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Code:
    player_event=
    {
        id=2
        event="38205"
        days=0
        scope=
        {
            char=1000364842
            seed=1299624477
            from=
            {
                char=1000383208
                seed=241852
                root=
                {
                    char=1000364842
                    seed=241852
                    from=
                    {
                        char=1000383208
                        seed=241852
                        root=
                        {
                            char=1000364842
                            seed=241852
                            from=
                            {
                                char=1000383208
                                seed=241852
                                saved_event_target=
                                {
                                    char=1000364842
                                    name="target_father"
                                }
                            }
                        }
                        saved_event_target=
                        {
                            char=1000364842
                            name="target_father"
                        }
                    }
                }
                saved_event_target=
                {
                    char=1000364842
                    name="target_father"
                }
            }
        }
        primary=yes
    }
Okay, I solved it, but now I have another problem.
Code:
    option = {
        name = EVTOPTD38205 # I killed her!
        trigger = {
            FROM = {
                mother = {
                    killer = event_target:target_father
                    has_nickname = nick_the_unfaithful
                }
            }
        }
        ai_chance = {
            factor = 10
            modifier = {
                factor = 4
                trait = cruel
            }
            modifier = {
                factor = 2
                trait = zealous
            }
        }      
        random_list = {
            99 = {    FROM = { add_trait = depressed }
        }
    }
Something went wrong in this code and I can't get this option to appear. I am 1000000% sure I have killed the mother and she has the nickname the unfaithful. How do I solve this?
 
Last edited:
Code:
    player_event=
    {
        id=2
        event="38205"
        days=0
        scope=
        {
            char=1000364842
            seed=1299624477
            from=
            {
                char=1000383208
                seed=241852
                root=
                {
                    char=1000364842
                    seed=241852
                    from=
                    {
                        char=1000383208
                        seed=241852
                        root=
                        {
                            char=1000364842
                            seed=241852
                            from=
                            {
                                char=1000383208
                                seed=241852
                                saved_event_target=
                                {
                                    char=1000364842
                                    name="target_father"
                                }
                            }
                        }
                        saved_event_target=
                        {
                            char=1000364842
                            name="target_father"
                        }
                    }
                }
                saved_event_target=
                {
                    char=1000364842
                    name="target_father"
                }
            }
        }
        primary=yes
    }
Okay, I solved it, but now I have another problem.
Code:
    option = {
        name = EVTOPTD38205 # I killed her!
        trigger = {
            FROM = {
                mother = {
                    killer = event_target:target_father
                    has_nickname = nick_the_unfaithful
                }
            }
        }
        ai_chance = {
            factor = 10
            modifier = {
                factor = 4
                trait = cruel
            }
            modifier = {
                factor = 2
                trait = zealous
            }
        }     
        random_list = {
            99 = {    FROM = { add_trait = depressed }
        }
    }
Something went wrong in this code and I can't get this option to appear. I am 1000000% sure I have killed the mother and she has the nickname the unfaithful. How do I solve this?
You would need to use mother_even_if_dead as she is dead to get it to work
 
Code:
    player_event=
    {
        id=2
        event="38205"
        days=0
        scope=
        {
            char=1000364842
            seed=1299624477
            from=
            {
                char=1000383208
                seed=241852
                root=
                {
                    char=1000364842
                    seed=241852
                    from=
                    {
                        char=1000383208
                        seed=241852
                        root=
                        {
                            char=1000364842
                            seed=241852
                            from=
                            {
                                char=1000383208
                                seed=241852
                                saved_event_target=
                                {
                                    char=1000364842
                                    name="target_father"
                                }
                            }
                        }
                        saved_event_target=
                        {
                            char=1000364842
                            name="target_father"
                        }
                    }
                }
                saved_event_target=
                {
                    char=1000364842
                    name="target_father"
                }
            }
        }
        primary=yes
    }

Dear Arrawn, what is this and why are you doing it this way?
 
Can anyone tell me if there is any system to how the clothing works? I know all the stuff like title changes and all that stuff, but like why does one of my wives have a different set of clothing from the other? Why do my kings wear different clothing while having almost identical traits, the same culture, title and religion? I have tried removing traits and adding new ones, but that usually does nothing.
 
Also, can someone explain how mande characters keep ending up in Sicily? I swear its the weirdest thing like they dont appear to often in tunis or libya, they dont appear in spain, they dont appear in north italy, yet for some reason like half of the merchant families in Sicily are married to lowborn mande characters
 
Hi I'm brand new and trying to get the After the End mod to run but each time I try to run the game my launcher just closes. Has anyone else seen this error/know how to fix it? Sorry in advance if I'm posting in the wrong place or if this has already been answered. I've already put all the files in the mod folder and I see them in the launcher, it just doesn't work.
 
Did you put the mod in the game's mod folder under steamapps? That will cause problems (hence the "DontPutModsHere.txt" file). Instead, go to your Documents folder, then Paradox Interactive\Crusader Kings II\mod and put the mod there.
Also, make sure you have both a .mod file, and a folder or zip as part of the mod. The mod won't work if one is missing.
 
Did you put the mod in the game's mod folder under steamapps? That will cause problems (hence the "DontPutModsHere.txt" file). Instead, go to your Documents folder, then Paradox Interactive\Crusader Kings II\mod and put the mod there.
Also, make sure you have both a .mod file, and a folder or zip as part of the mod. The mod won't work if one is missing.

I've tried both, putting it in the folder where its supposed to go and even the one where it isn't just for the sake of testing. Always the same error.
 
