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Is this part of the patch we're getting next week? I've tried finding it in the patch notes, but either I'm searching for the wrong thing, it is missing from the patch notes, or it is coming later...
Not coming in the spring patch as far as i am aware
 
I was wondering, would it be possible to add historical portrait to be shown instead of the in-game ones? (Only the historical people obviously.) and still have the game be Ironman & achivment compatible?
There's this sub mod to "ice and fire" a game of thrones mod, made by ReMeDy that illustrates what I have in mind: https://steamcommunity.com/sharedfiles/filedetails/?id=725976856
But that mod works by adding a portait trait into each and every character, which makes it incompatible with achievments.
Would this be possible? I would really love to play with characters which is shown as they really looked like in real life (We think.)
 
Even that restriction will not remain, you can make as many new interfaces as you want all you need to do is make a new folder in the interface main folder and then reference that folder name when you build the skins in the religion or religion group.
I unhardcoded pretty much everything: you can add new skins, generate a religions skins by layering onto other skins, do things for an entire group then overwrite on a religion level, merge the republic interface in and have republic specific elements.
Well that is even more awesome then! I greatly approve of your efforts :)

Also, if anyone knows what settings the vanilla atlas0.dds comes in, I'd be very thankful. Using paint.net (my editor for dds images), I can save the file with a setting that allows the textures to load decently, but I can tell that it makes the default plains texture a lot more grainy than it originally is. I have a lot of saving option, and all but one that I've tried allows for working texture and the custom texture to appear, but all have a grain to them.
I am having the same issue, sort of. And I can tell you that it's even worse when you use GIMP, so stay with Paint.NET.
What has worked ok for me were these values:
  • DTX5
  • Cluster fit
  • Perceptual
  • Generate Mip Maps
  • Super Sampling
I must admit is still retains some noise compared to vanilla. But it's faint enough so you only notice it if you pay close attention.
Though if you should happen to stumble on some settings that are even better, please tell me as well ^^

I was wondering, would it be possible to add historical portrait to be shown instead of the in-game ones? (Only the historical people obviously.) and still have the game be Ironman & achivment compatible?
There's this sub mod to "ice and fire" a game of thrones mod, made by ReMeDy that illustrates what I have in mind: https://steamcommunity.com/sharedfiles/filedetails/?id=725976856
But that mod works by adding a portait trait into each and every character, which makes it incompatible with achievments.
Would this be possible? I would really love to play with characters which is shown as they really looked like in real life (We think.)
There are other options, you don't need traits. You could simply use the condition
Code:
character = 12345
where "12345" is the character_id of that historical person, and then hijack one of the last portrait layers so it holds the frames for historical people. And then when the character_id matches, that layer overwrites the normal portrait with the special frame. player_overlay might be a good candidate if you don't care about the purple multiplayer thingy.
This solution would, however, only work well if you plan on adding a relatively low number of portraits, like only for the really important ones such as Charlemagne, William the Conqueror etc. If you want to add portraits to all people that you can find portraits for, this method would not work.
And lastly, I'm not 100% sure that this idea would be Ironman compatible because I don't play Ironman, but afaik it should as you aren't adding any traits.
 
Well…

I just fired up the game with your mod. Selected the Elakian King, then used Ruler Designer to make him Ulmaad.

In game, I'm having no trouble clicking the shields. On the character window, I can click his dynasty shield to get the dynasty window, or any of his title shields to go to the title. On the law window, I can click his kingdom shields to see the laws of either kingdom. The shield on the faction window takes me to his kingdom page. If I click a province, all the shields there take me to the appropriate title page. All these shields are your shape & patterns.

On the other hand, the shields on the map aren't in your shape at all. Presumably because the counties aren't Ulmaad. :( Searching for characters, I can't find any that have Ulmaad religion, to look at their provinces. Then I had a crash.

Restarted, and found the Ulmaad emperor on the selection screen. Played him. All the 2D shields are still clickable. And now, I can see Ulmaad COAs on the map… sort of. I assume you just copied the Christian 3D models for the shield frames, because that's the frames I'm seeing on the map. But inside the wrong frame, the COAs themselves are your shape. (I know the vanilla frames are *.XAC files, which we can't easily make. But the game also supports *.mesh files for models, so you *can* make new frames, when you get around to it.)

