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My mod is technically compatible with everything. It's relatively stand alone. It doesn't interact with the base game trade system or that of any mod.
Somehow was never notified of your message. Every 2 years you have ~5% chance to have to pay to keep it or lose it, and 2% chance to just lose it. I think, if I read my old code well.
It's been a few years.
That's part-hard coded I am afraid. Mods can potentially change the succession (there's some other issues), but my society mods specifically don't touch the vanilla code for compatibility sake.
If you want republics with female leader, you'll have to get another mod that change them.
Is it the debt one? There's no "membership" fee outside of the one when joining.
You can take up to 3 loans from the guild at the same time, and they come back for payment around 2 years later. So if you took those loan back to back then yes you'll get 3 "pay your debt" event back to back.
Just looked around and yeah, it is unused and I left it in there for some testing reason and simply use the normal nun trait. No idea how you got it then since it has tag to not gives it randomly.
Also, I saw you had the line giving Holo that trait commented out, so it appears to me as though the trait is simply unused?
It's been a while so I am not sure how the game modding work now. The only person who should have this trait is like Holo who receives it in the special event that create her. Did you add mods that add new traits (this mod included) mid save? IIRC those shuffle the traits around.
Maybe another mod also have a guilds_nun trait but it would be a weird coincidence.
When did you notice the trait appearing everywhere?
Fixed.
By manually editing the mod to disable each event call manually? Or at least the first ones of each chain so they do not call others?
That the best solution I can think of.
Mods shouldn't be removed from a save to begins with unless they only do small tweaks. The more things a mod add, the more things will break once removed since the game is looking for the things added, cannot find, which cause issue and crash.
Technically they already work as is, perhaps requiring a dependency line a worst.
But integrating them into your mod would allow you to better customise them to fit. You can go ahead and do it, but I've been out of Ck2 modding for so long that I do not remember how most of it works (specially war related stuff in the the chivalry mod). So I won't really be able to help or support you with the code.
The Sufi school are simply a rebranding of the monatic order for muslim, and it affect decadence a bit, might not be worth the trouble to port it over IMO.
I still have the pattern and photoshop files for the society logos around, I could dust it off to make some for you if you want.
Aside from that, add credits and all that. Hope the code spaghetti won't be too hard to understand.
I used to play this with HIP or CK2 plus. One of these had trade routes if I recall correctly.
You could extract the whole mod file and re-rar/zip it with the changes? Should do the trick.
Or you keep the whole mod unzipped (as a folder) and make the .mod file of my mod target the folder instead of the zip.
It is in:
C:\Users\clientmd\Documents\Paradox Interactive\Crusader Kings II\mod\The_Great_Trade_League\decisions\guilds_decisions.txt
Search for:
name = guilds_buff_
The first half will be to control the AI, the second half of the findings will be for the players.
Haven't touched CKII or HIP in forever. The mod however can technically function on entirely separate map like After the End or Game of Throne's, so it'll work somehow. The worst that could happen is that the overhaul wipe the vanilla files. If you start a new game with my mod and you do not see the society, you'll need to make my mod a dependancy.
Go you Documents/Paradox/Crusader Kings 2/mod. Open both "The_Great_Trade_League.mod" and "HIP.mod". (HIP name might have changed).
In my mod's ".mod" file, add:
dependencies={"HIP - Historical Immersion Project"}
Might be something else between the quotes, make sure it is the same name as the one found in "HIP.mod".
If you stop using HIP, you'll need to remove that dependency.
@omega20056
How should I send it to you? PMing me your e-mail, PM me in discord (I'm "M44l"), a prefered file shared site...?
You want the photoshop file or the dds?
You mean like the one in the first screenshot?
I am not sure you can give provinces a modifier with the console, but you can alter the event chain while it is in progress.
Force start with the console the event " SNW.395 ".
That will force start the second to last resource event. Picking a random demesne province and resource. If you are ok with the province, just accept for now, if you want another province, pick the giving up option and try again.
Once you are "waiting" for the next event (better not force start it), use charinfo to see the resource flag on your character. Like " guilds_resource_flag_stone ". Use the console to replace it with like gold. (it only works with logical resource, like no pottery)
clr_char_flag guilds_resource_flag_stone
set_char_flag guilds_resource_flag_gold
Once the last event appears (takes around a year on average), you'll get that resource.
Been a while since I did any of that, I might be missremembering how the console work, but I think that'll work.
If you mean when it starts, it is a chance every year if the society influence is very high.
If you meant the victor, every member of the society can contribute their personal resources to bump their side scores with the yearly event, and every non-member player/king/emperor (IIRC) can contribute to their side. Wither they DO contribute or not is random I guess, up to their economic/prestige situation and all that.
Thanks, suddently a lot of comments here and on reddit, a streamer must have used it or something lol.
Multiplayer is always messy since many mods have general/maintenance triggers that aren't supposed to happen twice to manage things in the background, but will happen twice because there's 2+ players. Cannot really do much about that outside of a full more rewrite.
Thanks, glad it is still used years later.
Trading stall affect the value of goods invested into the province directly, not the sales throughs event and others.
To sell specific items without randomness from the market decision, the best way is to invest it into a provinces but you'll get less money unless you have the right modifiers going on (war, trading stall, a certain prosperity, trading stall and so on).
There's a discussion pin on this mod page with the different combinations.
Does it matter where you out a trading stall as Duke owning all my counties? I now have 4 counties with each a different trading stall. Can I now sell everything for higher prices? And how do you sell specific items or can you only sell through visit market random event?
How do you know what items can combine in better tier, and wich ones allow you to craft weapons and artifacts etc?
It mights not work every time, but go to your mod folder, Find both of Elder Kings and this mod's ".mod" files. Open them.
To mine, add this:
dependencies={"XXXXXX"}
Replace the XXXXXX with the elder kings' full name found in that mod's ".mod" file.
If that doesn't work, then elder king does something on a fundamantal level that break it.