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you can, its in the artifact interactions
have you tried loading just this mod? theres a 5 yearly maintenance cycle that should fix any hiccups
if thats not happening and you've got pther mods loaded then it likely is a load order issue, so just try moving this mod further down the load order until it works again
We've had an option to toggle immortality for a while now, but I don't think it's working right now.
Considering that the immortal trait was added a few months ago, it would be nice to have the trait itself added to the decision.
I'll upload the fix in a few hours
1. Open steamapps\workshop\content\1158310\2836737911\gui\interaction_menu_window.gui
2. Go to line 147 and replace dynamicgridbox = { to flowcontainer = {
3. In order for the interface to show up correctly, I would advise adding the following at line 148 (after datamodel = "...")
direction = vertical (this is mandatory, not sure about the others)
ignoreinvisible = yes
margin_right = @scrollbar_outside_tweak
Now it should work accordingly.
Furthermore, I would like to express my profound gratitude toward the creator of this mod:
I am addicted to this mod and I am unable to start a new playthrough without it.
Please consider adding new features/refining existing ones, it would be greatly appreciated by the community!
they're just on random characters throughout the world
i use the character finder and the Wielder of Infinity trait
so yes :)
Love the effects so far, playing with some other mods and my dude is almost 250 years old and his wife is a demon from the witch mod (Pandora) and after about 60 even with the fertility boost of the immortality, the two characters stopped having children.
I will keep playing around with debugging. I have the ability to search the trait, just not seeing the stone appear and it's been almost 15 years since I loaded the mod for this save.
the stones can go to pretty much anyone in the game, so if you're using the character finder to find the wielders, make sure to look outside you diplo range
also, if you really want to test whether load order matters, you could do some debugging yourself and see whether turning some mods off changes things (which you would then use to create a working load order)
https://pastebin.com/JytAyprk
Just replace the text in infstone_decisions
Have you crossed off the usual debugging suspects?
I'll take a look, but i also need to debug some new features, so it may not get fixed immediately
but for public release, i think best to stick to vanilla categories. I've given up on this in CK3.
i just really wanted the category mannn XD
paradox why cant you let me have nice things :'(
i think, to cure my displeasure at the debug category, i'll put it back to using vanilla categories
at least the toggle function works :)
#WeightToggles_character_interaction_category = {
# index = 0
# desc = "WeightToggles_character_interaction_category_desc"
#}
#
# saddly, adding this would severely limit mod compatibility :(
#########################################################
# #
# DO NOT LEAVE GAPS IN "index" OR THE GAME WILL CRASH #
# #
#########################################################
#interaction_shagcheats = {
# index = 69
# desc = "ShagCheats"
#}
basically they are only used as placeholders and don't actually affect the index # for the interaction menu. Wish Paradox would make this more flexible since CK2 but it is what it is.
I've basically commented out any of my custom categories so i can still use them as a search in the other files for functions specific to that categories. Hope I'm making sense this time around. I'll try to get a screenshot link up here later