#modding

1 messages · Page 66 of 1

plucky crystal
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@proper acorn

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sorry for ping

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but i trying make this 3 weeks

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😭

proper acorn
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click on the event option and switch to Russia to see if it arrives

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wait 1 day as you defined

proper acorn
plucky crystal
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I tried

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wait maybe

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maybe this?

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something

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making?

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@proper acorn

proper acorn
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you set it to happen in 10 days

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When you click on the option it will take 10 days for the event to arrive in Russia

plucky crystal
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ok, but it still hasn't arrived

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@proper acorn

proper acorn
knotty tide
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hello

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everyone

plucky crystal
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yes

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some

knotty tide
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i wanna make some few couple or more mods to add new units and templates

plucky crystal
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@proper acorn

proper acorn
plucky crystal
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Where is debug?

toxic mirage
proper acorn
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@plucky crystal

autumn cloak
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idk how to mod and honestly it seems like a lot of work

plucky crystal
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@proper acorn

proper acorn
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577 errors

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☠️

plucky crystal
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yeah

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XD

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how to fix it? 😭 🧐 😂 XD

proper acorn
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What is the name of the file that contains the events?

plucky crystal
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events

proper acorn
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in debug search the file name to see errors

plucky crystal
proper acorn
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Search: "res_res"
"rew_rew"

short vault
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Is there a ship modifier on incoming damage from air only?

rich moth
haughty bison
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i'll go backwards

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thanks

distant moat
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Lol

peak rover
rich cradle
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where in game files I can find list of all regions with buildings and limits for factories?

distant moat
rich cradle
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hm...

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I see weather and provinces id

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but dont see region type

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And I see csv file with terrain for provinces

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Hm... I think it too late. I should leave it for tomorrow.

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Thx, for help.

upbeat valve
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Can anyone here tell me the graphics mods used in this photo, I’ve spent about two hours looking and can’t find anything similar. Sorry if this is in the wrong channel but I didn’t know which one to use, thank you for any help with this

next turret
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Hey do yk the name of the mod that allows you to put factories on production lines by x10

upbeat valve
obtuse condor
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think so

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im confused about the question

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hitting the x5 or x10 button beside it

desert current
late vector
# upbeat valve

This is like the most classic alt hist lol what mod is this

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Literally every single hoi4 alt hist cliché rolled into one

wintry geode
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does anyone know where i can find the populations of the belgian provinces?

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1920-1949

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ish

wintry geode
ashen mural
wintry geode
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1936...

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it says 2015

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bing ai is garbage

full raft
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https://statbel.fgov.be/en/themes/population/structure-population#figures
Here you can at least get the Numbers for Flanders and Walloon, the two States in the Basegame. For greater Division, I would suggest looking into Major Cities in the States you want to create and to try to go from there (sum up the Major Cities, roughly, data is tough to come by, then remove that from the Basegame State)
That is about what I would suggest

plucky crystal
plucky crystal
hard mirage
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Robię moda swojego ale mam błąd z newsami bo znikły zdjęcia i teraz prubuje się domyśleć dlaczego

rich cradle
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Do anybody know where to get info about provinces in the game?

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I mean the file

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Something I can read through a programm

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I found a file with strategic regions and file with strategic regions of each country, but cant find a file with provinces for strategic regions

summer lotus
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the only data on province is actually terrain tile and port location anyway

full raft
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I don't believe there is such a file. You have a number of Files in the Mapfolder, where the provinces are defined. After that the Files describing the States list, which numbers are included in that State and then those States are collected to Strategic regions

summer lotus
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which is part of the map file

rich cradle
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hm... thats pretty bad

full raft
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What are you trying to do?

rich cradle
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I can simulate economy but typing every province sound too much

rich cradle
full raft
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Oh, well the States files are in the History Folders. Factories and similar is stored there.

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So history->states and then in those files

rich cradle
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oh, I see.

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It have all the buildings

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and even owner

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great

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thanks!

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now I just need a way to read this stuff in python

full raft
full raft
rich cradle
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I know this stuff, I talking about converting txt into my objects.

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But it would be nice if there are way to turn txt into dict

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I think devs should use some kind of format

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And it should be tranformbl

full raft
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ah okay, well I can't help you with that. Currently I'm Java-Exclusive.
https://www.geeksforgeeks.org/how-to-create-a-python-dictionary-from-text-file/ is the best I can do.
Also, I think the Files are .txt, because it is a way lower Barrier of Entry for aspiring Modders. (At least that is kind of what Wikipedia implies? Other Reasons could also exist)

rich cradle
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I mean, sure it turned into txt for modders, but what was original format?

full raft
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Idk. The Engine is based on C++

rich cradle
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hm... so it can be C++ code

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interesting...

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indeed it look like a code.

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I should google how dict look in C++

ashen mural
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how can i make a cosmetic tag?

toxic mirage
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Does anybody know how to add more politcal advisors slots and new industrial companies?

full raft
# ashen mural how can i make a cosmetic tag?

Step 1: The Tag itself
In the common->countries folder there is a file cosmetic.txt. Here you can define the Colour of the cosmetic Tag and defacto create it.
Step 2: Everything else
From now on this cosmetic Tag behaves for our purposes like a normal Tag. Spefically Localisation and Flags work the same way. This, btw, leads to the fun fact, that you can use ordinary Tags as cosmetic ones, so France can look like Bhutan, if you want it to.

ashen mural
full raft
knotty tide
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hello

full raft
knotty tide
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how do i make new units and templates

hard mirage
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And cool profile picture

full raft
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Heh, thx 😁

full raft
knotty tide
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thx

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i do wanna make new types of battalions

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like Conscripts

full raft
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Well, then do check the Wiki. I don't think I ever did something like that before. I mostly swim on the Surface 😅

knotty tide
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alr

peak quail
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hearmt of iron

rose heath
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how do i delete a state so i get no errors?

