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index = 13
desc = "PCM_MAIN"
}
И сохраняете, после чего все будет четко работать
The solution is in the mod description.
To everyone below:
Go to
common\character_interaction_categories\pcm_character_interaction_categories.txt
And change
index = 13 to index = 14
This is all because Pavlik conflicts with other mods that modify the same files and assign direct indexes to them.
For example, I've got Daddy's Pika — and you need to change the index to 14 because other slots are already taken by Daddy's mod.
If you have another mod that modifies those values, for example POD (Princes of Darkness), the index needs to be set to 29.
Same goes for other large mods that rebuild everything in the game.
Don't really want to upgrade the vassal's realm :D\
I presume there has to be a effect for user owned county only to replace every_sub_realm_county
1. Add missing buildings from vanilla+ patches and DLC to build all and upgrade all.
1.1. New decision "add building slot above 7" - this will break GUI a bit, but still playable. Testing this locally right now - works fine. This week.
2. Add decision to build a single building in every county for all buildings. Next week.
3. Rewrite code for decision according to current paradox format. Someday.
Well, technically it is possible, BUT as far as I can see, at the current state of the game we have 7 building slots and 13 possible buildings. And it might be not the max number due to nation/land/culture specific buildings.
Even now sometimes not all buildings can fit in some areas - you can see this, when decision shows you that some buildings will be build, but are not build in a fact.
As I see the possible solution for this case: make options for every type of buildings, so you can decide on your own what to build.
But, it will take me ~3k lines of code to implement this feature.
Theoretically i might start implementing this feature partially. we'll see. Not today anyways :)
P.S. Or I can just add option to add 20 buidling slots so you can build EVERYTHING. But this will break GUI :-\
Interactions work fine, you just need to manually change the line in the file
<mod folder>\common\character_interaction_categories/pcm_character_interaction_categories.txt
to
index = 13
You can locate the mod folder by pressing 3 dots button to the right of the mod in the launcher mod list - show mod files (or smth like this)
I wont release new version without decisions fix. It will take some time though...
Here we go again...
Loooveee youuuuuu
When pressing the right click on any character, game crashes to desktop.
@Unknown, see instruction in the description "Other mods interaction", change index to 25
Итак, мод пофикшен. Добавил пару фич, раз уж запустил игру. Если что-то сломано или где-то похерен баланс - скажите об этом, постараюсь пофиксить. Лучше сделать это, пока я снова не ушел в долгий инактив.
Всех обняль.
Добавлены модификаторы в супер героя из ДЛЦ.
----
Added 2 cure deseases decisions.
More DCL modifiers for super trait.
Good news - it is fixable. New patch for the mod tomorrow.
Not sure wheather i've uploaded new version files correctly though - long time not doing this. Would be very kind of you if you could check and report back if everything is ok or not :3
2) Default debug interactions let you to this. To see these interections ingame either use any debug-mode enabler or change in the the file
"Steam\steamapps\common\Crusader Kings III\game\common\character_interactions\00_debug_interactions.txt",
replace all lines
debug_only = yes
to
debug_only = no
or just delete it
interaction_pcm_main = {
index = 25
If you follow short guide in the description how to change mod index - then 99% it will fix this crash.
P.S. Wake me up, when they will release super interesting DLC, please :D
It works well after changing it to 10! Thank you!
steamapps\workshop\content\1158310\2219573789\common\character_interaction_categories\pcm_character_interaction_categories.txt
and change index = 9 to index = 10
if it doesn't work keep increasing the "index = " number until it does