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"script\campaign\mod\diplomacy_all.lua"]:11>
(tail call): ?
[C]: in function 'pcall'
[string "script\campaign\mod\oldworldritesmod.lua"]:37: in function 'safeCall'
[string "script\campaign\mod\oldworldritesmod.lua"]:61: in function <[string "script\campaign\mod\oldworldritesmod.lua"]:55>
[C]: in function 'pcall'
[string "script\_lib\mod\pj_error_wrapping.lua"]:100: in function 'callback'
[string "script\_lib\lib_core.lua"]:1930: in function <[string "script\_lib\lib_core.lua"]:1930>
[C]: in function 'xpcall'
[string "script\_lib\lib_core.lua"]:1930: in function 'event_protected_callback'
[string "script\_lib\lib_core.lua"]:1991: in function 'event_callback'
[string "script\_lib\lib_core.lua"]:2051: in function <[string "script\_lib\lib_core.lua"]:2051>
SCRIPT ERROR, timestamp <58.3s>
WARNING: generate_diplomacy_bitmask() was given a string [military access] containing unrecognised token [military access], ignoring
stack traceback:
[string "script\_lib\lib_campaign_manager.lua"]:15003: in function 'generated_diplomacy_bitmask'
[string "script\_lib\lib_campaign_manager.lua"]:14942: in function 'force_diplomacy'
[string "script\campaign\mod\diplomacy_all.lua"]:17: in function <[string
I tried dabbling with the vanilla script to make it all work, but no luck sadly, so for now its an either or situation.
Is there any chance of you making it an option/submod? Love this mod, thank you.
Happy gaming fellas!
It is because I scripted all diplomacy options for all factions, that golg merc mechanic breaks for sure.
I am trying to exclude him from alliances and vassals, but no luck so far and I really don't wan't to manually add 500+ factions manually in an attempt to exclude him.
But I am working on it and hoping to find a solution.
https://steamcommunity.com/sharedfiles/filedetails/?id=3383555147
I have removed those files and updated, it will be gone with your next load in and it had no effect on the game.
"eviltidetrade" has been disabled due to an error while loading it. Report this issue to the mod author.
Filepath is script/mct/settings/resource_buildings.lua
Error: [string "script\mct\settings\resource_buildings.lua"]:22: attempt to index global 'wh_main_bst_resource_iron_3_option' (a nil value)
stack traceback:
[string "script\groovy\modules\mct\main.lua"]:289: in function 'fail_func'
[string "script\_lib\mod\!glib_init.lua"]:325: in function 'load_modules'
[string "script\groovy\modules\mct\main.lua"]:280: in function 'load_mods'
[string "script\groovy\modules\mct\main.lua"]:48: in function <[string "script\groovy\modules\mct\main.lua"]:46>
I could look into the different aspects and see if there would be any doable parametres to tweak.
For a short team solution, you could probably gift gold to gain some quick approval albeit expensive. I haven't had the time to play the demons as of yet, but I assume they probably have some aversion towards Bel'Akor, but I'll see if I can tweak something.
When 6.0 drops on december 12th, this mod will allow all diplomacy options for all factions, which includes trade, non-aggression pacts, peace, vassals, def/alliance treaties etc.
I know a lot of factions had individual diplomacy options, but applying it to all factions is saving me a ton of work compared to do entries for 24+ factions or however many there is.
Just in case, you need to have a capital and that capital needs to have access to those factions you wish to trade with either via land or sea, if they are blocked, you won't be able to trade. (vanilla mechanic).
When I first installed and activated I couldn't trade, but I think after letting it "bake in" for a couple of turns it started working. Because now I can trade all of the things.
+1 and thanks again =)
So if you wish to fully utilize WoC and Welf resources to tier 3, then yes you have to use 'Forests & Fortresses' or a another mod granting those needed settlement tiers.
Beastmen you would most likely need a building slot mod like BSE or Mixus Mixer in order to just have room.
Hope that helps clarifying a bit, otherwise let me know.
WoC and Daemon Prince is mentioned as being able to do 'trade agreements' with other factions, which they can't in vanilla.
The part where both are not included, is the custom resource buildings/chains producing resources, like the others on that specific list.
In vanilla they can usually only make a resource building tier 1 without resources or no buildings at all, which I give them with this mod on equal terms with other factions.
The reason WoC and Welf is left out, is because their settlements only go to tier 1 in vanilla and it felt wrong to give them building tiers via this mod for what it does, so I moved those to 'forest & fortresses' as you mention.
This mod page states that Warriors of Chaos are not included, but further down in the "Trade Via Diplomacy" list of factions, both Warriors of Chaos and Daemon Prince are included.
Do I need to use this mod, the Frontier Forests & Fortresses mod, or both?
I am running SFO but Eviltide Trading & Resourceful Benefits are higher on the load order so they should supercede anything SFO is setting. I do NOT currently have any of these other trading or minor settlement infrastructure mods, as I've got some different mod that is doing that already (I forget which atm).
Anyways, thanks for a great mod idea! I'll fiddle and see if I can't get it working with my list
I very much understand why you don't make the submods, I appreciate what you do.
Make sure you force resub this mod and then do a test to see if it worked. It will be the best I can do with a mod catalogue nearing a 100 and 15+ mods more in the pipeline.
Which means I prefer to not make to many submods like SFO etc. as it is to much to maintain. But as I always say, people are more than welcome to make submods for my mods etc. and I would happily link them in description too.
But give it a whirl, hopefully this fix is enough to sort it out.
I'll put it in the description.
Thank you everyone for enjoying and using it.
Only issues are SFO because it fiddles with resources etc.
Don't suppose you run an overhaul mod like SFO or something?
I feel like it has to be some sort of overhaul to break Norsca for you and TK's for the other fella.
Try the old sub/resub, loading order putting these on top (although never really needed for my mods)
Do you by chance have any other mods that does something with resource buildings?
Was it a particular resource not working for you?