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I just cloned it from GIT as I did before. Modfile + folder
I did not use the .bat file you mentioned, hope that that doesn't make a difference.
I have a feeling that it does, as for me the vanilla game is loaded up. A shame that this does not work for me then, it would had been really useful. :( Do you happen to be knowing any other versions of this tool that would potentially work?
 
What's this .bat doing anyways? :blink:
I tried to explain it previously, but here you have the complete description on how we use it:
Because portraits DLC compatibility required to use sub-mods, it's no longer possible to clone directly Git repo inside mod folder. To run the mod from a Git local repository:
  • Clone the repository to Git default location (for instance C:\Users\username\git)
    • If you already have a local Git repository inside the CKII mod folder, simply move the root WTWSMS folder (containing the .git folder) elsewhere, Git itself won't care that the folder has moved.
    • Alternatively, you can also delete the WTWSMS folder (Warning: make sure all your local work is committed & pushed to Github, otherwise keep a backup copy !) and re-clone the repository from Github to another location
  • Run create_symbolic_links.bat to create symbolic links from CK2 mod folder to the actual folders in your Git working directory
  • Copy over all the .mod files from Git folder to CKII mod folder (you will need to re-copy them occasionally when they change in Git).
 
I tried to explain it previously, but here you have the complete description on how we use it:

Then just set your mods folder to be the git base folder. That'll do. Or to the actual mods folder. But I am not too sure with "symbolic links". Personally I am using junctions which are similar just more error save. The Scenario Editor might not be able to follow a symbolic link while it can follow a junction.

Junction on the left:
86sdLpi.jpg
 
Then just set your mods folder to be the git base folder. That'll do.
Oh, does that work? I had understood that one was forced to have the true CK2 mod folder as the base folder. In that case, thanks for the help.
 
Why am I getting out of memory errors all the sudden? I'm using the vanilla map. This started appearing after I updated the editor.
 
Is there a way to run the program without using the scen-ed.bat file? Macs can't run .bat natively, and none of my emulators will recognize it as executable.
 
I'm not sure what you mean. In the console? I'm not entirely sure how I'd do that.
Inside the emulator try to open the windows command prompt/console. Where you can run scripts by written command and not by double-clicking an icon. (Not trying to be condescending if you know this, just trying to prevent a back-and-forth.)

With a second look, I'm not exactly sure what the .bat does given that it is so much smaller than the .jar file. Perhaps an expert should help you.
 
A question for you Stryker, I am attempting to use this tool to edit the US mod and the map loads just fine, but I can only see the history of the vanilla provinces and not our additions, as they appear blank. Any idea on how I can be able to see the history of the provinces added in our mod? The config looks like this:

Code:
maindir = "F:\Program Files (x86)\Steam\SteamApps\common\Crusader Kings II"
modsdir = "C:\Users\Administrator\Documents\Paradox Interactive\Crusader Kings II\mod"
gameversion=ck2

modname = "Umbra Spherae"
 
A question for you Stryker, I am attempting to use this tool to edit the US mod and the map loads just fine, but I can only see the history of the vanilla provinces and not our additions, as they appear blank. Any idea on how I can be able to see the history of the provinces added in our mod? The config looks like this:

Code:
maindir = "F:\Program Files (x86)\Steam\SteamApps\common\Crusader Kings II"
modsdir = "C:\Users\Administrator\Documents\Paradox Interactive\Crusader Kings II\mod"
gameversion=ck2

modname = "Umbra Spherae"

Um ... odd
Is it possible to reproduce that with the latest version of Umbra Spherae or do I need your internal build? I recall having tested it before.
 
Yeah, the latest build of US mod, so I decided to try with an earlier version and same results, so then I thought maybe to test it with the Middle-earth Project, and it has a similar problem, except it ignores the new ME map entirely and only loads the vanilla map. On the maps of both US and ME mods I can't edit or even see the new province histories. I tried it on three different computers, all with the same results....
 
Yeah, the latest build of US mod, so I decided to try with an earlier version and same results, so then I thought maybe to test it with the Middle-earth Project, and it has a similar problem, except it ignores the new ME map entirely and only loads the vanilla map. On the maps of both US and ME mods I can't edit or even see the new province histories. I tried it on three different computers, all with the same results....

Please just give me a download link. I only saw the version for 2.01 on the OP of the US mod.
 
https://github.com/JFDCamara/Umbra-Spherae-versions

Just click download zip on the right side of the page.

The problem is that you guys are not replace-pathing history/provinces. If someone wants to extend the vanilla map with additional provinces and titles it gets tricky. I'd have to display a file from either the mod or vanilla, depending on the mod folder. And if a vanilla file is viewed and altered it would have to be saved into the mod folder.
And - you guessed it - the Scenario Editor isn't coming with such clever logic atm. It only uses files from one place and will stop functioning properly at times if you attempt to load an extended vanilla map.
I'll look into fixing this.


Edit: Works locally for me! Hooray!
 
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