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i want to merge 2 states into one, so i gave one of them all the provinces of the second one, and now i have that one with no provinces which gives me an error
whenever i delete the state it also gives me an error saying that there's a state error in map definition

full raft
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The ID of the States most follow one from another, so the State-ID you removed, must be used elsewhere or no others can follow. (You can't have States with the ID 1,3 but not 2) The simplest Solution would be to pick the State with the highest ID and change that to be the one of the State you removed

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I would suggest, though it isn't necessary, to update the Filename of said State as well, just to keep track

rose heath
full raft
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Eeeeeeeffectively. Just change the ID of the highest State to the one of the State you deleted

rose heath
vocal wind
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is anyone else's road to 56 not working?

desert current
vocal wind
full raft
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Sounds typical for Crashes. This will probably be from an active mod, so try deactivating everything aside from rt56 and if that won't work, try validating local files/check the Workshoppage for rt56 (as big as that mod is, the time between broken version and reports about that probably nears zero)

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Okay Workshoppage has no discussionforum (?), but the Reddit seems calm. So yeah, test whether it actually is rt56 and try validating

vocal wind
full raft
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huh. well then thats that. I don't think I can really fix rt56 sadly 😅
Report it to the relevant Mod-Devs, i guess. (though I could take a look at the error.log and see if I can find, what causes the crash. 50/50 on that suceeding)

vocal wind
toxic mirage
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@full raft Better than hoi4 wikigigachad

full raft
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😉

toxic mirage
full raft
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? Obviously a metaphor or joke, but I don't understand the context

toxic mirage
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There Is no meaning in life but It Will be given from each Person that Will be owner of

full raft
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Well, for me my meaning is (currently) the personalized "From me according to my Abilities, to others according to their needs" While demonstrably the generalization I pulled it from has yet to work on a grander Scale, it has been a positive and well functioning Philosophy for me 😁

full raft
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Northern Germany

toxic mirage
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Kiel?

full raft
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nope, the wonderful Rostock

toxic mirage
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Near lubeck :3

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Or wolgast

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Or rugen

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Got It right?

full raft
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Jup. round that Area. Rostock is a victory point, actually
Anywho, that's not all that Modding related, so we can gladly continue this in a more approriate Chat 😉

final tinsel
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is there any tips on idea_category icon?

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i dont know its actual size to make term between each icon

toxic mirage
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Go to hoi4 folder and search the icon

final tinsel
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i mean not the icon size

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ingame size

wide lynx
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wip focus tree for my australia redone mod

cursive moat
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and make a emu become prime minster as a choice for true realistic australian gameplay

stiff spire
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i should make a mod that just renames france to "fr*nce"

plucky crystal
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can anybody help? i have 600 errors and my evvents dont work

full raft
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um

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yeah

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So that Amount of Errors is typically due to Graphics or similar.

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Something called repeatedly

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I bet, that the Eventrelated Errors are fraction of that and one will have to go digging through the pile.

plucky crystal
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I just didn't change anything in the graphics

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I deleted some events and now I'll see

full raft
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Okay, well other stuff can also cause it. Changing Stuff for scripted Effects is actually far more often the reason, now that I think about it. For me at least.

plucky crystal
full raft
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Well, I mean the Game IS running. So now it's time for Bugsquashing! Just go through them and fix the Errors one by one (though often one proper Fix will cause many Errors to vanish, so it should be quicker than that)

plucky crystal
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ok thx

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what is that ? Trying to fill variant where none exist from type: support_equipment belonging to Carstwo Rosyjskie

full raft
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Some File wants to use a variant of Support Equipment for a production line I presume (given that it is said in relation to the Nation of "Carstwo Rosyjskie") And it can't find said Variant. (I was wondering, if support Equipment can even have Variants, though with MIOs I suppose it can)

full raft
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I just checked the File and now I know, why you picked that one to fix first 😅
Well, what did you mod in regards to Equipment?

plucky crystal
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nothing

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i changed date

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only

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and i have 20000 days to resarge that

full raft
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... That does add up. Have you tried giving your Nations said Tech?

plucky crystal
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in the mouth? investigate yes

full raft
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???
I am ninety Percent sure, this is the not the Chat you wanted. Otherwise I am very confused.

river anvil
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a

full raft
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oui

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So, that Communication should not require dedicated Action on your end. Define the Event and the Focus should find it automatically via its ID

river anvil
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alr

river anvil
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it just says invalid event id

full raft
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At a guess, there is some Error in the Event File. Something like a missing add_namespace or wrongly closed {} is usually to blame.

river anvil
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nope im stupid

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i didnt put country_event

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in the events script

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so how would i make this look nicer...

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wait

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localization

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right

full raft
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Not stupid, just capable of Error. Inexperienced perhaps. 👍

Either use a Gfx meant for country_events or turn it into an news_event

river anvil
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it is my first time yes

river anvil
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country events gfx

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why when i finish the focus my custom image disappears

full raft
river anvil
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hm thought i fixed that

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ill go check

full raft
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If the texturefile links to a non-existing file, whether it's the folder path that's incorrect or the filename, including the extension, the focus icon will appear as fully transparent. That should be your Error.
also just learned that apparently, if one was stubborn enough, one could animate Focusicons O.o

river anvil
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good god

obtuse condor
river anvil
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why is my idea not working properly

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i dont want this umar muammar

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i didnt even put his name there

summer lotus
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idea wthout localisation gets a random name

river anvil
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i gave it localisation

summer lotus
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then check the idea file

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if it is consistent, it would work

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or just

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debug in console

river anvil
summer lotus
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reload save

river anvil
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idk why its not working

summer lotus
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political power gain is not a rule btw, move it to modifier

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well

river anvil
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ah

summer lotus
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just debug in console

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reload save

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👀

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tbh for errors like this the game would tell why it is not working

river anvil
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[08:11:16][1936.01.12.19][effectbase.cpp:730]: *Tried to trigger non-existant event: iraqnews.1

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wait

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wrong one

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[09:32:22][1936.01.24.01][effect.cpp:785]: common/national_focus/iraq.txt:185: add_timed_idea:Invalid idea: IRQ_a_new_era. If you wanted to reference a variable, you need to explicitly prefix it with var: or temp_var:.

full raft
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And moving political power gain to the modifiers has not fixed it?

summer lotus
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you used it incorrectly

river anvil
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i fixed it

summer lotus
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add_timed_idea = { idea = idea days = num }

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oh?

river anvil
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game just need a restart

summer lotus
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ah

river anvil
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ye

summer lotus
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so it was really the modifier

river anvil
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porbably

summer lotus
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probably error with bracket closure

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since it wasn't a rule

river anvil
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im quite sleep deprived

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should i sleep

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or keep going

full raft
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I- Why are you even asking that? While Memes be funny, get your Shleep. It's important.

river anvil
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cause im so sleep deprived i need someone to make the decision for me

toxic mirage
river anvil
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but also im cooking

toxic mirage
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You must cook

river anvil
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hmm

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ill get in one more focus

full raft
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... That I would ever be the Voice of reason. But that sounds good

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Unless it is some Megafocus

toxic mirage
river anvil
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4...

toxic mirage
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Well

river anvil
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its my first mod

toxic mirage
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It depends on quality

river anvil
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so

toxic mirage
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Chsd

river anvil
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made custom thing

toxic mirage
toxic mirage
full raft
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Sweet

river anvil
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yes

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im making it for my friend

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cause hes from iraq

toxic mirage
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You are gonna make the fascist coup too?

river anvil
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prob

toxic mirage
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Bug shawarma boy

worn moth
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hello, can I somehow make a modifier that would give attack bonus against fascist countries?

