Europa Universalis IV

Europa Universalis IV

Eagle Hobgoblin Mission Tree - Anbennar Submod
63 Comments
[Armag]guigui1714 19 hours ago 
For the mission : Halt the corruption ! How i get the province modifier ?
Nobleman 3 Aug @ 6:11am 
Did you find out what was breaking the Rayaz mission tree?
Klep  [author] 30 Jul @ 4:10pm 
@firecrpr1029 thanks for the report, fixed
firecrpr1029 30 Jul @ 7:52am 
Just a little bug - The Harpy tag "Desolate No More" Achivement gives -60% Dev cost modifier globally and not locally (it means my root being at 30 dev is 28 points to develop)
[Armag]guigui1714 28 Jul @ 8:29am 
thanks
Klep  [author] 28 Jul @ 8:10am 
@[Armag]guigui1714 fixed the bug, should be working now
[Armag]guigui1714 28 Jul @ 7:03am 
hello !
I have a bug with the mission expand the sungipunze.
I have 101 developpement on 100 but the mission didn't validate.
Klep  [author] 27 Jul @ 9:56pm 
@Bingus Updated that scope error, if the crashing still happens feel free to upload the save file to the discord and I'll take a look at it.

@Nobleman I'll see if I can track down what's causing that.
Bingus 27 Jul @ 5:32am 
Past the the year 1550 the game always seems to crush for me on a specific date. I tried to escape this bug by loading an older save and in this case I managed to play for another few years before the date specific bug reemerged.
The crash log, at the end of it, has the following text repeated a bunch of times;
[triggerimplementation.cpp:12401]: Script error! Script Object Token: "any_owned_province", Context: "Zoherin_5_3.IsFulfilled", Error: Trigger condition set on the wrong scope: Scope.GetCountryTag().IsValid()
Nobleman 26 Jul @ 3:09am 
Part of Rayaz's mission tree is corrupted
Nobleman 24 Jul @ 6:28pm 
Thank you:Gems:
Klep  [author] 24 Jul @ 2:44pm 
Sorry for taking so long on the update, IRL hit me like a truck after my last post. Report any bugs or unclear tool tips with the update here or on the Anbennar discord. The plan is to have the missing missions incorporate stuff from the magic rework and Insyaa so that'll most likely be released when the next update is released. Localization will be in when it's done.
Dinotobias 20 Jul @ 4:55am 
Its been a while since we heard anything from the dev
Nobleman 20 Jul @ 3:53am 
is it a dead mod?
Dinotobias 8 Jul @ 3:08pm 
Most probably because of the new Anbennar update
Nobleman 8 Jul @ 9:51am 
The game does not open and crashes
Nobleman 7 Jul @ 3:26am 
update
Rellana1 24 Jun @ 5:27am 
Yeah same here. apart from that a good mod. Althought there's one mission which requires me to own a bunch of centaur land,and I already made them my march. a extra 20 cav on my conquests has been extremely helpful,but maybe that mission could apply to my vassals as well? Lake fed just paid me a visit,so I'm having to take time off conquest to repel them.
That_Corner 22 Jun @ 11:13pm 
played as Nutean Kezen, turned ruler into a war wizard. Yet they haven't appeared in the list of generals
skoobeldoobel 30 Apr @ 3:53pm 
really needs full localization imo
Klep  [author] 27 Mar @ 10:04am 
@Yasiu A couple weeks ago the gitlab updated various area defines for the region the MT takes place in. This completely breaks the tree and causes the missions to not appear. I'd recommend using the steam version of the mod for the time being. Also I'm like 70% of the way through coding a complete rework for the tree that should be out in 2-4 weeks if you don't mind waiting
Yasiu 26 Mar @ 9:39am 
I'm playing the gitlab (former bitbucket) version of Anbennar and the mission tree doesn't work. After completing the 1st mission (No stars in the sky) the tree's supposed to expand, but it just gives me the 2 columns of generic mission tree and "a home in the woods" mission without any requirements or rewards.
Nobleman 4 Feb @ 2:55pm 
update one xia region no religion
Impy Hans 4 Feb @ 10:44am 
@Klep Thanks for this! Sorry for the long delay. Life got in the way for a bit. My mod is now working properly and I will not be making this mistake in the future.
Klep  [author] 22 Dec, 2024 @ 7:28am 
@Impy Hans yes you'll need the dependencies so EU4 knows to override the Anbennar mission tree with your mission tree
Impy Hans 21 Dec, 2024 @ 11:24pm 
@Klep the entirety of the descriptor is as follows:

version="1.37.5"
tags={
"Missions And Decisions"
}
name="Azka-Sur MT tweaks"
picture="thumbnail.png"
supported_version="v1.37.5.0"
remote_file_id="3368257795"

