Europa Universalis IV

Europa Universalis IV

Dwarven Knowledge - Patch for doge's ideas
46 Comments
Nobleman 8 Jul @ 7:29am 
thanks
Jiyuu 14 Apr @ 10:12am 
If you want to use Xorme+Doge+Dwarven Knowledge but the ideas bug out, you can just delete the folders for common/ideas in xorme and xorme anbennar compatch, im not sure of the changes in ai behavior for doing this but ai countries do still pick the new Doge ideas
Dark Helmet 9 Mar @ 5:24pm 
After many tedious tries I think in fact I cant add your patch midgame
I played to 1555 before I realised im missing the missions. Looks like this game is scrap
haito3200  [author] 9 Mar @ 3:20pm 
You mean DK’s mission tree or your country’s mission tree?
If it is the country MT, it is probably Doge ideas fault, if it is DK’s … most likely a dependency issue which prevents the MT from getting loaded properly but that is strange if you say everything else works as intended
Dark Helmet 9 Mar @ 2:40pm 
I have base mod+dwarven knowledge+doge idea+this patch, everything works, but the mission tree is never there, I tried every load order
Bluringed 26 Feb @ 8:11pm 
Yep, I swapped out ACE for the submod the Amldirh mission tree is from and it worked. Thanks!
haito3200  [author] 26 Feb @ 1:29pm 
It is probably ACE's fault, idk why but they have the ideas files in their mod, even if they don't change anything in them: it is probably that which is causing issues.
Bluringed 26 Feb @ 12:51pm 
I'm getting doubled vanilla ideas still. I'm not running xorme but I am running monuments and ACE - Anbennar Content Expanded for the Amldihr rework.
Kings_Dragons 18 Feb @ 1:26am 
Patch doesn't work, all vanilla idea are bug
Sol_InvictusXLII 13 Feb @ 8:48am 
issue with the doubled ideas for trade, diplomatic, defensive etc. i mean
Sol_InvictusXLII 13 Feb @ 8:48am 
If people still have an issue with dwarven knoweldge + doge + xorme, you can make a compatch pretty easily. the issue is that doge moves some vanilla ideas to separate files while xorme keeps them in the same files, so the vanilla ideas are present twice and dont overwrite each other. You can just force overwrite the doge files like _01_dip_ideas.txt etc and remove the vanilla ideas from there - you do this by making a new mod and specifying doge & xorme as a dependency. If you want to retain the doge changes to base idea groups (like admin) you can overwrite the base ideas as well by using xorme and changing it accordingly - i couldnt be bothered myself
haito3200  [author] 7 Feb @ 8:42am 
Last time someone reported that bug (on the discord) it was xorme ai’s fault
haito3200  [author] 7 Feb @ 8:41am 
The colonization bug is not from here, you are probably using too many submods at the same time. If you want, try posting the mod list
Bronthosoplex 7 Feb @ 8:10am 
oh and the fix is not working for me :(
Bronthosoplex 7 Feb @ 7:53am 
and i have the colinization bug as well.. any tips for that?
Bronthosoplex 7 Feb @ 7:48am 
i am having the same bug, but i am just starting a new playthrough so thanks for the fix!
Serulin 18 Jan @ 7:10pm 
I'm just recording if anyone else sees it, maybe it is an internal paradox load order thing, but if anyone else sees it, my solution does work, but save will be lost
haito3200  [author] 15 Jan @ 4:02am 
idk what to tell you honestly, that bug had been reported as you saw yourself but i have never been able to recreate it so I can't say anything
Serulin 14 Jan @ 8:12pm 
unfortunately it also breaks my save to fix it ugh ah well.
Serulin 14 Jan @ 8:11pm 
idk if I did it right, but what I did instead of pasting doge over yours, I pasted your patch over the doge ideas. It getts rid of the double ideas
Serulin 14 Jan @ 7:56pm 
