erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jan 27, 2018 3:12:19 GMT
It's included now yes.
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Post by grizwald on Jan 27, 2018 3:46:50 GMT
Thanks and I'm not sure if this is a bug or not but there are either 2 wrong colored provinces that are suppose to be blacked out wastelands but are colored red for Kastaryia and Unreb or are they suppose to be ruins but you cant click on them like the provinces Buzdari, Qeldrios and Elieperryz but they are all blacked out and you cant click on them either so I'm assuming they are suppose to be wastelands so Im guessing the two I mentioned earlier are suppose to be blacked out as well.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jan 27, 2018 3:55:50 GMT
Thanks and I'm not sure if this is a bug or not but there are either 2 wrong colored provinces that are suppose to be blacked out wastelands but are colored red for Kastaryia and Unreb or are they suppose to be ruins but you cant click on them like the provinces Buzdari, Qeldrios and Elieperryz but they are all blacked out and you cant click on them either so I'm assuming they are suppose to be wastelands so Im guessing the two I mentioned earlier are suppose to be blacked out as well. They're wastelands and show up like that on the non-political map modes. I haven't figured out yet why some wastelands are coloured and others are not (happens in base AGOT as well, look at the Grey Waste etc.).
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Post by grizwald on Jan 27, 2018 6:52:32 GMT
Something weird has been happening when trying to start a new game as any high Valyrian or Essosi Valyrian when I start the game I have over a hundred Courtiers. And it looks like all other high Valyrian and Essosi Valyrian lords do as well. It seems like the game is generatorating Courtiers for all the added providence’s in Valyria instead of keeping them there it is distributing them between all the living nonruin lords of that culture group since some of the Courtiers are nobles with the house name of some city/castle. That’s my guess anyway for what’s happening since I know in pervious version the game would generate Courtiers for the ruins as the game went on it wasn’t at the game start though and it would take a couple months before they would begin to appear but and they would stay at court in the ruins.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jan 27, 2018 10:26:46 GMT
Something weird has been happening when trying to start a new game as any high Valyrian or Essosi Valyrian when I start the game I have over a hundred Courtiers. And it looks like all other high Valyrian and Essosi Valyrian lords do as well. It seems like the game is generatorating Courtiers for all the added providence’s in Valyria instead of keeping them there it is distributing them between all the living nonruin lords of that culture group since some of the Courtiers are nobles with the house name of some city/castle. That’s my guess anyway for what’s happening since I know in pervious version the game would generate Courtiers for the ruins as the game went on it wasn’t at the game start though and it would take a couple months before they would begin to appear but and they would stay at court in the ruins. Can't be helped unfortunately. The moment the game initialises the provinces as ruins it forces all auto-generated courtiers away from these ruins to random courts, and the game is hardcoded to prefer the player it seems.
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Post by dany on Jan 29, 2018 20:06:39 GMT
im playing without c.o.b, how would i remove the random high valyrian/essosi valyrian rulers over valyria and make it all a ruin thats able to be colonized?
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jan 29, 2018 20:17:15 GMT
im playing without c.o.b, how would i remove the random high valyrian/essosi valyrian rulers over valyria and make it all a ruin thats able to be colonized? Century of Blood is not needed for this mod, it will also work with normal AGOT. All of Valyria will start out ruined.
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Post by dany on Jan 29, 2018 21:07:48 GMT
ok thanks, yeah i fixed the whole random character bug, but now when i try to colonize one of the valyrian provinces, it slows my game down, then crashes 2-3 seconds afterwards. any solution to this? erbkaiser
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jan 29, 2018 22:27:29 GMT
You're right, something broke. I'm looking at a fix.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jan 29, 2018 23:10:35 GMT
Fixed version is up, with some new features. Apparently the unoccupied provinces event can't be too large so I split it off for this mod.
New: - the Valyrian colonies are now subject to the same effect as Mantarys, where people can be deformed or go mad. - the Smoking Sea effects now also apply to the two straits surrounding Valyria
Unfortunately I don't know how to fix the courtier spam that is the result of the provinces becoming ruin. If anyone has an idea, please let me know.
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Post by grizwald on Jan 30, 2018 0:33:36 GMT
Thanks for the update. Is it save game compatible and also what files would I delete to get rid of the random deformities and charectors going mad that we’re added in or if it’s in a nessacry file can u point me in a direction of were to look in that file.
Would I just delete the on_birth Section in Colonize_Valyria_events txt file in common/on actions and citizens of Valyria become deformed Section for the events txt file. Is there anywere else I would need to look cause that’s all I saw but I hav end experience with modding events so I’m not sure. Thanks.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jan 30, 2018 0:48:10 GMT
colonise_val.2 in the on_birth section is what calls the event, remove that and it won't happen.
It's the same event that is used for Mantarys, only with the new kingdoms as scopes.
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Post by grizwald on Jan 30, 2018 0:57:12 GMT
Thanks Again and for the quick response I’m assuming it’s save game compatible since u didn’t say it wasn’t.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jan 30, 2018 0:59:47 GMT
Should be, if provinces in your current save were initialized correctly -- I'm not sure when (or how) it broke. If you can already colonize there's no reason to assume it won't work on an existing save.
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Post by ptolemy on Jan 31, 2018 21:01:06 GMT
I've had a somewhat annoying issue while playing as a merchant republic. While having Valyria as my capital, I'm unable to build Valyrian mines despite owning slaves. I think this is because, as a merchant republic, my slaves aren't actually tied to the physical province. However, I haven't had any issues with building Valyrian mines in any of the official submods that allow you to play characters based in the Freehold. Any idea of how to fix this?
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