full raft
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Kind of. The best Thing I can think off the top of my Head is that you target all countries, which are fascist. The Issue with this is, that it (probably) would lead to the Bonus staying static afterwards. So no bonus against newly fascist ones and kept bonus against no longer fascist ones. I am thinking about Method, which might allow this to remain dynamic, though that would certainly require use of "on_action"s (unless I am missing something)

worn moth
rich cradle
river anvil
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Idk

timber zenith
rich cradle
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I mean, yes. I want to turn hoi4 code into python. I should be easy if I know what language is it.

timber zenith
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it's not any specific language

rich cradle
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oh, thats bad

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This mean there no instrument to do it automatically

full raft
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Alright, I thought about it a bit more and using Flags and Events is probably easier (definitely for me to explain)
So you need two Events.
The first trigger has two conditions:
-The Nation is fascist
-The Nation doesn't have the "isfasco" Flag (you can name it however you want)
Once it fires, it sets the isfasco Flag and if the Spirit giving the Attack Buff is present, it is switched with itself, reloading the Targetlist.
The other one is the inverse. If the Nations isn't fascist and has the flag it fires and removes it and if the Spirit giving the Attack Buff is present, it is switched with itself, reloading the Targetlist.
To build the Spirit... Have a ALL and if Block, which selects all Nation with the isfasco Flag and then target those with targeted modifiers @worn moth

rich cradle
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I will need to transform it myself

river anvil
timber zenith
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yep

river anvil
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Idk what they call it

rich cradle
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thx for help anyway

full raft
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I call it Paradox-Code but I don't think there is an official term

timber zenith
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the actual coding is done through clausewitz the coding for modding is closer to plain english

worn moth
timber zenith
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i don't believe that works to target more than one nation

full raft
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You'll have to work with limits and ifs

timber zenith
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Alright so I found out how bulgaria did it

full raft
#

So
every_country = {
limit = {
has_country_flag = isfasco
}
effects
}

roughly. FBKongs Solution is probably better.

timber zenith
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bulgaria has a whole heap of hidden ideas, each one containing a targeted modifier with an attack and defense bonus against a different european nation. then as a hidden effect they add the hidden ideas to bulgaria for all the nations that apply to the trigger (in bul's case the trigger is is_major and in europe)

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so it would just take a tedious ammount of effort to work

worn moth
full raft
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Oh, its super simple. You just use the effect: set_country_flag as an Effect. There you give it a name and thats it. No creating Files or Code or anything.

worn moth
timber zenith
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flags aren't scopes, they're just a way to store information as a boolean

full raft
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... I think I messed up somewhere with my Explanation.
It would be lovely, if it worked like that, but sadly we (probably) need that badness with two hidden Events.
tbh, I (would?) have a hard time myself getting this to work somewhat neatly.

full raft
runic silo
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guys

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I need help with my mod

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I've been making a mod to play with my friends

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which includes a custom nation

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everything works fine for me

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however, whenever one of my friends try to play, the country's history file jsut doesnt work

timber zenith
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did you upload to the workshop?

runic silo
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like no leader, no party popularity, no ideas

full raft
#

First guess: You made some changes to your Vanilla Files, which make it work, while your Friends don't have such changes.

runic silo
timber zenith
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can you send a link?

runic silo
#

100% file integrity

runic silo
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I can give you the mod reference

timber zenith
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to the workshop page

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go to page then right click and press copy url i mean

full raft
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What is the Name of the Mod?

runic silo
#

Krakozhian Dream II

timber zenith
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oh do you have visibility set to private or friends only?

runic silo
#

it'll be on the paradox one

runic silo
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waiy

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"Cet article n'est visible que de vous, de l'équipe d'administration et de toute personne faisant partie de l'équipe de création"
which means only I, the administration and the members of the creation team can see it

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why

timber zenith
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that it?

runic silo
#

yes

full raft
#

jup

timber zenith
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easy

full raft
#

Can one of your Friends send an error.log? (or you too for that matter)

runic silo
full raft
#

When the Game notices Errors, it logs them, in a File called, well, error.log. This is stored in your local Documents (not game File) for Hearts of Iron in the log folder and is frequently very helpful in figuring why the Game is being huffy.

runic silo
#

okay wait

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?

timber zenith
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it's working for me

runic silo
#

well

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i don't understand

timber zenith
#

neat reference tho haha

runic silo
#

I'm sorry guys imma have to log off

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thanks for the advices

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I'll read whatever you have written when coming back

full raft
#

Oh that'll get buried

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Or rather shot to the atmosphere

runic silo
full raft
#

We'll pick it up, when you get back 👍

runic silo
#

thank you !!

regal pendant
#

How does this work?

full raft
#

Scripted Effects and scripted Triggers most likely. That is how the Influence Mechanic implemented in the first place, afaik. I suspect the Text itself is also scripted and not what would usually be displayed.

regal pendant
#

So I just have to wait till one of the other countries activiate these things

full raft
#

Oh, you meant mechanically, not how it is implemented. I would hazard a guess, that you'll have to meet the Requirement of either Influence or Population and given my limited knowledge with Millenium Dawn, I would bet, that getting your Influence up is what you should try to do.

regal pendant
#

I've tried like a million things. Even most of the National focuses for EU Are completed by me

full raft
#

Well, have you tried using the Influencemechanic in the Decisions

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?

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Okay that sounds condescending 😅
Sorry

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It is all I can guess at

regal pendant
#

Ive tried these things

full raft
#

Yeah, I never played MD. But also: Doing both pro and anti European Campaigns? That should even itself out and resolve to nothing. Furthermore that doesn't appear to be related to the Influence on the individual Nations, which I have seen in Videos. You want to influence the Nations, not the EU

regal pendant
#

Like these?

full raft
#

No, also not. Through Investment or something.

regal pendant
#

hm

inner badger
#

someone should make a game of thrones mod

verbal light
#

are there any better flags mods for like, communist flags? I noticed most of the eastern europe communist flags kinda look like shit, but they could be cool or real

verbal light
#

Woo! pogg

runic silo
#

Hi again

full raft
#

yello

#

So yeah, that error.log does have some relevant Errors

runic silo
#

ouch

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what can I do ?

full raft
#

I suspect some broken {} somewhere. Weird that it is so User-specific

runic silo
#

kinda

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imma check

full raft
#

The focus Tree File also has similar Issues. Unexpected Tokens

runic silo
#

I'm still working on it and have done some trial and error

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which doesn't affect the game but doesn't work

full raft
#

Yeah, Focustrees have to be really broken to cause crashes just by being loaded. (I don't think I ever heard of such a case before)

runic silo
#

lmaoo

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I haven't found any {} problem

full raft
#

Well, this Error is what lead me to that Idea:
[19:08:40][no_game_date][effect.cpp:432]: Invalid effect 'set_convoys' in history/countries/KKZ - Krakozhia.txt line : 108
(the following ones are essentially the same in Structure)
Metaphorically it gets out of step likely around this line and never gets back into proper computation.

