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Yes. I had a modified version of province.gfx, so I replaced it with the new version and copied over my changes. Everything works fine now.
Thank you for the answer. While I have the same issue, it would seem like the cause is another for me given that I have merged province.gfx. However it may indicate that the issue for me too lies in the interface folder.
 
Well that code looks pretty solid, I don't think there is an error in there.
The only reason I can think of is that maybe the "random_neighbor_province" scope fails to find a valid province in the area, but because it has to scope to something it goes all wild? This is pure speculation, as I don't know how this scoping works internally in the engine. But maybe add a safety check, so that the whole random effect only fires if there is a valid province left? Could be worth a try.

On the second part, realm means everyone who is in the court of your top liege or any of his vassals - basically that is the entire independent realm, e.g. the Frankish Empire.
What do you mean with "away"? So e.g. if your son was in prison or being educated in a far away land, he should not be included?
The thing is, the filter/ai_filter is still a very broad scope. Those are all characters the game will check the decision on, so it should be as small as possible to limit CPU usage, but broad enough to include all characters the decision should be visible on.
So if you for example want all characters in your own court who aren't away to be valid targets, you would pick "filter = home_court", and then "potential = { is_abroad = no }". You can of course also check even more regular conditions in the potential block, including distance (in case you want to how far a character is away physically, on the map) and many more.
The limit part is just the broadest scope to eliminate the need for the CPU to check all characters.

Oh, I had not seen the is_abroad condition--that is probably what I want :D Thanks :D

And thanks about suggesting the safety check--I'll try and work something out for that, and see if it makes a difference.

Assuming this is not MODable then?. =(
From what I've seen, it's not directly possible; I seem to recall someone else asking about it a while ago, and getting told it's not possible :/

Hmm. Maybe look up the text for the Naming Message, and see if it points to a non-hard-coded event?

I have an idea for a kind of.... long work around... but it would be really cumbersome (basically use a targeted_decision to grab the name of another character, and then another targeted_decision to force that name onto the child).
 
How to add pictures of artifacts?
Add a 118x118 and a 59x59 dds image in gfx\interface\inventory\artifacts called <item_name> and <item_name>_small respectively and in an interface file add
Code:
spriteType = {
    name = "GFX_<item_name>"
    texturefile = "gfx\\interface\\inventory\\artifacts\\<item_name>.dds"
}
spriteType = {
    name = "GFX_<item_name>_small"
    texturefile = "gfx\\interface\\inventory\\artifacts\\<item_name>_small.dds"
}
 
From what I've seen, it's not directly possible; I seem to recall someone else asking about it a while ago, and getting told it's not possible :/

Hmm. Maybe look up the text for the Naming Message, and see if it points to a non-hard-coded event?

I have an idea for a kind of.... long work around... but it would be really cumbersome (basically use a targeted_decision to grab the name of another character, and then another targeted_decision to force that name onto the child).

*Sigh*, thanks!... will have to deal with a king that breaks all immersion in the correlatives names. =(
 
Thank you for the answer. While I have the same issue, it would seem like the cause is another for me given that I have merged province.gfx. However it may indicate that the issue for me too lies in the interface folder.
In general about this matter, does anyone have experience with crashes when hitting play after selecting a character and bookmark? The excellent troubleshooting wiki page does not have any specific information which applies and both the logs and Validator bury any eventual cause within other issues.
 
Thank you for the answer. While I have the same issue, it would seem like the cause is another for me given that I have merged province.gfx. However it may indicate that the issue for me too lies in the interface folder.
The short answer is that you have to go thru each file your mod changes, and see if the new patch also changed that file. If so, you'll need to merge your changes into the new base file.

Yes, it's tedious. No, there's generally no other way to keep a mod up to date with game patches.
 
In general about this matter, does anyone have experience with crashes when hitting play after selecting a character and bookmark?
Generally, that's caused by messed up holy sites. Either too many or too few of them. ...dunno if that has anything to do with your crash, though. But most other things crash at some other point.
 
The short answer is that you have to go thru each file your mod changes, and see if the new patch also changed that file. If so, you'll need to merge your changes into the new base file.

Yes, it's tedious. No, there's generally no other way to keep a mod up to date with game patches.
I did not even try to boot the mod prior to having done precisely this. I started off by compiling a complete list of all changes, then merged everything as I have done previously for all the other major updates, and then I looked into the dedicated wiki page for any additional advice which I would had missed, in combination with keeping up with this thread to take note of any arising issues for other mods. The best way of minimising the tediousness which you describe, is to merge everything without exceptions and then look at the actual game, I have learned.

But if you meant to advice that I should had tried to boot the mod before doing said merge, I will start the game with a backup, but I don't see of what usage it would be.

Generally, that's caused by messed up holy sites. Either too many or too few of them. ...dunno if that has anything to do with your crash, though. But most other things crash at some other point.
I will double-check, there are some issues with holy sites which I thought were best untouched until having received further advice, but commenting them out is the better solution if things changed on that end with the 2.7 update.
 
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Question about building triggers -- I want to have a building build only if there is a specific type of building in a neighboring realm province.

I have gotten as far as:
Code:
trigger = {
            TECH_CONSTRUCTION = 0
            OR = {
                location = {
                    terrain = mountain
                }
                any_neighbor_province = {
                    hospital_has_building = hp_aqueduct_1
                }
            }
        }

This allows me to build an aqueduct at a hospital in a mountain terrain OR if a neighboring province has one already built. However, it isn't limited to just the realm. It can be any neighboring province, even if the two provinces are under two different realms. Is there a way to limit the "any_neighbor_province" to target just those provinces in the realm? All the combos I have tried have failed, either breaking the building, or just not working.
 
