Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
[23:38:12][jomini_eventtarget.cpp:591]: Failed to find a valid event target link 'realm_industry_food_value_gui' at file: common/scripted_effects; trade_mapping_food_balance_map line: 11
[23:38:12][jomini_scriptvalue.h:526]: Cannot read [holder.realm_industry_food_value_gui] as a
script value
[23:38:12][jomini_scriptvalue.h:321]: Badly read script value holder.realm_industry_food_value_gui at file: common/scripted_effects; trade_mapping_food_balance_map line: 11
[23:38:10][pdxassetutil.cpp:1692]: pdxmesh [building_greek_ruins_02_b_mesh] is out of sync with its meshsettings. [building_greek_ruins_02_bShape] is not in use in file: gfx/models/buildings/special/building_greek_ruins_02_b.mesh
[23:38:12][jomini_eventtarget.cpp:591]: Failed to find a valid event target link 'county_industry_food_value_gui' at file: common/scripted_effects; trade_mapping_food_map line: 11
[23:38:12][jomini_scriptvalue.h:526]: Cannot read [county_industry_food_value_gui] as a script value
I've added some more info in the description, and you can also check the explanation for other maps in War Maps.
Might just be me though.
You can read on the requirements for trade, and the chance of getting an event, here: https://ck3mod.com/raid-trade/#trade
One reason for this to happen is if you tried to load this mod after starting a game.
It is not save game compatible.
Yes, this mod must be loaded on start. You could then not load it, and then load it again and it will still work, but it must be there on start.
War Maps and this mod use the same files, they will override each other.
The terrain mode is second-to-last on the first row. Unless you mean the physical map?
Lastly, I was using your war maps mod and I'm wondering if that works with this one. If not, could you would add the "terrain" mode to this mod because I really like that option. Great work BTW!
Maybe there are some lines in the MP savefile that I could edit to load a MP save in SP to view the maps I need?
DTR
Trade Maps DTR
Same result. Worth mentioning: I tried it in multiplayer. Maybe this mod is MP incompatible? If yes, are any of your other mods MP incopatible too?
- If you are seeing the resources of DTR update normally in holdings, try moving Trade Maps to the end of the load order.
- If resources are not updating, try moving both, DTR & Trade Maps, to the end.
Looks like this maps are not working properly for me. I'm loading them after the main mod (DTR).
All resourses maps (silver, food etc) are the same and just... ugm... colors? without any correlation. Same for some other modes like counties at war, trade etc. WAIDW?
For new maps of resources, roughly in very simplistic terms (because it is difficult for me to check now for the exact RGB <-> % correspondence of the 23 color values):
[list]
[*]Dark Pink is less than -50%.
[*]Pink is less than 0.
[*]White/whitish is 0 or close to 0.
[*]Yellowish is less than 50%
[*]Yellow is less than 100%
[*]Orangish is less than 150%
[*]Orange is less than 250%
[*]Dark Orange is more than 250%
[/list]
I wouldn't mind releasing a simple mod like that, but to be fair Stik' was the first to publish a reverse opinion mod with IMHO. I have given him permission to add my graphic version if he wants to, so I think it's fair to ask him first to release a graphic version.
He is nice and is quite active on the CK3 and modders' communities (and has its own discord for his mods, MMM). Don't know how easy it would be to add the possibility to choose from game rules and/or UNIUI, though, but I'd be interested in seeing that.
Not sure if this is the right place to ask (didn't want to clog the main mod's page), I can delete the comment later.
DTR is too big brained for me, but I absolutely love what you've done with the GUI regarding characters' opinion, basically integrating IMHO and replacing the numbers with graphics. For me it helps making those interactions less artificial / gamey (e.g. they have 75 opinion of me, gotta bump it to 80 or they'll rebel etc)
Is there any chance you could at some point release that as a standalone mod?
I didn't want to bother you and tried looking at the mod's files and comparing them to IMHO's hoping I could just "extract" the required files, but it wasn't as straightforward as I hoped.
Apologies if this was asked before, and thank you for all your great mod work! Family Matters and BFM are still among my favorites!
It is easy to do it yourself, though. Just look on DTR folder, find this file: common/scripted_triggers/vanilla_scripted_rule_triggers.txt
Open it with a text editor, and where you see
has_government = tribal_government
has_government = republic_government
etc.
add below the code names of those governments in Governments+. Say,
has_government = eranshar_government
etc.
(you need to check the exact names they use)
Then save that chunk of code for everytime I update DTR and replace when needed.
You can then not use them by not loading the mod later, or then load them again if you want, but it has to be loaded on start.
I really appreciate the work you put into this mod, and it turned out wonderfully! Thanks.