Is it closing the launcher right away, or when you try to launch the game?
If it's the latter, does the issue still occur if After The End is unchecked?
If not, try deleting the mod and reinstalling it. Also, make sure CKII is version 2.7 and that you have version 0.9 of the mod.
 
Hi I'm brand new and trying to get the After the End mod to run but each time I try to run the game my launcher just closes. Has anyone else seen this error/know how to fix it? Sorry in advance if I'm posting in the wrong place or if this has already been answered. I've already put all the files in the mod folder and I see them in the launcher, it just doesn't work.

Haven't tried using that mod in a while, but it's possible it isn't compatible with the latest version of CK2? Also, you might have more luck if you post in the sub forum related to the after the end mod, where they likely have a bug thread.
 
Anyone know how to edit the atlas0.dds file properly? I've been able to enlarge the sheet, adapted the pdxmap fx file for the larger sheet (5x5, 2560px) size so all that is fine and dandy (the sheets are rendered correctly, it's just trouble with some of the textures themselves, not with the pdxmap fx).

However editing in a normal fashion results in graphical issues, due to what I think might be a hidden mask layer - which I can't seem to separate in GIMP. Causes a lot of issues when increasing the size of the atlas file for more textures, as the mask gets left behind when moving the texture tiles around as there is some weird overlap as this 'mask' or whatever it is, is unaffected by copy/cut/paste/delete.

Neither Google nor the forums turn up much in the way of info (beyond a few users who may be complaining about the same issue with no responses). Would really appreciate any help on this one, as I've been banging my head over it for a few hours now.

Thanks!
 
Last edited:
Can anyone tell me if there is any system to how the clothing works? I know all the stuff like title changes and all that stuff, but like why does one of my wives have a different set of clothing from the other? Why do my kings wear different clothing while having almost identical traits, the same culture, title and religion? I have tried removing traits and adding new ones, but that usually does nothing.
The clothes are controlled by interface/portrait_properties/00_portrait_properties.txt. Each entry has a factor and modifiers. The 1st one to come up 100% or more will automatically be used. Otherwise, the resulting factors will be used as weights to randomly pick the clothes.
 
Is there a quick and easy way to keep the Pope from personally leading crusades (and inevitably being captured)
Maybe set his Martial to 0 via Modifier? I *assume* the AI will decide letting a guy with no Martial (and maybe remove his Leadship traits?) commanding an Army whilst it has a better option?

Anyone know how to edit the atlas0.dds file properly? I've been able to enlarge the sheet, adapted the pdxmap fx file for the larger sheet (5x5, 2560px) size so all that is fine and dandy (the sheets are rendered correctly, it's just trouble with some of the textures themselves, not with the pdxmap fx).

However editing in a normal fashion results in graphical issues, due to what I think might be a hidden mask layer - which I can't seem to separate in GIMP. Causes a lot of issues when increasing the size of the atlas file for more textures, as the mask gets left behind when moving the texture tiles around as there is some weird overlap as this 'mask' or whatever it is, is unaffected by copy/cut/paste/delete.

Neither Google nor the forums turn up much in the way of info (beyond a few users who may be complaining about the same issue with no responses). Would really appreciate any help on this one, as I've been banging my head over it for a few hours now.

Thanks!
Looking quickly in Photoshop (and noting that graphic editing is not my area of expertise :/ ) there's an Alpha layer. This seems to 'stick' to the correct place when I increase the size, although I too get errors (but that might be because of the pdxmap file, which I have no idea about... :S )

You're welcome to try this file, and see if it works--it should be a 5x5, with the right-and-bottom edges empty to add your new textures.
https://www.dropbox.com/s/8pe9q6q4ol440g1/atlas0.dds?dl=0

(Again, no idea if it will work, since this isn't my area, but... :shrug: )
 
-snip-
Looking quickly in Photoshop (and noting that graphic editing is not my area of expertise :/ ) there's an Alpha layer. This seems to 'stick' to the correct place when I increase the size, although I too get errors (but that might be because of the pdxmap file, which I have no idea about... :S )

You're welcome to try this file, and see if it works--it should be a 5x5, with the right-and-bottom edges empty to add your new textures.
https://www.dropbox.com/s/8pe9q6q4ol440g1/atlas0.dds?dl=0

(Again, no idea if it will work, since this isn't my area, but... :shrug: )

Thanks!

Yeah, the graphical issue you'd be getting would be related to not increasing the NUM_TILES = 4.0f; to NUM_TILES = 5.0f;

Although that did not fix the issue, you mentioning that there was an alpha layer in photoshop gave me an idea (only one layer in GIMP). I've not worked out how to split it off directly in GIMP, but I was able to more or less do it anyway by screwing around with some of the alpha layer related tools (outright cutting the entire 'alpha layer' and pasting it into a physical layer) then removing transparency of the alpha layer, which I think may have actually solved the problem entirely, as I can re-add the transparency later. What a faff though!
 
Re: Popes leading armies.
There's forbidden_to_lead_armies = yes and can_lead_troops = no functions in the code, but those might not be directly usable. Tried to add them with a decision, and that didn't work. No errors either, though.
 
Last edited:
Re: Popes leading armies.
There's forbidden_to_lead_armies = yes and can_lead_troops = no functions in the code, but those might not be directly usable. Tried to add them with a decision, and that didn't work. No errors either, though.

You might want to consider applying a trait with "pilgrimage = yes" to the Pope/Fraticelli Pope (and any other rel heads you want to make unable to personally lead armies) and then remove that trait (and possibly add the Crusader trait) when the crusade ends for any reason (invalidation, white peace, win, or loss). It would put the Pope/etc. in a regency for the duration of the crusade, but would definitely prevent leading armies.