Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése









A) Creating a local mod that does the same as desired mod.
B) Have a backup of your files somwhere on a disk to overwrite it once the update comes.
C) If you want a specific dynasty to be added to this mod, you can write it here in the comments and I will add it. :)
So - I've always wondered but never bothered for fear of "mucking things up", but:
- if I am subscribed to a mod on Steam, say this one ("Choose Your Dynasty!")
- and then I edit the mod's files locally
- are not those changes at risk of one day getting overwritten by some force, likely Steam?
I'm worried about going through all this effort to achieve my desired outcome(s), only to find myself through ignorance in a position where things change on me and I don't know why.
Would it then just be better or advisable to create a local copy of the mod in question, unsubscribe from the mod on Steam, and simply clone the mod as a local mod with my edits - so basically my very own custom version / build of the mod? This way I can at least version control and make back-ups.
Obviously it means manual updates are my problem now, but I imagine that will ensure the stability of one's game build ("checksum", I believe?) and current campaigns, yeah?
It's easy however tedious if you want to add dozens of new dynasties.
You need to create new options in "Choose your dynasty" event.
Part 2
----------
1. Would you mind providing instructions in the Steam page description as far as how a given user of your mod can insert whatever dynasty names they'd like - all to their hearts content?
2. I see two new buttons in-game for the "Dynastic Actions" sub-menu in the "Diplomatic Actions" menu. I appreciate that the feature exists and it's just a shame that I personally can't permit the use of them in my own campaigns - as I don't think it is fair that the AI cannot refuse my diplomatic proposal, as with any other proposal I send. Do you know if it's possible to disable that functionality on my side? I would LOVE if you could make your mod - eh... "modular" in that way. :3
But thank you, Augustus! ^-^
(Bloody well done, lad. : )
Part 1
----------
You know, this is a lovely mod. I actually needed something like this.
Recently, I created my own "dynasty pack" mod - a simple input of a double-quoted string, a humble dynasty name, into the Irish culture section for the Extended Timeline version of my "00_cultures.txt" file (upon where I have to edit in the dynasty into my save game file for my ruler and his heir).
Unfortunately, that seems to have nuked some of the cultures in my latest playthrough.
I have NO idea why. I thought it was the most surgical, non-invasive edit / injection I could make. Turns out I was wrong. ¯\_(ツ)_/¯
So - I'd like to just scrap my mod and use yours.
However, I don't want to bug you every time I want to add a custom dynasty to the mod.
Sometimes I see that your event "choose_your_dynasty_events" collides with other mods.
It looks like choose_your_dynasty_events.txt should have "namespace" (e.g. namespace = choose_your_dynasty_events and changing the event for sth like choose_your_dynasty_events.1) to avoid the collision with other mods.