Crusader Kings II

Crusader Kings II

When the World Stopped Making Sense
The Semnate 29 Jun, 2019 @ 12:51pm
Multiplayer not working?
Is the current state of WTWSMS playable in multiplayer? Myself and 2 friends tried playing it but we desynced a few days into the game. We want to know if that's due to the current state of the mod or due to possible internet problems between us.
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Showing 1-7 of 7 comments
Loup  [developer] 30 Jun, 2019 @ 1:30am 
The "Welcome to the beta" event causes a desynch at start due to vanilla problems, but if you disable that multiplayer works without issues.
Last edited by Loup; 30 Jun, 2019 @ 1:30am
The Semnate 30 Jun, 2019 @ 6:45am 
Originally posted by Loup:
The "Welcome to the beta" event causes a desynch at start due to vanilla problems, but if you disable that multiplayer works without issues.
That's good news, cause we absolutely love the atmosphere of the mod, the music, and everything. Now, I don't have much knowledge regarding mods, removing events etc., so I'd be rally grateful if you could give a step-by-step guide, kinda like your guide to downgrade to older versions of CK II.

Thanks for all the great work you guys are putting into the mod :)
Loup  [developer] 1 Jul, 2019 @ 1:35am 
Originally posted by commander_stopka:
Originally posted by Loup:
The "Welcome to the beta" event causes a desynch at start due to vanilla problems, but if you disable that multiplayer works without issues.
That's good news, cause we absolutely love the atmosphere of the mod, the music, and everything. Now, I don't have much knowledge regarding mods, removing events etc., so I'd be rally grateful if you could give a step-by-step guide, kinda like your guide to downgrade to older versions of CK II.

Thanks for all the great work you guys are putting into the mod :)
1. Install Notepad++
2. Open the file WTWSMS/events/WtWSMS_beta.txt with Notepad++
3. Beneath "NOT = { has_global_flag = beta_okay }" on line 24, within the trigger block, add "multiplayer = no" without the quotation marks
4. Save the file

The trigger block should look like this once you are done editing:
trigger = { NOT = { has_global_flag = beta_okay } multiplayer = no }

Make sure that you use the manual or installer downloads when doing this.
Last edited by Loup; 1 Jul, 2019 @ 7:14am
The Semnate 1 Jul, 2019 @ 6:29am 
Originally posted by Loup:
Originally posted by commander_stopka:
That's good news, cause we absolutely love the atmosphere of the mod, the music, and everything. Now, I don't have much knowledge regarding mods, removing events etc., so I'd be rally grateful if you could give a step-by-step guide, kinda like your guide to downgrade to older versions of CK II.

Thanks for all the great work you guys are putting into the mod :)
1. Install Notepad++
2. Open the file WTWSMS/events/WtWSMS_beta.txt with Notepad++
3. Beneath "NOT = { has_global_flag = beta_okay }" on line 24, within the trigger block, add "multiplayer = no" without the quotation marks
4. Save the file

The trigger block should look like this once you are done editing:
trigger = { NOT = { has_global_flag = beta_okay } multiplayer = no }
We have done so, and the results have been.... less than impressive.
The first time we tried loading the last start date, and most rulers, apart from a few counts were unlanded, meaning there was nobody to play. We reloaded the game, and then chose the earliest start date, "Little Augustus". The game ran for about 3 months, and it desynced again.

It may seem like an idiotic question, but should the zipped wtwsms file be deleted after it is decompressed? The only thing I can imagine happening is that the extracted and altered copy of the folder is coming in conflict with the zipped folder.

Edit: also, forgot to add that at the beginning, the 'welcome to the beta' still pops up, despite the file being altered. This may be due to the fact that the compressed/zipped folder has the exact same beta event file, except not deactivated since you can't alter zipped files, at least as far as I can tell.
Last edited by The Semnate; 1 Jul, 2019 @ 6:31am
Loup  [developer] 1 Jul, 2019 @ 7:14am 
Originally posted by commander_stopka:
Originally posted by Loup:
1. Install Notepad++
2. Open the file WTWSMS/events/WtWSMS_beta.txt with Notepad++
3. Beneath "NOT = { has_global_flag = beta_okay }" on line 24, within the trigger block, add "multiplayer = no" without the quotation marks
4. Save the file

The trigger block should look like this once you are done editing:
trigger = { NOT = { has_global_flag = beta_okay } multiplayer = no }
We have done so, and the results have been.... less than impressive.
The first time we tried loading the last start date, and most rulers, apart from a few counts were unlanded, meaning there was nobody to play. We reloaded the game, and then chose the earliest start date, "Little Augustus". The game ran for about 3 months, and it desynced again.