New issue: I see some character names with funky characters in them. I traced this to (at least) your cultures file. It's saved us "Unicode, UTF-8 with BOM". You need to convert it back to "Windows Latin 1". Same for any other Unicode files.

For what it's worth: On the province window, the Ulmaadin religion gets truncated to "Ulmaadin …".
That's weird, I tried and nothing changed for me...
Instead of trying to explain all I have in game, I tried to be clear by making a video, hope it will help you... Sorry for the lame english, I'm french and it was the morning, so I wasn't very very awoken, haha!
I cleaned up the folder of the mod of any unnecessary file, but didn't touch the rest. Like all work in progress, it is still a mess... I did not changed the encodage of the file like you suggested on the copy of the mod I'll join here, but I'll try it.
Hope the video will help.
 

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@Heitri


Err...the limit is gone since 2.8, in theory.


AGOT* and "WE 410 The Winter King" are on the Workshop and both above the limt you mentioned,
though the latter has the ~120mb music seperate.


* and the download also worked at first, but currently doesn't for whatever reason

There is no hard limit AFAIK, but uploading becomes more unstable and unreliable the larger your mod. The practical limit is somewhere around 350 MB, I think, and definitely below 500 MB.
 
There are other options, you don't need traits. You could simply use the condition
Code:
character = 12345
where "12345" is the character_id of that historical person, and then hijack one of the last portrait layers so it holds the frames for historical people. And then when the character_id matches, that layer overwrites the normal portrait with the special frame. player_overlay might be a good candidate if you don't care about the purple multiplayer thingy.
This solution would, however, only work well if you plan on adding a relatively low number of portraits, like only for the really important ones such as Charlemagne, William the Conqueror etc. If you want to add portraits to all people that you can find portraits for, this method would not work.
And lastly, I'm not 100% sure that this idea would be Ironman compatible because I don't play Ironman, but afaik it should as you aren't adding any traits.
I see, I was planning to just have a few important ones (5-10 maybe) at the beginning, but maybe expand it later on. It does sound like it won't be ironman & achievement compatible as I think that would change the checksave (or what it was called.) Why is it so that it won't work on many people? sounds very promising to not having to go through every and singly character in the game to add this "trait" if I have to.

If there are no other way, and I'd had to go through and add a trait to people. Could I create a new .txt file and only add those specefic persons, or would I have to use the vanilla ones and make changes every time they add something new? (I did test it before, but I may have done things wrong, if there were other options.)
 
..... The practical limit is somewhere around 350 MB, I think, and definitely below 500 MB.

Interesting. but how do you know this ?
Just curious.

...and just found out that the zipped Workshop version of The Winter King is only 320MB, ooops, so if its only the zipped size that matters and that's refered
to regariding the Workshop size limit, then i was indeed partly wrong with my earlier post and response to @theStormWeaver ( and @Heitri ).
Oops.
OYsXPRD.gif

Sorry then.
 
Interesting. but how do you know this ?
Just curious.

...and just found out that the zipped Workshop version of The Winter King is only 320MB, ooops, so if its only the zipped size that matters and that's refered
to regariding the Workshop size limit, then i was indeed partly wrong with my earlier post and response to @theStormWeaver ( and @Heitri ).
Oops.
OYsXPRD.gif

Sorry then.

Well, the full version of BTWK together was around 500 MB or so (maybe 450 MB?) and that definitely didn't work even after 7 or 8 tries. I haven't seen any mods in the workshop that, zipped, are over 350 MB.
 
Is there a way to remove/hide the hideously big flags that the merchant republics put on my ports? Also, is possible to delete a trade post via editing the savefile?
 
Okay, and what about hiding-removing the flags? They're too big, and in places as Italy or the Spanish Levant, the coast is a cluttered mess of them.
 
I see, I was planning to just have a few important ones (5-10 maybe) at the beginning, but maybe expand it later on. It does sound like it won't be ironman & achievement compatible as I think that would change the checksave (or what it was called.) Why is it so that it won't work on many people? sounds very promising to not having to go through every and singly character in the game to add this "trait" if I have to.