So I should add dependencies into it as in your example?
The only other mods I'm using are for music (can't imagine that causing an issue), the three Monument mods from Sorge_, and a tweaked version of GUIbennar which is identical except for a change in the decisions file to enable Hold Wonders and Harpy Roost construction. And Anbennar, of course.
Klep  [author] 21 Dec, 2024 @ 10:22pm 
@Impy Hans np, my first guess would be that something in your descriptor file isn't set properly and it's using mine as a key for overriding the base tree. Does your descriptor file have the dependencies listed like this?:

dependencies={
"Anbennar: A Fantasy Total Conversion Mod"
"Anbennar: A Fantasy Total Conversion"
"Anbennar-PublicFork"
}

If you do I'd try installing another Anbennar submod to see if it's just this mod or having another submod in general (if you haven't already).
Impy Hans 21 Dec, 2024 @ 8:41pm 
@Klep First, thanks for taking the time to respond! The mod is for Azka-Sur and Surakes (the shared formable of the Bulwari Humans). I made the mod via the launcher, so it has a descriptor.MOD which I've only changed to add a thumbnail to the mod on Steam. I have a missions folder with two .txt files, an events folder containing one .txt, localisation folder containing one .yml, and common contains event_modifiers which contains one .txt. At the time I posted before it was just the missions folder and two .txt files, the descriptor.MOD, and the thumbnail image. The files are the same as those in Anbennar, aside from the changes and additions I've made. My intention was to have them override the Anbennar files, but it only works if your mod is also active. With your mod also active everything works as I intended, but without your mod it's just the base Anbennar mission tree for Azka_Sur as it was before I modded it. If it makes a difference, I do all my work in Notepad++.
Klep  [author] 21 Dec, 2024 @ 4:52pm 
@Dinotobias I've got no idea what they have planned for them, I'm not a part of any official Anbennar development
Klep  [author] 21 Dec, 2024 @ 4:50pm 
@Impy Hans what country is it for? The only things you should need for a basic mission tree is the descriptor.MOD file, missions file with your missions.txt, a localisation folder with your localisation.YML, and then the common folder with event_modifiers and all that.
Impy Hans 20 Dec, 2024 @ 11:43pm 
@klep Kinda off topic, but I'm a novice modder doing my own stuff in EU4. I'm working on a project to edit/replace a mission tree in Anbennar and it only works if this mod is also installed, and I have no idea why that is or how to fix it so that my mod doesn't rely on yours. The only files it contains currently are the two mission files. Using my mod without yours just displays the base Anbennar missions. Do you have any idea what the problem could be? No problem if you're too busy. Just a shot in the dark.
Dinotobias 15 Dec, 2024 @ 10:53am 
Any idea for whats gonna happen to the new harpy tag in Nomsyulhan thats Kuenan Nirokyus vassal?
ZeroW 7 Dec, 2024 @ 7:16am 
Thank you for the nice mod!
Ahruman 5 Dec, 2024 @ 9:02pm 
it's fine @klep. An easy way you *could* do it, speaking as someone who's never tried modding, might be to go really hand-wavey and have the Eagle Hobgobbos decide things like 'the Forbidden Plains, oh that's *centaur* territory, and we like *these* centaurs, so you're all going to be this kind of centaur now' and force-convert the culture of the region to that culture. If you could figure out how the Laws of the Ninun work though I think that'd be the closest analogue, but don't burn yourself out figuring out how to get everything set up there.
Klep  [author] 1 Dec, 2024 @ 7:10pm 
Also kidna late but @Ahruman I didn't see that part of the tree as "assimilating" the other Ogre populations, rather the Hobgoblins seeing them as pure evil and deciding to look the other way while the Soulseekers 'displaced' them. But as for an assimilation mechanic that's not a bad idea; better then me adding +1 accepted cultures here and there. If I ever get around to reworking the tree I might add it if I can figure out how to code it
Klep  [author] 1 Dec, 2024 @ 7:07pm 
@Dinotobias As long as people post issues they find with newer versions here I'll do my best to make sure the mod is playable (like with the halfling-hobgoblins bug that is now fixed). I don't plan on adding any new content/features any time soon since the lore of the region is still being worked on. But this was very much a learning experience so I might rework the tree if the official Anbennar team adds cool stuff to the region
Dinotobias 1 Dec, 2024 @ 11:23am 
any plans on updating the mod for the next Anbennar update?
Ahruman 1 Oct, 2024 @ 5:05pm 
Out of curiosity, are you planning on adding any way to amalgamate the *human* cultures under your control in Yanshen, Rahen, and Vimdantrong for ease of acceptance? Whether it's like how the Soulseekers can auto-convert regions that are ogre majority to their culture, The Command using state edicts to push assimilation, or even how Castanor steadily assimilates culture groups after hitting certain milestones, I think the Hobgobbo campaign could benefit from something like that.
Klep  [author] 22 Aug, 2024 @ 8:04pm 
@Nubnut Should be fixed now, no more robot overlords
Nubnut 22 Aug, 2024 @ 4:54pm 
Seems to be an issue with the latest bitbucket version (literally just released less than an hour ago). When launching the game with this submod enabled all Hobgoblin countries appear as Mechanim, disabling this submod seems to fix the issue.
TIBERIUS EQUITIUS GRACCHUS 18 Aug, 2024 @ 9:52am 
That worked thanks!