runic silo
#

i don't understand why

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I litteraly copied it from the USA file

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moved it somewhere else

full raft
#

Weird. Yeah, I found "set_convoys" there as well and also in the Yugoslavian Tree (to make sure it isn't somehow US specific)
But I cannot seem to find it anywhere on the Wiki

runic silo
#

seems to have fixed it

full raft
#

Oh, so it was in a wrong Block

runic silo
#

I put it in a custom one I had made called ###Ideas###

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so I moved it to the very top

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right under the capital

full raft
#

Right, so all Areas included between { and } are evaluated as Arguments for whatever opens the Brackets. If you put something in there, which it can't evaulate, it is going to get annoyed.

runic silo
#

okkkk

#

starting_train_buffer = 5

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what does that mean ?

full raft
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I... don't know. I guess how many Trains they start with or something? Would have to look it up. (notably this seems to only appear with economically powerful Nations like US and Germany)

runic silo
#

okay

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well I'll ask my friend to try again

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I'll tell you if it worked

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you were truly of great help

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thanks for taking the time to help me

full raft
#

No problem

charred plaza
#

any working mod that gives your units veteran experience?

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if not, is there a way to mod the savegame files to modify their exp? (im not talking about commanders btw, im talking about divisions)

sharp cedar
#

is there a mod that lets you put line artillery in all slots

full raft
charred plaza
#

ill check it out, thanks

full raft
sharp cedar
#

you can only put troops in most slots not artillery, only the rightmost columns can have artillery

full raft
#

No? I literally just created a Division purely made of Line Artillery. It has literally 0 Org, but it is possible to fill every slot. Check your existing Mods, whether one of those causes that.

sharp cedar
#

the only mods i use are for graphics and PLC

full raft
#

Well, the (generalized out from my own) Basegame doesn't interfere with the Artillery-only and Artillery-total Divisions.

sharp cedar
#

It only lets me put artillery in these slots and none of my mods interfere

#

anything else needs to be a troop

full raft
#

Not in the first three rows?

sharp cedar
#

or tank

full raft
#

That is bizarre.

sharp cedar
#

thats the max i can do

full raft
sharp cedar
#

maybe check your mods

full raft
#

I am certainly, fully, Vanilla

sharp cedar
#

i dont use mods that change anything but graphics

#

besides plc

full raft
#

Aren't there Divisiontemplates in Basegame, which break this rule? I would have to go hunting, but I....
Oh. Do you mean the three at the Bottom there? Since a recent update Inf and Arty are different Categories and per Column only one Category is allowed (which I think has always been that way? Don't qoute me on that)

#

Try replacing the Inf at the very top of the Column

sharp cedar
#

i click the top it makes me do an infantry unit of some type

full raft
#

So, for example, you can't make a new Division with only an Arty Battalion in the top left?

sharp cedar
#

yea

#

im not on rn but this was an issue a couple days ago since i can only rlly play on weekends

full raft
#

The only two things I could think of, is that it is somehow limited because that is a special Unit, spawned via Focus (Nordic Defense Front) or something is wrong with Files, in which Case I would try validating those via Steam.

graceful meteor
#

anyone know any mods that make the map bigger, not just magna europa but that with more spice

timber zenith
#

magna europa

#

jk lol

#

The problem with that is that the default hoi4 map is already the max size so mods that increase the map size aren't technically possible

cobalt peak
#

there’s so many of them

timber zenith
#

such as?

#

news to me

cobalt peak
#

darkest hour

#

pludoshcissixhchheia idk how to spell it states

timber zenith
#

They make the northern and southern extremities visible by shrinking everything else down

cobalt peak
#

Ohhhh

#

My bad

timber zenith
#

that was a problem faced when developing magna europa, and it's definitely unfortunate

full raft
#

I suppose technically the "resolution" could be upped, by dividing up the Provinces even further? But I think mostly its graphical Flair, unless you actually remove parts of the Map or squashing some parts, like the Pacific. I do know Mods exist, which for example scale up Pacific Islands to more indepth simulate Pacific Warfare (though tbf, that obviously breaks Proportion)

runic silo
#

Could it be possible that the presence of technologies available only with dlcs is what is blocking my friend's game from accessing the country file ?

cobalt peak
#

No

#

People joining use the hosts dlcs

timber zenith
#

You don't really need dlcs, all the content for them is available in the base game, purchasing the dlc is basically just a check along with gfx for units and leader portraits etc

cobalt peak
#

who’s gonna tell bro

#

all the content for them isn’t available in the base game

timber zenith
#

i mean that all the content is in the base game files

cobalt peak
#

Oh

timber zenith
#

purchasing them basically tells the game "yeah this dude has the dlc"

cobalt peak
#

i guess

#

But you also get a ton of stuff

#

focus trees

timber zenith
cobalt peak
#

Designers

#

intelligence agency

timber zenith
#

It's like buying a key to a room in your house

#

The room was always there, you're just buying enterance to it

cobalt peak
#

bro is onto nothing 🗣️🗣️🗣️🗣️🗣️🗣️🗣️🗣️

full raft
#

Well, no it comes with the Free updates into the files.
Also that is necessary to allow the whole "Hosts DLC are everyones DLC in MP"

timber zenith
#

don't do that tho cause it sucks

#

i might get banned for saying that lmfao

full raft
#

Actually, I don't think it would. Many GFX would be missing. Those are in the DLC-Files. Furthermore I think there are some more advanced Checks (though honestly not sure)

rich cradle
#

how fuel silo named in the game files? I cant find provinces which have it (I mean their files dont have same name as a province name).

timber zenith
#

gfx would be broken but it would work pretty normally and there aren't advanced checks

rich cradle
#

oh, wait, I can find it myself

timber zenith
#

fuel_silo

rich cradle
#

Thx!

timber zenith
#

no worries

rich cradle
#

I thought about just finding all buildings names

timber zenith
rich cradle
#

do it also have slots limits for different state_categories?

#

I mean like town or large_town

timber zenith
#

scroll down a bit they're there

mortal trail
#

hey does anyone know any good 1v1/2v2 mods for me and some buddies got like 2k hrs and legit dont know any

rich cradle
#

I heard about gangir duel mod

mortal trail
rich cradle
#

Hm... ok thats all types of provinces:

#

['town', 'large_city', 'rural', 'wasteland', 'large_town', 'city', 'small_island', 'enclave', 'megalopolis', 'metropolis', 'pastoral', 'tiny_island']

#

Now I need to figure out their limits

#

ready

full raft
#

Check the state_category folder in common (Basegame) All Statelevels are listed there with their respective Local_building_slots

rich cradle
#

found it on wiki

full raft
#

oh, that works to

rich cradle
#

I did it!

