmark) => Check that all groups in technology history have an entry for earliest starting date of the mod."
Also check the value of NDefines.NTechnology.DONT_EXECUTE_TECH_BEFORE, so that it's synched with defines.txt
 
Never mind, fixed it! Problem was that some history/technology files had a start date later than the start date of the mod, and that causes CTDs it seems.

EDIT: Thanks Romulien! That was indeed it, hehe, I googled it too and found the same link - but thnks for your answer, it was spot on and would have saved me hours of work if I hadn't coincidentally found it just aroudn the same time :D
 
How do I define independence in a Title History? I would like that if you are playing after a certain date a given County would become Independent, whereas before then it is a vassal of another realm. I see there's "liege = " for making them a vassal, but would I just do like "liege = TITLE", so they're their own liege?
 
How do I define independence in a Title History? I would like that if you are playing after a certain date a given County would become Independent, whereas before then it is a vassal of another realm. I see there's "liege = " for making them a vassal, but would I just do like "liege = TITLE", so they're their own liege?
to define indepence, you need to tell the game that they have no liege:
liege = 0
Never mind, fixed it! Problem was that some history/technology files had a start date later than the start date of the mod, and that causes CTDs it seems.
You may have just answered one of my problems...
 
What controls whether or not you can send your court chaplain into another independent ruler's realm to try to convert them? That is why can christian realm try to convert a pagan realm, but the pagan/reformed pagan realm cannot do the reverse?

I am new to modding and trying to do a few simple things first. I would like to say I understand the attributes in relation to religion, but i must be missing something.
 
Most of the effects regarding conversion and reformed/unreformed pagans are hardcoded parts of pagan_group.
Don't know what determines when you can send your Chaplin abroad - I stopped trying because the Norsemen kept lighting them on fire.
 
Don't know what determines when you can send your Chaplin abroad
That's defined in 00_job_actions in the common/job_actions folder.
Right here, in fact:
Code:
action_inquisition = {
######################################Deleted for space 
   trigger = {
        num_of_settlements = 1
        NAND = {
            FROM = { job_spiritual = { has_character_modifier = spiritual_refused_pagans } }  # See Event ZE.5040
            owner = { religion_group = pagan_group }
        }
        OR = {
            owner = {
                FROM = { NOT = { religion_group = pagan_group } }
                independent = yes
                NOT = { religion = FROM }
                religion_group = pagan_group
                OR = {
                    NOT = { religion = aztec }
                    year = 1350
                }
                is_reformed_religion = no
                capital_scope = {
                    province = ROOT
                }
                controls_religion = no
                FROM = {
                    higher_tier_than = COUNT
                    OR = {
                        independent = yes
                        higher_tier_than = DUKE
                    }
                }
                NOT = {
                    has_opinion_modifier = { who = FROM modifier = opinion_sent_preacher }
                }
                is_within_diplo_range = FROM
            }
            any_province_lord = {
                OR = {
                    character = FROM
                    is_liege_or_above = FROM
                }
            }
        }
    }
}
 
While the patch notes for 2.7.0 say that <religion>_opinion is now not hardcoded anymore, it doesn't seem to be working for me. Could someone please confirm if this does indeed work or not?
 
Can someone tell me why the light cavalry in this file fail to appear? the heavy infantry and cavalry appear fine, and light cavalry used to appear fine, but after trying to put in the holy orders light infantry now they just don't appear.

Version 2.5.2. if it helps
 

Attachments

  • german.txt
    6,1 KB · Views: 2
@Meneth is there a condition to check if an artefact is equipped to a character?
 
@Meneth is there a condition to check if an artefact is equipped to a character?
I don't think so. Equipping artifacts (as opposed to them just always having an effect when their activation trigger was met) was added relatively late in development.
Definitely something that does need a trigger though, yeah.
 
While the patch notes for 2.7.0 say that <religion>_opinion is now not hardcoded anymore, it doesn't seem to be working for me. Could someone please confirm if this does indeed work or not?
It does, have you made sure to define the static modifier like it says to do at the top of the religion file?
"Religion-specific opinion can be added to modifiers (E.G., norse_pagan_opinion = 5), but the modifier *has* to be defined in 00_modifier_definitions.txt as well. It also needs localisation. Works for groups as well"
 
Is there currently a tool that would allow me to generate thousands of titled random counts using the existing vanilla map, with vanilla cultures and names for a series of bookmarks, starting in 767 to about 1700?

It think that used to be possible with the old Titular Title Generator allowed for this, but its not been kept up to date for years.

yemmilleCK2Gen is too random, as I want to keep vanilla counties, cultures and names.
 
I don't think so. Equipping artifacts (as opposed to them just always having an effect when their activation trigger was met) was added relatively late in development.
Definitely something that does need a trigger though, yeah.
Should I add it to the wishlist then? Or will you just add it to the internal one :D
 
Hey there, I was just wondering if anyone else had run into this and if it's something to be worried about.

[spritetype.cpp:405]: Sprite type "GFX_trait_dragon" is referencing inexistent texture: "gfx/traits/dragon.png"

Does anybody know why this is appearing in my error logs? I'm up to the point I can boot up my mod with the new update, but I can't start a game yet without a crash. Turning on debugging has had a million of these pop up in my error logs where apparently the trait textures don't appear, even though if I open up the ruler designer, the trait textures will still appear.