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Post by LancelotLoire on Apr 12, 2019 21:10:14 GMT
I think I've got a decent idea for building it, just have the time constraint to get around haha.
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Post by dkdodd52 on Apr 17, 2019 1:49:29 GMT
Anyone tried the "quick fix" with the new update?
Edit: Seems to be working fine.
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Post by stonewallace17 on Apr 17, 2019 2:57:45 GMT
Anyone tried the "quick fix" with the new update? Edit: Seems to be working fine. It probably "works" but the way the files work you'll lose any changes the main mod made in the files used by the submod. For example there's a fair amount of events that have their code changed to account for features of reformed religions, and if you're using out of date submods that modify AGoT event files those reformed religions won't work properly. Say that CO modifies the tournament events file (I'm pretty sure it does) and there are events that only trigger if your ruler's religion allows knighthood. The trigger from out of date files will only allow those events to pop if your religion is the Seven, but the 1.9.1 compatible files will use a "is_knighthood_religion = yes" trigger (or something similar, don't remember exact code) instead of 1.9 and earlier's trigger "religion = the_seven". In these cases no big deal if you don't have a reformed religion but it's just an example of the types of issues you may run into with out of date submods. You'll also lose any bugfixes made in files used by both the main AGoT mod and a submod.
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Post by dkdodd52 on Apr 17, 2019 3:38:10 GMT
Anyone tried the "quick fix" with the new update? Edit: Seems to be working fine. It probably "works" but the way the files work you'll lose any changes the main mod made in the files used by the submod. For example there's a fair amount of events that have their code changed to account for features of reformed religions, and if you're using out of date submods that modify AGoT event files those reformed religions won't work properly. Say that CO modifies the tournament events file (I'm pretty sure it does) and there are events that only trigger if your ruler's religion allows knighthood. The trigger from out of date files will only allow those events to pop if your religion is the Seven, but the 1.9.1 compatible files will use a "is_knighthood_religion = yes" trigger (or something similar, don't remember exact code) instead of 1.9 and earlier's trigger "religion = the_seven". In these cases no big deal if you don't have a reformed religion but it's just an example of the types of issues you may run into with out of date submods. You'll also lose any bugfixes made in files used by both the main AGoT mod and a submod. Yeah I am sure I will run into some shenanigans... Right now I am dealing with something a tad wonky. I copied history>characters from the main mod into CO and edited a lot of the traits of certain characters...but for some reason doing so removed most of the houses in the North to a certain date (Manderlys, Karstarks, Boltons, Hornwoods, Dustins, etc) but nowhere else. As in, they arent spawning properly, and the game generates a random character to be the lord instead. Riverlands, Vale, Westerlands, Stormlands all seemed fine. Suuuuuuper odd. Edit: I should clarify, the history file still has all of the coding for the characters, it just isn't spawning them in. Not sure what happened, I have done this before and it worked like a dream.
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Post by stonewallace17 on Apr 17, 2019 3:47:55 GMT
Download the Validator for CK2 and check your mod using that. If I had to guess I'd say you either added or deleted a bracket somewhere and that's messing things up.
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Post by dkdodd52 on Apr 17, 2019 3:57:43 GMT
Download the Validator for CK2 and check your mod using that. If I had to guess I'd say you either added or deleted a bracket somewhere and that's messing things up. Thanks for the tip.
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kaje
New Member
Posts: 3
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Post by kaje on Apr 18, 2019 12:02:55 GMT
Muahahahhahaha. I love making peoples lives more difficult I've recovered most of my data that I'm gonna be able to recover (sadly a few -cough- pictures are gone forever :cry: ) Would you consider accepting donations to update the mod? Would happily chip in if it would entice you back - this is a 'must use' mod for me.