#

Now I have all data about all provinces

full raft
#

Nice

rich cradle
#

Except provinces names arent really that great

#

Especially "Some mountains"

#

Yes it is a province name xD

#

But I'll take it

full raft
#

Well, actually you have it in Python now, which could be helpful, idk

rich cradle
#

Yes, it's was the point, to have it in python.

#

Now I can simulate any country

#

And optimise all shit out of hoi4 xD

full raft
#

Ah, okay

rich cradle
#

Probably I should make some gui too. Mb some people will want to try.

#

But it is a story for another day.

rose heath
# full raft

is this division even usable
i mean 0 org
can it even kill anything at all

#

i imagine it's totally useless
if this was to fight a 1x1 infantry division i would bet money on the infantry division

full raft
#

... likely not, no. But thanks to ISP we know with some cheese you can give it minimal Org via the Support Companies and then they are oddly effective in Parts.

haughty bison
toxic mirage
lofty plaza
#

That units gonna see the enemy from a distance and die from a heart attack

toxic mirage
rich cradle
#

Alcase Lorraine have 3 factory in the game but 1 in the files O_o

#

I don't get it, data is just incorrect and I have more factories for France in a simulation than in the game.

#

But for Soviets its look ok

#

Germany is fine also

#

Hm...

#

Guess I'll take it for now.

#

Have no idea why there a difference between data in the game files and in the game itself. It definitely not fixable by hand.

timber zenith
full raft
#

I see what happened here. Confusingly The Statefile named "Alsace Lorraine" is for the State of Lorraine. For Alsace-Lorraine, you need the File named "Alsace"

#

nvm "Alcase" Even spelled it wrong

timber zenith
#

yeah there are some very uncreative names for the states ahahah

#

like china 1 through china 19

full raft
#

Below Zero however is a cool Name. Even if inaccurat

buoyant loom
#

is there any mod that gives me an earlier start date than 1936. maybe 1930 or even earlier?

timber zenith
indigo jay
#

whats the best dlc?

#

also what does no stepback do?

nimble solar
#

No Step Back

#

Tank designer, more content for Eastern Europe

nimble solar
indigo jay
proper acorn
elder tundra
#

hi

subtle plover
#

Yo got a question

#

What do the numbers after it mean

#

:0
:1
etc

#

Idk what it means

#

and when I tried my event

#

The only option to click was "ok"

#

Instead of the one I set

timber zenith
#

that's localisation right?

#

the number is basically just internal paradox jargon

#

you can omit it completely if you want

subtle plover
#

Oh ok

#

So why did it say ok?

#

Also can I just do this?

timber zenith
#

I'd recommend using localisation

subtle plover
#

Shit quality but this works

#

Just gotta change the image

#

Im happy :D

elder tundra
#

I have a little problem

#

With a thing im working on

#

What does this mean?

#

Before it was worse but i managed to fix some part but now im stuck with this problem

timber zenith
#

Or are there any related errors before that

elder tundra
#

For what I understand it was some error with the baltic states and poland

#

Im doing a total conversion mod and im stuck with the fixing of the map because of this

timber zenith
#

Are there any more related errors before the line 109 in the log?

#

Errors that say the same thing

elder tundra
#

Nope

timber zenith
#

Have you modified the BLT_scripted_effects file?

elder tundra
#

The tutorial i was following came out before the 1.14.5 update

#

I was just following instructions

#

And yes. I modified the BLT_scripted_effects

timber zenith
# elder tundra

There could potentially be a broken bracket a bit before that

elder tundra
#

Let me check

elder tundra
#

It was in the 192. Its a end bracket

#

.

#

No it was not

#

It was attached to something

#

Maybe this space?

timber zenith
#

Did you remove anything from before that line in the file? I'm checking the file myself and the line numbers seem to be mismatched

elder tundra
timber zenith
#

What tutorial are you following?

elder tundra
# timber zenith What tutorial are you following?

This video covers the rest of the parts from the previous series and some extra error fixes not previously done.

Timeline:
0:00 - Introduction
1:16 - Buildings
2:47 - Fixing Bitmap & Definition Errors
7:03 - Buildings (continued)
9:02 - Trees
26:39 - Cities
38:45 - Touching up Trees
45:53 - Fixing All Other Errors
54:11 - Conclusion

Resources:...

▶ Play video
#

The video came 2 months before de 1.14.5 patch

#

I already did part 1

#

Without any errors

meager epoch
#

Is there a way to add a bunch of states any quicker than going into every file individually and fixing it like that

river beacon
toxic mirage
meager epoch
#

Ok

wispy bear
#

i saw a youtuber who had an extension to automatically select and build whatever should be built aet that time, does anyone know what mod this is? it was dankus memecus's "Germany But I Beat Russia in 6 Months" video at around the 1 minute mark

#

idk if its a script or a mod or anything

rich cradle
#

oh, I found it: it's "28-Alcase.txt". Windows can't find it for some reason, I searched through all lands of France in python.

#

And it is endeed correct province, it have 3 factories and a bunch of bunkers.

rich cradle
#

hm... ok, but it still don't solve problem with 2 extra factories from the game files

#

I think I will just check all 23 provinces which have factories and look is they have some amount.

#

It's very weird, other countries doesnt have this problem

rich cradle
#

It say it should have 28 steel and be core of France

#

Also have victory points

#

state={
id=17
name="STATE_17" # Lorraine
manpower = 1517500

state_category = city

resources={
    steel=28 # was: 48
}

history={
    owner = FRA
    victory_points = {
        9642 5 
    }
    victory_points = {
        11516 5 
    }
    buildings = {
        infrastructure = 4
        industrial_complex = 1
        air_base = 5
    }
    add_core_of = FRA
}

provinces={
    521 698 3646 3666 6698 9642 9658 11488 11516 11642 
}

local_supplies=0.0 

}

#

but I dont see such a province

full raft
#

Check for a certain "Lorraine"
The State directly west to Alsace-Lorraine

rich cradle
#

its franche comte or champagne

#

none of them have 28 steel

full raft
#

Right, Franche comte is the proper Name, not Lorraine. Let me check miself

rich cradle
#

20-Franche-comte.txt is not for Franche comte

#

it have only 1 factory

#

and Alsace-Lorraine is Franche comte

#

But what is Franche comte then?

full raft
#

Yeah, the Lorraine File you posted is for Franche comte.
the Franche Comte is for Rhone

#

^

#

It very much seems like there was a bunch of State reshuffeling during the time, in which they added these French States.

rich cradle
#

{
"france": 1, # corsica
"normandy": 2,
"ile_de_france": 4,
"champagne": 1,
"franche_comte": 2, # rhone
"bouches_du_rhone": 1,
"roussillion": 2, # languedoc
"poitou": 1,
"centre": 2,
"bourgogne": 1, # Auvergne
"champagne2": 2, # Bourgogne
"alcase": 3, # Alcase Lorraine
"indochina": 1, # Southern indochina
"pas_de_calais": 3, # Nord pas de calais
"loire": 1,
"midi_pyrenees": 1,
"tunisia": 1,
"northern_morocco": 1, # casablanca
"lebanon": 1,
"annam": 1, # tolkin
"cameroon": 1,
"picardy": 1,
"alcase_lorraine": 1, # france comte
}

#

It is 35 fabrics anyway

#

...