Anyway if there is any one suggestion I could make to this mod: it would be that similar to how the Soul ogres convert all the other ogres to more Soul ogres, that the Centaur culture you accept in the mission tree converts other centaurs to themselves. So basically as you fully conquer each segment of the Forbidden Plains, your reward for the missions isn't just claims on the next segment but also the centaurs of the lands you already conquered get made into the centaur culture you have accepted. It imitates how you change ogres into your accepted version of them.
Klep  [author] 17 Aug, 2024 @ 10:29pm 
@TIBERIUS EQUITIUS GRACCHUS Fixed, it turns out that trade node is the only non-inland node that uses a province as it's location instead of a sea tile. Thanks for helping with all the bugs!
TIBERIUS EQUITIUS GRACCHUS 17 Aug, 2024 @ 9:53pm 
The New Eordand tag fixed the issue! Sadly I found another one, the mission "The Relic Hegemon" can't be finished because for some reason having more than 90% trade power in Clouded Bay isn't enough. Even 100% trade power in Cloudy Bay doesn't satisfy the requirement, even though the reqs work just fine for the 3 other trade zones.
Klep  [author] 17 Aug, 2024 @ 8:45am 
@TIBERIUS EQUITIUS GRACCHUS This is finally fixed. For whatever reason the game doesn't like it when you try to force spawn Eordand when it hasn't been previously been formed by the AI. In all my test games it was already formed so I didn't catch the bug. The mission now spawns a different tag and shouldn't cause a crash
TIBERIUS EQUITIUS GRACCHUS 16 Aug, 2024 @ 9:03pm 
Got to the mission where you form Eordand as a vassal, and I crash a day after its formed.
Klep  [author] 15 Aug, 2024 @ 9:50am 
@Golovach prime Fixed
Аналдык Оргазм 15 Aug, 2024 @ 8:57am 
after first mission pops "restore racial military" event taht cant be closed.
TIBERIUS EQUITIUS GRACCHUS 13 Aug, 2024 @ 6:02pm 
That was a base game issue? Wow didn't know that since I hadn't touched Eagle Hob content before.

Thanks for the quick fix! Mod is pretty cool so far!
Klep  [author] 13 Aug, 2024 @ 12:11pm 
@TIBERIUS EQUITIUS GRACCHUS That's part of the original Eagle government reforms which is not part of my mod. It looks like the Anbennar team updated it on the bit bucket version somewhat recently. In the meantime I added a new reform to the mission "The First of Many" that'll give you the ability to make your ruler a general. If you've already completed that mission you can type "event flavor_nire.101" into the console to get the reform for free.
TIBERIUS EQUITIUS GRACCHUS 13 Aug, 2024 @ 11:00am 
Does this mod do something to prevent you turning your leader into a mage general? When I click the button to do so I don't get any general and can't click the button anymore.

Playing on the Steam version.