Alright. So, if my mod is a dependency of clean slate how would you suggest that I proceed to replace some of the events etc of Clean Slate?
Ensure that your .mod file has CleanSlate included in itsAlright. So, if my mod is a dependency of clean slate how would you suggest that I proceed to replace some of the events etc of Clean Slate?
dependency = { ... }
block.Filename is important if you want to overwrite only certain specific items in a file. Eg: Overwriting only one specific event or only one loc key, leaving the rest of the massive text file unchanged. You need to experiment to discover whether you need a 00000_ or zzzzz_ prefix, and it's not supported in every folder, but it's very useful in the locations where it is supported.
There are a few more:
- Localisation; first entry loaded wins if there are duplicates, so if you just want to add override strings they need to go first.
- Religion features (the categories); when opening the reformation screen or randomizing features, the order depends on the order in which they were defined and loaded. Tested with dummy lists of features where all but one entry in one category requires something specific in another category and making that category load before/after.
- Possibly governments; the first valid government will be selected, so I'd imagine the load order decides what you get if you are eligible for governments in different files. I've not tested this one, however.
I'm not familiar with the mod, but if it was made with a version of CK2 before the final/current version, then it might not play nice with the current/final version.IDK if this is the right place to ask, but I'm at my wits end. I have been trying to get an older mod, Gloria Regni, working again, and have mostly succeeded. However, for some reason, it won't load any saves I make. They start to load, but the game exits back to my desktop every time. I've tried the validator multiple times, but no critical issues come up. Has anyone experienced this before, and if so, how do I fix it?
Check out the logs (usually inIDK if this is the right place to ask, but I'm at my wits end. I have been trying to get an older mod, Gloria Regni, working again, and have mostly succeeded. However, for some reason, it won't load any saves I make. They start to load, but the game exits back to my desktop every time. I've tried the validator multiple times, but no critical issues come up. Has anyone experienced this before, and if so, how do I fix it?
C:\Users\{USERNAME}\Documents\Paradox Interactive\Crusader Kings II\logs
).Check out the logs (usually inC:\Users\{USERNAME}\Documents\Paradox Interactive\Crusader Kings II\logs
).
It's possible that viewing the logs from a crash will immediately tell you what went wrong.
However, it's a lot more likely that you'll need to compare the log files between a crashy & non-crashy situation. (Eg: Between "loading a game with no mods" and "loading a saved game created with the GR mod, with only the GR mod enabled".) The last item in the crashy log is the last thing which succeeded; the first item in the non-crashy log which doesn't appear in the crashy log is the first recorded thing which didn't occur; the actual cause of the crash was somewhere between these two points.
Other stuff worth checking:
--- Are you running your tests with save files created in the latest version of your mod? (It might not be backwards-compatible.)
--- Is the behaviour any different depending on whether you launch-newgame-save-resign-load or launch-newgame-save-quit-launch-load?
--- Are you running other mods at the same time as your updated GR? If yes, try disabling them. (You might have a mod conflict.)
There are a lot of errors in the log even in the official version of the game. So, no, it's probably not a good idea to try to fix everything in there! Instead, use the logs to try to figure out what might be causing the crash (see my previous post). And don't only look at the error log. In fact, the other logs will probably be more helpful in your case (diagnosing the cause of a crash) - eg. if you see that the game is crashing while it's loading the history database, the error is probably in the history.1. Got it. Wow, is there a lot of errors listed after checking! So should I focus on the last errors, or just try and work my way down?
3. It's worth noting that the crash occurs both when loading and when resigning, and that it does not occur when starting a new game. Right now, I can't think of anything that might cause this behaviour, but it might be helpful in narrowing down the potential problem areas suggested by the logs.2. Yes, am only using the current version.
3. No difference. Actually, every time I try to resign, it will freeze on the "history" page and then crash back to my desktop.
4. Nope, none.
Steam cloud synch needs to be enabled.I can't try to upload my mod to the workshop. The manage button in game is greyed out.
1. Got it. Wow, is there a lot of errors listed after checking!
has_landed_title = yes
trigger for a dead character who was landed at their time of death?father_even_if_dead
was landed even if he's now dead and the son has the title.Willhas_landed_title = yes
trigger for a dead character who was landed at their time of death?
I want to check that a character'sfather_even_if_dead
was landed even if he's now dead and the son has the title.
has_landed_title
checks for holding a specific title. is_ruler = yes
checks for having any title at all, and in this case, you can probably also use the only_rulers = yes
pre-trigger on your event that fires on_death
, if that's suitable for your purpose.I have also looked into this, and I couldn't find any way to do it.Is there any way to get set_coa to take the CoA of the holder's dynasty? I've tried every trick I can think of short of creating a predefined title with that CoA, which would not be an option for the use case I am considering as it require a more dynamic setup.
Theoretically:Alternatively, is there any way to get said command to give the title a random dynastic CoA from someone's religious CoA set, similar to what happens when someone has has_coa_on_barony_only = no plus dynasty_title_names = no?
random_landed_title = {
limit = {
tier = BARON
holder_scope = { tier = BARON }
OR = { holding_type = CASTLE holding_type = CITY holding_type = TRIBAL }
}
...
}
Wait, really? The wiki lists it as working as a bool too, and I've used it as a condition before. I just don't know whether it will trigger for someone who's dead.No,has_landed_title
checks for holding a specific title.is_ruler = yes
checks for having any title at all, and in this case, you can probably also use theonly_rulers = yes
pre-trigger on your event that fireson_death
, if that's suitable for your purpose.
on_death
event won't work, it's an event that fires on_five_year_pulse
but only for a landed ruler whose father was also landed. is_ruler = yes
might be close enough, but will that actually trigger for father_even_if_dead
when they're dead? I.e. If the dead father was a ruler, will the trigger is_ruler = yes
evaluate to true for him?has_landed_title
with is_landed
. Regardless, the wiki does list has_landed_title
as being a bool too, so is the wiki incorrect? And will is_landed = yes
evaluate to true for someone who is dead, but died while landed?Wait, really? The wiki lists it as working as a bool too, and I've used it as a condition before. I just don't know whether it will trigger for someone who's dead.
Anon_death
event won't work, it's an event that fireson_five_year_pulse
but only for a landed ruler whose father was also landed.is_ruler = yes
might be close enough, but will that actually trigger forfather_even_if_dead
when they're dead? I.e. If the dead father was a ruler, will the triggeris_ruler = yes
evaluate to true for him?
Oh, I was probably mixing uphas_landed_title
withis_landed
. Regardless, the wiki does listhas_landed_title
as being a bool too, so is the wiki incorrect? And willis_landed = yes
evaluate to true for someone who is dead, but died while landed?
[Barony stuff]