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Post by petko on Jul 17, 2019 19:21:29 GMT
Right, sorry for the late reply; was busy with some other projects...firstly, I've just updated the geographical_region file to restore the counties that I originally omitted, so that should fix the issues with the castles. petko - Not sure what you're meaning about the Empire being interestingly placed? lynx54321 - Hmm, interesting alterations! Something for me to think about... somnar - Okay, that's something I'll need to look into as well; I attempted to copy the code used to make d_dragonstone go to the Targaryen heir, but evidently that didn't work...not to mention I still need to fix the titles so that they use "Prince" rather than King. adelhaldane - Out of curiosity, is there a reason you'd want it along the coastline? Most - if not all - of the duchies were drawn with drifting in mind, so putting Oldstones between the Lordships of Banefort and Seagard would just make it impossible for either side to incorporate the other... Oh, and on another note, on the topic of compatibility, somewhere down the line I plan to make it fit with the official sub-mods as well, but first that'll require finalising an alteration to the Valyrian provinces ( agotcitadel.boards.net/thread/3102/valyrian-peninsula )... Here you go:
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Post by Almaron on Jul 17, 2019 22:21:14 GMT
petko - Ugh, this glitch again...apologies, I evidently forgot to copy something over when I made the patch. I've just fixed it now; if you download the newer version of 'crownlands ancestors' from the character folder it'll sort it out. Basically, for some reason the de jure history of the Crownlands is a part of Aegon the Conqueror's character history rather than the title history like everything else, so you need to get rid of that text if you want to make any changes to the de jure setup.
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Post by solidmentalgrace on Jul 18, 2019 6:26:53 GMT
typing anything in the title finder crashes the game. anyone else have this issue?
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Post by petko on Jul 18, 2019 7:02:51 GMT
petko - Ugh, this glitch again...apologies, I evidently forgot to copy something over when I made the patch. I've just fixed it now; if you download the newer version of 'crownlands ancestors' from the character folder it'll sort it out. Basically, for some reason the de jure history of the Crownlands is a part of Aegon the Conqueror's character history rather than the title history like everything else, so you need to get rid of that text if you want to make any changes to the de jure setup. I do as you say, but it didn´t help * I turn off rest of my submods and it´s good now
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jul 24, 2019 19:00:57 GMT
I've edited province positions a little, since the province of Mistlewood (the Neck) has messed up pathing because of misplaced units. Place in Documents\Paradox Interactive\Crusader Kings II\mod\AGOT Revisions\map and overwrite: positions.txt
Also, while working on my trade routes mod, I noticed the road modifiers such as King's Road, Rose Road etc. haven't been moved to the appropriate new provinces.
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Post by Almaron on Jul 24, 2019 20:46:27 GMT
Ah, thanks for that! Hmm, haven't they? I mean, I didn't update the province files because the modifiers had been disabled there; instead I just updated the decisions and events that add the modifiers to the game. Or is there another place I should have gone?
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jul 24, 2019 22:20:53 GMT
To be fair I'm not sure where it pulls it from but I noticed it didn't follow the roads as drawn on the map for the Gold Road, Rose Road, and King's Road.
Since I am working on an update of my trade routes mod and also want to do one for this map edit, it was easy to see.
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Post by Almaron on Jul 24, 2019 23:28:24 GMT
Hmm, it's not the westeros_roads file in the trade_routes folder is it? I didn't touch that because it was commented out and I figured it redundant...the correct road order for the provinces is in the iron_throne_events, though, so it shouldn't be too hard to copy over?
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jul 25, 2019 10:01:55 GMT
The westeros_roads.txt file is the (disabled) trade routes, so it has to be that event file. I couldn't find the modifiers elsewhere and hadn't searched events yet.
If it helps, I can give you the listing of provinces on each road later today since the trade route mod I'm working on for your map uses the same list of provinces.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jul 25, 2019 17:43:59 GMT
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Post by Almaron on Jul 25, 2019 21:43:58 GMT
Brilliant, thank you! I've added the link to the first page now, so people can download the two together.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jul 27, 2019 16:42:09 GMT
There's something weird with The New Gift. It is part of the Wall as it should be when you select any bookmark after it's transferred, but once in-game it becomes part of the Iron Throne instead.
//Edit: caused by nightswatch_events.txt nightswatch.4
You'll want to add this to the trigger and subsequent checks for d_the_wall :
location = { duchy = { title= d_the_gift } } You'll also want to make sure the checks for d_the_wall in other events in the file don't need to have d_the_gift included, too.
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Post by petko on Aug 10, 2019 17:41:55 GMT
How to make more bloodlines patch functional?
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Aug 11, 2019 15:36:02 GMT
The duchy of The Mountain Road (d_greenfork) is a bit bugged, as you refer to it with d_green_fork in geographical_region.txt It's actually supposed to be d_greenfork.
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petko : copy the files from the compatch over the ones in the More Bloodlines mod. It's not a complete compatch but it fixes most issues.
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Post by Almaron on Aug 12, 2019 22:23:31 GMT
Alrighty, just fixed the two issues you listed, and I also added in the groundwork for compatibility with the mods that restore Valyria and also the official sub-mods themselves. Valyria remains uncolonisable at this point in time, but the provinces the sub-mod adds have been included, albeit redrawn like the rest of Westeros to better suit the terrain. Incidentally, that's been redrawn as well; using information from this thread - agotcitadel.boards.net/thread/3102/valyrian-peninsula - so there are extra rivers, hills in new places, and the sea provinces have also been adjusted to create the outline of pre-Doom Valyria!
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