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Post by LancelotLoire on Apr 19, 2019 1:12:23 GMT
It's not a monetary issue keeping me away at the moment. It's a time constraint because of work and the whole updating to a new computer and accidentally wiping out all my data. Basically done with the data but this next week is gonna be really brutal on me time wise. My employer is holding an expo that I have to work. And am swing shift so I normally dont wake up til 2pm. This will have me waking up at like 9-10am and working a 12 hour shift on top of it right in the middle of the week
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Post by dkdodd52 on Apr 19, 2019 2:49:32 GMT
It's not a monetary issue keeping me away at the moment. It's a time constraint because of work and the whole updating to a new computer and accidentally wiping out all my data. Basically done with the data but this next week is gonna be really brutal on me time wise. My employer is holding an expo that I have to work. And am swing shift so I normally dont wake up til 2pm. This will have me waking up at like 9-10am and working a 12 hour shift on top of it right in the middle of the week All I know is...this mod is a drug and I can't play CK2 without it. So thanks for that...
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Nervosi
Member
This community and it's modders have brought me so much Joy, thank you sincerely ^_^
Posts: 368
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Post by Nervosi on Apr 19, 2019 7:58:39 GMT
It's not a monetary issue keeping me away at the moment. It's a time constraint because of work and the whole updating to a new computer and accidentally wiping out all my data. Basically done with the data but this next week is gonna be really brutal on me time wise. My employer is holding an expo that I have to work. And am swing shift so I normally dont wake up til 2pm. This will have me waking up at like 9-10am and working a 12 hour shift on top of it right in the middle of the week Take care man, we can wait. (Maybe )
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Post by boazofeirinni on Apr 19, 2019 16:29:36 GMT
Was alerted to an issue with hair being broken in the lite version I uploaded for 1.9, so I'll have a fix for that up shortly. Edit: Here it is. I removed the Congenital Overhaul hairs from the portrait_sprites_CO.gfx file in the interface folder (I had already removed the graphics for the hair but forgot to do this previously, whoops). Now should have the crowns from this mod working with Tubbs faces if you follow the instructions given in a previous post from this thread, I want to say from January. Congenital Overhaul Lite 1.9 unofficial
LancelotLoire I didn't ask before uploading this time so if you've changed your mind on allowing me to update the mod unofficially just let me know and I can remove the links. I'm excited to see how it all works with the genetics system when you next update (which you may well want to wait for 1.9.1 at this point; CK2 base game is updating to 3.1 for the Great Wonders feature next week and I assume there'll need to be a new update for the base AGoT mod for compatibility) Hello, I had a quick question. In game, Congen (the unofficial 1.9) works almost perfectly with 1.9.1. However, it makes everyone without a crown wear martial headgear all the time, even when not leading armies. There are a couple of other things with COA that are an issue, but they don't bother me as they are with houses I don't affiliate myself with. But everyone wearing army helmets really bothers me. I have tested and found that for sure this is the mod. I was wondering if there is something I could do to fix this quickly? I have no idea what it's involved. I tried messing around with deleting interface files to see if it still works, but the problem didn't seem invovled in those. Is there like a single line edit I would need to do, or is this over my head?
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Post by stonewallace17 on Apr 19, 2019 17:43:45 GMT
Uh I think the issue lies in the scripted triggers file but I don't remember for sure. I've been going through and updating mods I use, I'll check and see if my CO update is working and then upload it in a bit Edit: didn't see any immediate issues, give this a test Congenital Overhaul 1.9.1 Unofficial
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Post by stonewallace17 on Apr 19, 2019 18:32:02 GMT
Also worth noting, when I've updated this mod I've paid very little attention to any code that was added by the main AGoT mod in 1.9 or 1.9.1. It's all in the files so everything should "work" but there may be cases where the game checks for the lowest level trait (strong) instead of the is_trait_trigger (strong will trigger/modify events but not strong_1 or strong_2)
I might go through and double check it all this weekend but I may also not get around to it, I've got a lot of Marvel movies to rewatch still before Thursday night and also want to spend some time actually playing games at some point 😁
So anyway if you notice anything weird such as events or decisions that should be available with the upper tier traits that aren't, or that shouldn't be available but are (your ruler is a higher tier imbecile but still gets stuff that should be disabled) then let me know
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Post by mcnutt on Apr 20, 2019 3:03:06 GMT
Uh I think the issue lies in the scripted triggers file but I don't remember for sure. I've been going through and updating mods I use, I'll check and see if my CO update is working and then upload it in a bit Edit: didn't see any immediate issues, give this a test Congenital Overhaul 1.9.1 unofficialI think the mod file is missing for this
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Post by stonewallace17 on Apr 20, 2019 4:54:03 GMT
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