If there are no other way, and I'd had to go through and add a trait to people. Could I create a new .txt file and only add those specefic persons, or would I have to use the vanilla ones and make changes every time they add something new? (I did test it before, but I may have done things wrong, if there were other options.)
No, theoretically the version I outlined should be Ironman-compatible. Because adding traits is considered a "gameplay" edit, while only editing interface files is not considered gameplay-altering.
But I just had a look at the GoT mod you linked, and their trait-based approach has its own advantages and drawbacks.
Imo, just defining and adding all the traits is an insane amount of work, so I wouldn't do it that way. Also, because of using traits it changes the checksum; but on the other hand they can use some special mechanism with traits to apply their special portraits.

In regards to a limit of how many portraits you can apply: This is not a hard limit, but a single graphics file can only hold 27 frames due to technical limitations. So if you want to add less than 27 portraits, you can simply hijack a vanilla layer and apply your static portraits via that. If you want to add more, you will need to define additional layers, split layers by culture or use traits. It involves a lot more work, especially because you'll have to go through all ethnicities and reference the new layers there. So possible, but more work.

So for starters, I would recommend that you edit the vanilla layer of player_overlay. You can add up to 27 there, and try to get the hang of how these things work, because alas portrait modding is not difficult, but not so intuitive because of the inverted logic.

You can take a look at this thread if you are unsure where to start, where I explained the technique for a similar idea.
Be aware though that this was for a submod for BLG - if you are editing vanilla files, you should use player_overlay instead of imprisoned! Then you can also safely ignore the exiting frames unless you care much about them.
 
That's weird, I tried and nothing changed for me...
Instead of trying to explain all I have in game, I tried to be clear by making a video, hope it will help you... Sorry for the lame english, I'm french and it was the morning, so I wasn't very very awoken, haha!
I cleaned up the folder of the mod of any unnecessary file, but didn't touch the rest. Like all work in progress, it is still a mess... I did not changed the encodage of the file like you suggested on the copy of the mod I'll join here, but I'll try it.
Hope the video will help.
I ran the mod on a Mac, OSX 10.12.6. Game is most recent version, so I guess 2.8.1.1. I have no idea why the clicking works for me but not for you. Do you possibly have any other mod active that could interfere?

For the text file encoding in Notepad, it ANSI should work.
 
I've just been making a quick map edit to amuse myself with but the game keeps crashing when loading databases, spouting the following exception:

######## EXCEPTION: 0xC0000005 at address: 0x00AA5DAF:
ACCESS VIOLATION read attempt to address 0x0000000C
Version: Unknown Version
05/13/18 22:04:23

setup.log variably shows fails at either the minor titles or diseases, while error.log just complains about some missing Byzantine and execution graphics that crop up even when I boot vanilla. The validator has no issues with either file, which only informs me of redundant OR clauses, which doesn't sound like the sort of thing that could cause a fatal error. I've attached the files that tend to cause issues for me. I have a feeling it might be encoding-related, as they stubbornly revert to UTF-8 despite me converting them to ANSI in Notepad++, but there's no non-ASCII characters present to the best of my knowledge.
 

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I try to color the text in an Event Description in another color.

So, why doesn't this work when I put it in the localisation like that:

Code:
§BWho sent you?§!

I've tried with or without spaces etc. it just doesn't work.

Localisation is Windows-1252
 
I try to color the text in an Event Description in another color.

So, why doesn't this work when I put it in the localisation like that:

Code:
§BWho sent you?§!

I've tried with or without spaces etc. it just doesn't work.

Localisation is Windows-1252
Have you tried different colours, like green and red?
Encoding is correct, so obviously it should work. However, it seems that some colours are not supported in event descriptions: I personally have experienced this with yellow (§Y§!), but it might also apply to different colours.
Note that those work fine in tooltips though, so if you are unsure you can try to add a custom tooltip with that colour to make sure your file and encoding is correct.
 
Stupid question I know, but how do I add a space to a cultural title name, when I add a culture and then a name with spaces in it it only shows the first word I put rather then the whole title.