having the same issue of seeing double some doge ideas. Sadly you cannot buy the second set and thus cannot get the policy unlock @no name you said you fixed it by putting the doge ideas files inside the common folder of this mod? I tried that myself but I still get double. I tried also copying doge files and removing doge from my list, but then I just get default ideas so not sure
Nobleman 8 Jan @ 10:22am 
thanks
haito3200  [author] 8 Jan @ 5:48am 
It is needed for dwarven knowledge too
Nobleman 8 Jan @ 5:16am 
Is it needed for "Dwarven Knowledge" too?
Nobleman 8 Jan @ 5:14am 
Is it only valid for "Experimental"?
Nico72nico 26 Dec, 2024 @ 3:26pm 
for me the base game ideas seem to work fine
Anscylla 25 Dec, 2024 @ 1:01pm 
Crashes from colonization tooltip are most commonly associated with on_action file, or rather, not creating a separate one for your own additions
haito3200  [author] 21 Dec, 2024 @ 11:47am 
Anyway, thanks for sharing a fix
haito3200  [author] 21 Dec, 2024 @ 11:46am 
Crashes on colonization are not from this or DK.
I have to try and understand why adding the common folder with the ideas fix the issue, and why I don't have this issue
kaiza_swift 21 Dec, 2024 @ 11:33am 
I get crashes when I colonize, but that might be something else, not sure. But copying the idea folder does fix that earlier issue
kaiza_swift 21 Dec, 2024 @ 9:03am 
I'll test the same later tonight
no name 21 Dec, 2024 @ 8:54am 
I managed to fix it by copying the ideas folder from doges mod to the common folder of this mod but i still don't know why it wasn't working in the first place.
kaiza_swift 21 Dec, 2024 @ 7:45am 
Same, doing some testing and all my exploration ideas are doubled.
no name 21 Dec, 2024 @ 7:33am 
It is definitely this mod because disabling it but have doge's mod and your base mod active doesn't break the idea groups i just don't know why.
haito3200  [author] 21 Dec, 2024 @ 6:28am 
No, the dependency is correct, I will re-upload just to be sure it is correctly loaded
haito3200  [author] 21 Dec, 2024 @ 6:25am 
let me check the dependency real quick
no name 21 Dec, 2024 @ 5:44am 
Could it be because this requires the experimental version and not the normal one?
no name 21 Dec, 2024 @ 5:43am 
running only doge's mod works fine with the rest of my mod it only breaks with this and your base mod active.
haito3200  [author] 21 Dec, 2024 @ 2:42am 
Reverse it, but honestly Eu4 doesn’t care about load order much, everything is handled by mods’ dependencies, so it probably won’t change anything.
I am almost sure this is a doge only issue
Robo 21 Dec, 2024 @ 2:29am 
I also have a similar problem with the new game, please tell me what should be the order in the mod table?
Maybe this is the result of this.

- Patch
- Dwarven K
- Doge Ideas

or a different order
haito3200  [author] 20 Dec, 2024 @ 10:52pm 
Thai only overwrite a the administrative technology file, to add the idea slots. It doesn’t touch the ideas files themselves. I am also currently doing a run with this and doges ideas so I can guarantee it works,
no name 20 Dec, 2024 @ 8:29pm 
Either this or the base mod is breaking the base game idea groups by doubling the ideas making it so you can't complete them but the doge's mod works fine alone.
haito3200  [author] 19 Dec, 2024 @ 3:24pm 
This doesn't need updating, it works
Badrukk 17 Nov, 2024 @ 4:34am 
understandable and no worries either way thank you for answering
haito3200  [author] 17 Nov, 2024 @ 3:53am 
Nothing is impossible but it would require considerable effort. Maybe I will do it once the I update the main dwarven knowledge
Badrukk 17 Nov, 2024 @ 2:41am 
any plans to eventually make it compatible with doges buildings or is that impossible due to the nature of the two mods?