#

I dont get it

#

In the game France have 33 factory

#

I literally found 35 on the map...

#

I am out of ideas

full raft
#

Yes, but some of those States aren't cores, so they don't give all Factories. And Franche Comte (ingame) for example has 28 Steel base, but 50 thanks to Infrastructure

rich cradle
#

oh, interesting, I didnt knew about this mechanic

#

But how can I get amount of factories state give?

#

oh, I see, it from controll

#

hm... I need controll data then

#

wait... wait... I need simulate entire controll system to get factories in a correct way ?!

#

bcz it not a constant

full raft
#

Basically. Also this ignores stuff like National Spirits and Advisors. I think the best Way to check how much Factories a Nation can build is to actually try it in game, after Theorycrafting.

#

Oh and Trade

rich cradle
#

I think, I can approximate it to the 0.5 factory per non core factory

full raft
#

Trade is vital for the Economy of some Nations

rich cradle
#

trade is easy, I'll just add ability to controll trade factories for the user

#

hm... how advisors affect factories?

#

They affect only construction, aren't they?

full raft
#

Yes, but you won't have the Influence of how the Game is going. For example, recently Germanys Steel Production got a considerable Nerf, so if Germany decides to go for Navy, all Nations producing Steel have a decent Chance for more Factories, which they otherwise lack. Or if a sudden early game war pops up, people might scramble to build Aircraft, pumping up the Indonesian/Malayan Economies.

Also Advisors can do SO much. France, Vincent Auriol modifies Consumer Goods. (Also how will you simulate Tradelaws and Economylaws? Their PP Requirements?) Pierre Pucheu gives research and civ construction speed, changing both how fast Factories are built and how fast new Industrytech is researched, Devalue the France affects Consumer Goods, but only for a Year. The Industrial Expansion Focus gives different amounts of Factories depending on which Foci have been completed before. And France is one of the less Complex Nations regarding Economy. USA has the Congress Mechanic, incentivising adding unplanned Buildings to get other Boni, Turkey has the Investment Decisions, Uruguay and paraguay get Automatic Industrial Development through Events (if you have the relevant DLC and finished a Focus)

A total Economysimulation is a very tall order. To test this sort of stuff, I would either actually play the Strat I want to test or program the Ingame AIs to test them for me and run it with the history_logger

rich cradle
#

I just added basic advisers like +10% factories and infrastructure construction and +10% military factories construction

#

And also just added ability to add construction bonuses and consumer goods directly
I also simulate entire law system (law, trade, conscription), but only part about factories

#

since there things like stability

#

Stability give consumer goods

#

And I dont want to simulate stability system.

full raft
#

Yeah okay, but as they say: Assume a can-opener
(Context: https://en.wikipedia.org/wiki/Assume_a_can_opener)

I won't deny that it couldn't give some helpful Information about the Way one should handle Economy, but the real Game has so many Factors affecting the Industry, any knowledge gained will be fairly theoretical. I am talking under the Assumption, you want to use your Program to minmax Economybuilds. If you have a different goal, do tell.

rich cradle
#

I mean, I will need to take trade from the game anyway, so I will do it as a user

#

It is not job of a programm

#

I will just run a game a take amount of trade factories each 3 mounth or so

#

It should be close enough

#

Same for not basic advisers and stability

full raft
#

Oh, so its a Program, which runs alongside the Game itself. I thought it was purely independent.
But then I have to wonder: What for? What do you want the Program to do?

rich cradle
#

Programm independent. And taking data from the game (I mean by running the game) in my plans, but it not a part of current step, for now I just need to simulate economy correctly

#

Then I can add mod part which will collect better data for simulation.

#

And probably I will also need some kind of iteration for testing best way of constructing

#

But for now I need correct simulation and thats it.

full raft
#

Oh, okay. I still don't get, why you wouldn't just test this stuff out in game.
And what is your Limits for "Correctness?" Because if Things like Stability aren't implemented, its most certainly not "Just like it functions ingame"

rich cradle
#

It is exactly "Just like it functions ingame", dont forget, even if I dont have stability, I have ability to change consumer goods any day of the calculation.

#

I can change laws any day, as well as promote construction tech and industry tech

#

So, I just add this things as events and simulate the game.

full raft
rich cradle
#

So almost everything that now by hands should be done by the 2nd part of programm later

full raft
#

Okay, but if you are planning on taking the Info from the game already... what extra purpose does your Program fulfill?
Is it supposed to be some Predictor or Indicator of how much Output your Civvies have?

rich cradle
#

It can calculate like 5 years in a second so I can do hundreds of runs

full raft
#

So the Program takes the current Economy and given currently active Modifiers and Civilian Count, it suggest what you should build?

rich cradle
#

for now it is not. Now it take your orders and simulate outcome. In the end it should take your orders and suggest best moment to switch from factories to the military, for example.

#

Or how many infrastructure you should build

full raft
#

For gathering Info, I think you might be interested in the History Logger. If that is running it logs massive Amounts of Info about the Game, which you could then read into your Program.

rich cradle
#

Hm... thats definitely interesting

#

Wait, it not even a mod, it just a part of the game?! Nice!

full raft
#

Yup. Sadly there is scarce Information about it out there, especially on how the files work, so you will have to do some exploring and experimenting

rich cradle
#

Still way better then creating entire mod.

#

Hm... But guess I will need to get a lot of modding knowledge anyway. Like every link to the province is a number and all other stuff require understanding of the game code.

#

Anyway, I have pretty good simulation for now (I will avoid non core territory problem for now), I think I will try to turn program into something usable first (I definitely need some kind of interface or something like this even for myself) and will do everything else later.

#

I can turn data from the game into events anyway, so collection of the data can be done later.

