Trade posts are hard coded to only be buildable for non merchant republics on trade routes nodes.Is this possible, and how would it be done?
yea did nothing when i clicked it i dont wanna turn to targeted cuz idk how to allow it for self.What do you mean? It won't show up or it does nothing when clicked?
Probably you don't match the trigger requirements for whatever event you are calling then.yea did nothing when i clicked it i dont wanna turn to targeted cuz idk how to allow it for self.
i was using filter = all before would that mean i use filter = all_including_me ? lolProbably you don't match the trigger requirements for whatever event you are calling then.
Allowing a targeted descion to target yourself just needs the filter extending to have including_me adding so filter = court becomes filter = court_including_me
An indexed text search tool is what I would recommend.What's a quick way to find the CK file you need to modify?
What's a quick way to find the CK file you need to modify?
Yeah, if you don't have to search often it's perfectly fine to use NP++.Cool. I already had notepad++ so I just used that. I was hoping to fix the bloodline that gives "drill" but I didn't see that ability defined anywhere.
Cool. I already had notepad++ so I just used that. I was hoping to fix the bloodline that gives "drill" but I didn't see that ability defined anywhere.
pure_war_bloodline_04 = {
picture = GFX_bloodlines_placeholder_symbol
inheritance = patrilineal
allow_bastards = yes
combat_rating = 3
command_modifier = {
speed = 0.15
retreat = 0.05
}
bloodline_effect_drill = 1
flags = { created_bloodline bloodline_drill }
}
Total noob question. I'm trying to update my mod that I had uploaded into the Steam Workshop, but Steam doesn't seem to register that it's the same mod.
Thanks for the help!As i remember it
- Unpacked mod (with path = in mod file then) in your mod folder and not any other variant of it (includes zip and *.mod files) in there.
- Same names of mod folder and *.mod file as before.
- Don't be subscribed to the mod when looking to update it
- Having "Enable cloud synch.." checked in Steam settings-cloud and in CK2 properties-updates
- quit and restart Steam after doing any of the latter two above
I use TextWrangler on MacOS, and I find it's not even worth the effort of limiting searches narrower than the whole game folder, with 11 text filetypes. It only takes about 6 seconds to search the entire CK2 folder for a simple keyword, a bit longer if I do interesting grep/regex patterns.The common/bloodlines folder would be a pretty obvious one to select to search... or alternatively
the whole common folder, as that's where all the modifiers are (except decision created ones), so
you can skip all the heavy data gfx folders and such in the main directory.
Code:pure_war_bloodline_04 = { picture = GFX_bloodlines_placeholder_symbol inheritance = patrilineal allow_bastards = yes combat_rating = 3 command_modifier = { speed = 0.15 retreat = 0.05 } bloodline_effect_drill = 1 flags = { created_bloodline bloodline_drill } }
If you can't find something initially, i recommend to search the localisation folder first.
I'm not convinced indexing is that helpful. As noted above, a simple search of the whole CK2 folder in 11 text filetypes takes about 6 seconds. Sometimes, the important info is *in* the gui, gsx, or loc files. The only things I make an effort to avoid is the binary files (executable, pics, sounds, etc.)Yeah, if you don't have to search often it's perfectly fine to use NP++.
Only downside is that it isn't indexed so results aren't instant and the time it takes to get them can be pretty huge when you're searching in all gui, gfx, loc (and source code in my case) and content file at the same time![]()
It's usually far more important to figure out *what* to search. In this case, based on OP's question, I searched for the word 'drill'.