Unfortunately I did not even try to boot the mod prior to having done precisely this. I started off by compiling a complete list of all changes, then merged everything as I have done previously for all the other major updates, and then I looked into the dedicated wiki page for any additional advice which I would had missed. If you meant to advice that I should had tried to boot the mod before doing said merge, I will start the game with a backup, but I don't see of what usage it would be.
Unlike random crashes, startup crashes are not usually too hard to track down.
Just move some files out of your mod, restart, and see if it still crashes. Starting with \common\landed_titles, since that's the most frequent cause.
 
Unlike random crashes, startup crashes are not usually too hard to track down.
Just move some files out of your mod, restart, and see if it still crashes. Starting with \common\landed_titles, since that's the most frequent cause.
I think I will start by fixing the minor issues with the landed_titles folder which the Validator/logs have been reporting for a while during the last iterations of the mod, if they are likely to cause more damage in 2.7 than they did in the past. Then I will try your method (I'm not too experienced with startup crashes when hitting play after an update as you may have noted) but I'm always afraid of that causing more issues than it removes and thus crashing the game anyway.
 
Is it possible to create a trait or modifier which tracks who had sex with whom? I figured a modified form of lover's pox with 100% transmission rate could be used, but it wouldn't be too accurate (No way to know if person 1 had relations with person 10, or if it was just a chain.)
 
Is it possible to create a trait or modifier which tracks who had sex with whom? I figured a modified form of lover's pox with 100% transmission rate could be used, but it wouldn't be too accurate (No way to know if person 1 had relations with person 10, or if it was just a chain.)
Both traits and modifiers would be too inflexible for this afaik, but you might even have another problem:
You can not track "regular" married intercourse, since that is just sort of a background "hum" that automatically checks from time to time, and if both characters have enough fertility, makes the female pregnant. Unless there is an event involved, like with the seduction focus sex, you can't track it.
I also have the need to display a very high amount of information (though in my case about every province in the realm), and I do so via custom_tooltips in an event. Because as I said, modifiers and especially traits are way to inflexible, as you can't really add dynamically to them afaik.


what does this "NUMBER_OF_DNA_PROPERTIES" mean in defines
That is the new define to define the amount of "layers" a portrait should have - you can now mod that and add e.g. a layer of glitter over your portraits in a mod. Note that society clothign isn't a regular layer apparently, and thus not included here.

Oh and btw thx, your question just made me find the answer to my own!
Just for roleplaying, I'll now answer myself:
Greetings.
M&M is out, but I am kinda disappointed with the generic icon that is shown with the character modifier that applies the effects of your treasury, and want to change it.
However, I can't seem to find the place in the code where that modifier gets applied/the icon is referenced.
Somebody knows where it is?
Hey @LordPeter, I have seem to have found the answer: It's
Code:
TREASURY_MODIFIER_ICON_FRAME = 13
in the defines. Hope that helps! :)


Question about building triggers -- I want to have a building build only if there is a specific type of building in a neighboring realm province.

I have gotten as far as:
Code:
trigger = {
            TECH_CONSTRUCTION = 0
            OR = {
                location = {
                    terrain = mountain
                }
                any_neighbor_province = {
                    hospital_has_building = hp_aqueduct_1
                }
            }
        }

This allows me to build an aqueduct at a hospital in a mountain terrain OR if a neighboring province has one already built. However, it isn't limited to just the realm. It can be any neighboring province, even if the two provinces are under two different realms. Is there a way to limit the "any_neighbor_province" to target just those provinces in the realm? All the combos I have tried have failed, either breaking the building, or just not working.
What about this:
Code:
trigger = {
    TECH_CONSTRUCTION = 0
    OR = {
        location = {
            terrain = mountain
        }
        any_neighbor_province = {
            AND = {
                hospital_has_building = hp_aqueduct_1
                owner = {
                    same_realm = ROOT
                }
            }
        }
    }
}
I basically just added the example section of the wiki on the same_realm condition.
I haven't tested it, and maybe there are other possibilities, but it might be what you want.
 
Hey @LordPeter, I have seem to have found the answer: It's
Code:
TREASURY_MODIFIER_ICON_FRAME = 13
in the defines. Hope that helps! :)
Great, thx a lot mate!
That looks excactly like the thing I was looking for.



LordPeter has gained the lunatic trait...
 
Has anyone figured out how to enable Secret Faiths for non-reformed pagan religions? I tried mucking around with the society file, and defining a new society that was just a non-reformed version of the reformed secret faith, and it doesn't seem to be working right.

Edit: Ah, right. Need to modify the decisions that involve the secret societies as well. And it looks like there are province modifiers involving secret communities of the faith and probably events. More digging for me.
 
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Just move some files out of your mod, restart, and see if it still crashes. Starting with \common\landed_titles, since that's the most frequent cause.
I have tried doing this to the events, decisions and interface folder, to no avail. landed_titles (with most issues fixed) and the map folders unsurprisingly leads to a crash prior to the mod having loaded fully, so my conclusion is that it definitely isn't the cause to the issues, as suspected. Will continue removing other commons folders to see if those are the cause.
 
In my experience, events and decisions almost never cause startup crashes. Those crash either when the game is loading (if the formatting is completely messed up), or during the game when the event is triggered. The only exception are the few events that are run with on_startup from on_action.

My latest startup crash was caused by a couple of leftover barony titles that I had forgot about. They caused no problems in the old versions, but crashed in this one.
 
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