#

Thanks for help!

full raft
#

No problem 👍

meager epoch
#

hey guys I ran into a problem where a bunch of states (that I havent modded) are just showing up as their state id. ex: london is STATE_126

subtle raven
#

guys can anyone send me the link of great war (i want to install manual)

full raft
merry trout
#

does anyone know why
initial_show_position = { ... } is not working

full raft
#

Not without further Context, I don't. Do you happen to have the error.log handy?

merry trout
#

i dont think the error log says anything about it but ill check

full raft
#

Some error Messages only appear, if the Game is launched in Debug mode, so be aware of that as well.

merry trout
#

i am in debug

#

it says nothing about the initial_show_position

#

wanna see the error log anyway

full raft
#

yes please~

merry trout
full raft
#

Well, while the initial_show_position {} shows no error, the Focus Tree itself does, so perhaps those Errors cause this. (For Example, maybe the closing Bracket is in the wrong Place or something?)

merry trout
#

im checking rq

#

thank you

#

nah nothings working

full raft
#

Are the Errors in the error.log fixed?

merry trout
#

no but theres no need to fix them

#

they dont afffect this

#

and they take too long to fix

#

and in game everything works but this

full raft
#

You would be surprised, what affects what. And if no other Avenues of Repair are present, this is all that's left to fix.
(And believe me, I have had that Experience before, where some Fix should have done literally nothing to thing I am trying to fix, but somehow it turned out to be the Solution.)

merry trout
#

alr bro ty

#

but some errors dont make sense

full raft
#

Also some of those Errors are near line 4, so around the Area, where I would expect intial_show_position. Could you perhaps send me the relevant Focustreefile?

merry trout
#

focus_tree = {
id = syrian_focus

country = {
    factor = 0
    
    modifier = {
        add = 12
        tag = SYR
    }
}

default = no
continuous_focus_position = { x = 50 y = 1000 }
initial_show_position = { focus = political_reforms }
full raft
#

Well, if the focus "political_reforms" isn't working, then the intial_show_position will also not work most likely. Also some of the Errors do no match up with what you sent me, so I would really like the file itself, not just what seems relevant at first glance.

merry trout
#

i got it dw

#

thank you for help

full raft
#

Oh... No problem, I guess 😅 👍

elder tundra
#

I have a problem

#

Im still unable to fix this

full raft
#

Could you send the BLT_scripted_effects file?

#

Wait, did we do this before?

elder tundra
#

Another guy tried to help me

#

But I think he just went offline

full raft
#

I think I checked a BLT_scripted_effects yesterday and you said again soo. But I can't recall you.
Anyway. Did you change anything in the BLT_scripted_effects file?

elder tundra
#

Yes

#

I was following a tutorial and I had to delete parts of the code

full raft
#

Did the tutorial say why you needed to do that?
Also if you did change something there, do send the file. The last one didn't, so I guess it really was someone else randomly having trouble with the same Files.

elder tundra
#

Im watching the tutorial to see if there is a reason

full raft
#

Yeah, some Brackets are broken. For example (may be the only, maybe not) the LIT_iron_wolf_down_effect Bracket closes in the middle of the Bloc describing it (Line 107)

elder tundra
#

?

timber zenith
#

Delete the bracket directly at line 81

#

and then add a bracket at the bottom of the same section, below the LIT_iron_wolf_idea_good_2 has_idea check section

elder tundra
timber zenith
elder tundra
#

huh?

elder tundra
#

Like this?

#

But now 67 has no end bracket

timber zenith
#

The attatched one is fixed

elder tundra
#

So thats it?

full raft
#

Test it

elder tundra
#

Ok

timber zenith
# elder tundra

Alternatively you can just override the vanilla folders that are loading by including replace_path lines in your descriptor files

#

Which means you wouldn't have to fiddle around with removing specific lines

elder tundra
#

Its my first time modding the game btw

timber zenith
#

This is a collection of all the replace_path lines you may want to use

full raft
#

ah, dw. I didn't know that specific Info either 😅

timber zenith
elder tundra
#

It didnt work

#

It created the same errors but they are in other lines

timber zenith
#

oh you might also have to put it in the descriptor that's just outside of the mod, as in the folder called mod. the file will be named something like yourmodname.mod

#

it's named after whatever you put as the folder name when you first created it

timber zenith
#

potentially

#

you can open it in notepad though and see

#

it should have a path directory to your mod's folder

elder tundra
elder tundra
timber zenith
#

Yeah

#

as well as your other descriptor file, the one in the mod

elder tundra
#

Where is that one?

#

Inside of the folder?

full raft
#

Jup

elder tundra
full raft
timber zenith
#

you'd need to change both

elder tundra
#

And where is the other?

full raft
#

In the folder there

timber zenith
#

in your mod like poke showed

elder tundra
full raft
#

Did you create this Folder by Hand? The Launcher has a Feature to set up a Mod with Descriptor premade

elder tundra
#

I used MapGen and CMS

#

But i was thinking to move the map mod to the folder i created with the launcher once I finished fixing the map thing

#

And yes I have the folder made with the launcher here

full raft
#

Then there should be a File called Descriptor there (or descriptor.mod with File extensions)

elder tundra
#

as I said

#

Its in the other folder

#

I want to think that there wont be any problems if I move the folders from one to another

full raft
#

Yes, then do that. For testing purposes as well, I would always maintain the best and fullest Version I can. Say no to technical Debt

elder tundra
#

lets hope anything brokes

#

So then I have to do everything of the replaces in the descriptors again

#

Do I put it bellow the path= ?

full raft
#

I suppose so, yes.

elder tundra
#

Alright. I will test it to see if it works

elder tundra
full raft
#

Brilliant 😅
Well, you know the drill. Has the error.log updated?

elder tundra
#

oh my

obtuse condor
#

guys, i have a question, i would like to create a mod which is "10x", who could help me?

elder tundra
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God

full raft
obtuse condor
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thanks mate

full raft
elder tundra
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Ye

full raft
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I would guess you are ignoring too much or too little. Effectively, this is large Chunks of the Game wondering, where the f the rest has gone.

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And also, obviously this can lead to unhappy little accidents

elder tundra
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Maybe because the map has no countries in it?

full raft
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Could be a Factor. Launch in Debugmode, then all crahes bound to Mapdefinition are prevented

elder tundra
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I already was in debug mode

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This sound like dlc thing

full raft
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Well kind off. Are you ignoring the technology folder?

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Wait, no. Are you ignoring the scripted_effects folder?

elder tundra
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But inside there is only the BTL

full raft
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And are you ignoring that via the descriptor&other one?

elder tundra
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With the replace thing

full raft
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Yea okay. The technologies Files evidently need some of the Files in the scripted_effects

elder tundra
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So I have to do what exactly?

full raft
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Stop ignoring the scripted Effects or start ignoring the technologies (I wouldn't recommend)
Also get rid of your modified BLT_something file. If this is your first Mod I advise against touching anything scripted_x

elder tundra
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So. Deleting the BTL in my mod folder

full raft
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yup

elder tundra
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Then the folder is now empty

full raft
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You can remove the Folder as well, but it changes literally nothing, besides stopping you from wondering, why you have an empty Folder.

elder tundra
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Now the mod folder looks like this

full raft
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That is fine. I am personally more interested in the error.log
(Also don't forget to stop ignoring scripted_x)

elder tundra
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I still dont know what you mean with the ignoring scripted_x

full raft
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The lines you added to the descriptor and that other file

elder tundra
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oh

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So I erase those lines?

full raft
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Only the ones regarding scripted_effects, scripted_triggers and the like

elder tundra
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Done

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Now should I test if it works?

full raft
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Yes, I don't have any other Changes I would suggest before testing this.

elder tundra
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No scripted_x things

full raft
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And how about the crash? Does that still occur?

elder tundra
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Im still waiting if the game loads full or if it crashes again

elder tundra
full raft
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aaand back to the error.log we go 😅

elder tundra
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7MB 💀

full raft
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Megabyte range, lets gooooo

elder tundra
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Im seeing some baltic things

full raft
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Im seeing a lot of things...
Okay, remove any replace_path, which doesn't refer to a folder you have in your Mod

elder tundra
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So

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Anything which is not common, gfx, history and map ?

full raft
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Yes and also not in your subfolders.
common/autonomous_states for example includes vital Info for the Puppetsystem, so it missing causes concern for your Game.

So ignore
common/ai_strategy
common/countries
common/country_tags
common/decisions
common/national_focus
And so on for the other Folders. The Game will still throw a Million Errors, but hopefully not one that causes crashes

elder tundra
full raft
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eeeejup

timber zenith
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Like swatting flies

elder tundra
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I do not have any file or folder named autonomous_states in my mod folder

full raft
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Yes, that is why I said, you shouldn't ignore it

timber zenith
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that's why you should ignore it

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@elder tundra do you have a copy of the luthuanian focus tree in your mod?

full raft
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? No the basegamefiles are fine. No need to tell the Game to ignore them.

elder tundra
timber zenith
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If you're doing a total overhaul map change, you're supposed to override the vanilla files in order to ignore the specific references they contain

full raft
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Wait, is this a total overhaul map change?
Ambitious, if that is a first mod one does.

elder tundra
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The map works really

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But i will keep it simple

timber zenith
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and remove the other copies the guy told you to make for things in the common folder

full raft
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I guess, that is some Egg on my Face. Yeah, like Kong said, ignore away. And as much as possible 😅

elder tundra
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So I delete the national_focus of my folder?

timber zenith
timber zenith
elder tundra
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decisions folder too?

timber zenith
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what's in it?

elder tundra
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EST

timber zenith
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Yeah remove that too

elder tundra
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So im left with ai_strategy, countries and country_tags

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In the common folder

full raft
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I believe those can go as well for now

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There are neither Countries or AIs currently after all

timber zenith
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Did you make custom countries?

elder tundra
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Not yet

timber zenith
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yeah remove the content of them you might want to keep the folders themselves for later

elder tundra
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No content and only the folders?

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In common

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One of you said something of the descriptor and the replace_path

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What I was meant to do with it?

full raft
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We both did at various points.
Keep them. Here is where we tell the Game, what parts of the Vanilla Files to ignore (being effectively all of em)

elder tundra
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So I again paste all of the replace paths in both descriptors?

full raft
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I suppose so, yeah

timber zenith
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this part is always a pain in the ass haha

elder tundra
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Ok done

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Now I test it?

timber zenith
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go for it

elder tundra
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Crashed 💀

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Lets see what is this time

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At least it returned to be kilobytes

timber zenith
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Do you plan on making new technologies?

elder tundra
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idk

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I guess not

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nah

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i won't

full raft
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Okay, so a lot of these Errors are consequences of ai_will_do blocks. On first glance, it looks like slowly ripping out any parts out, where the Ai_will_do blocs refer to now ignored Parts of the Code, is the solution to those errors

elder tundra
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But I dont have any of that in the folders now

full raft
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Copy the relevant Folders into your Mod and edit on those files

elder tundra
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Mmm the Edit of the files sounds like going to my game files and doing things that could crash the game directly

full raft
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Don't. Edit only Files in your Mod. If your Mod doesn't have the File you wish to edit, copy it in from the Vanilla Files (+putting it in the proper folder structure, obv.)

elder tundra
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Let me see what do I have to copy

full raft
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The technologies folder in common is what I would start with

elder tundra
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Done

full raft
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Yeah and now the fun part. Check the error.log and go through the errors, removing the terms in the technology files referring to, say, completed Foci in the lines mentioned.
Tip: All of these terms should be within the AI_will_do blocks and if you move from the bottom up in the errors, you ensure that the Linenumber stays accurate, despite your edits.

elder tundra
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ooh

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MTG_naval first?

full raft
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Yup. Total Conversion is a lot of work.
You can start with whatever File.

elder tundra
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from bottom to up

full raft
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Bottom to top, yeah

elder tundra
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That is the last one

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Line 494 to 493

full raft
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Yeah, the modifiers gotta go. There may be some that work, but a clean cut will hardly do major damage.

elder tundra
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Erase both modifiers

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494 to 487

full raft
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Yes, as there is neither a Germany nor an anti_submarine_strategy_required_trigger anymore

elder tundra
full raft
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That closing Bracket beneath the selected Line still has to go, but yes

elder tundra
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Ok

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Done now to NSB_armor.txt

full raft
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Remove the if bloc (Line '53 to '75, inclusive)

elder tundra
full raft
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Okay, you can also remove on_research_complete { }

elder tundra
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Done

full raft
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And? How are the errors looking?

elder tundra
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Now I will test it

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Wot?

elder tundra
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Now there is little errors in the NSB and MTG

full raft
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On to the next Files 👍

elder tundra
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You sure?

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Most of the leftover errors are in NSB

full raft
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Oh, I misunderstood.

elder tundra
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I fix them already

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Now im doing air doctrine

full raft
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But the error log did shrink by 8 kb, so you are doing something right

elder tundra
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Yea

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Done the air doctrines now I'll test it

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A new crash

full raft
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less kB?

elder tundra
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126 kb

full raft
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And on we go 👍

chilly field
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How would I make a formable remove a certain core instead of adding

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A core

full raft
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remove_core_of = TAG

chilly field
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Oh ok ty

elder tundra
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Ok fix the electrical mechanical, industry and land doctrine. Now the test

rose heath
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how the hell do i get rid of these errors i cannot find this anywhere

full raft
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Are those checks within Statescopes?

rose heath
full raft
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Are they in Brackets following a State ID?
For example:
1 = { is_controlled_by = FRA }
I ask because the Error Messages look weird and I am wondering, if the Syntax is correct

elder tundra
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Crash

rose heath
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well i mean neither the states, nor the countries in the errors exist
and i'm currently trying to find a file in which something causing this could be

elder tundra
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Oh wow

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Now the error is 95kb

rose heath
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i checked all scripted_triggers files

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the error itself does not cause any problems, but i just hate the thousands of spam errors

full raft
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The Problems would appear eventually. What kind of Mod are you making?

rose heath
elder tundra
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Hahaha