It may seem like an idiotic question, but should the zipped wtwsms file be deleted after it is decompressed? The only thing I can imagine happening is that the extracted and altered copy of the folder is coming in conflict with the zipped folder.

Edit: also, forgot to add that at the beginning, the 'welcome to the beta' still pops up, despite the file being altered. This may be due to the fact that the compressed/zipped folder has the exact same beta event file, except not deactivated since you can't alter zipped files, at least as far as I can tell.
Didn't consider that you were modifying within the Workshop zip. Yes, you should download and install the manual or installer version which are available on our forum and unsubscribe from the workshop when you modify the mod files, otherwise the workshop overwrites. I will specify this.
Last edited by Loup; 1 Jul, 2019 @ 7:15am
The Semnate 2 Jul, 2019 @ 1:24pm 
Originally posted by Loup:
Originally posted by commander_stopka:
We have done so, and the results have been.... less than impressive.
The first time we tried loading the last start date, and most rulers, apart from a few counts were unlanded, meaning there was nobody to play. We reloaded the game, and then chose the earliest start date, "Little Augustus". The game ran for about 3 months, and it desynced again.

It may seem like an idiotic question, but should the zipped wtwsms file be deleted after it is decompressed? The only thing I can imagine happening is that the extracted and altered copy of the folder is coming in conflict with the zipped folder.

Edit: also, forgot to add that at the beginning, the 'welcome to the beta' still pops up, despite the file being altered. This may be due to the fact that the compressed/zipped folder has the exact same beta event file, except not deactivated since you can't alter zipped files, at least as far as I can tell.
Didn't consider that you were modifying within the Workshop zip. Yes, you should download and install the manual or installer version which are available on our forum and unsubscribe from the workshop when you modify the mod files, otherwise the workshop overwrites. I will specify this.
Okay, we downloaded the mod from the mediafire link in your forum and since there isn't a 2.8.23.1 option in the game, and no 2.8.3.4 mod version that I could find in your forum, we just tried this with the 2.8.3.4 version.

It worked, at least at first, as we got in, could select our characters, and indeed, the 'welcome to the beta' event did not appear. However, desyncing still happened immediately, possibly due to problems between the mod's intended game version and 2.8.3.4 (?). That may also be due to spotty internet connection, but I doubt it.

Also, when my other friend tried editing the file, it was horizontal, meaning the code was all on one line, going left to right instead of going down the page.The two of us fired up the game, and I tried joining his multiplayer game, but the game said we were using two different versions. I insisted that the horizontal code was reading the 'multiplayer = no' wrong, but he disagreed. Could that be the cause?


Last edited by The Semnate; 2 Jul, 2019 @ 3:21pm
Loup  [developer] 3 Jul, 2019 @ 12:18am 
Originally posted by commander_stopka:
Originally posted by Loup:
Didn't consider that you were modifying within the Workshop zip. Yes, you should download and install the manual or installer version which are available on our forum and unsubscribe from the workshop when you modify the mod files, otherwise the workshop overwrites. I will specify this.
Okay, we downloaded the mod from the mediafire link in your forum and since there isn't a 2.8.23.1 option in the game, and no 2.8.3.4 mod version that I could find in your forum, we just tried this with the 2.8.3.4 version.

It worked, at least at first, as we got in, could select our characters, and indeed, the 'welcome to the beta' event did not appear. However, desyncing still happened immediately, possibly due to problems between the mod's intended game version and 2.8.3.4 (?). That may also be due to spotty internet connection, but I doubt it.

Also, when my other friend tried editing the file, it was horizontal, meaning the code was all on one line, going left to right instead of going down the page.The two of us fired up the game, and I tried joining his multiplayer game, but the game said we were using two different versions. I insisted that the horizontal code was reading the 'multiplayer = no' wrong, but he disagreed. Could that be the cause?
It should be 2.8.3.4, so that is fine. If the OOS happened immediately anyway there are several potential causes. Either it could be because you had a too high speed, or it could be due to local internet issues. There is the possibility of mod content causing OOS, but since we developers have played several multiplayer games I don't think it is that. If there was a mod-related issue it would cause problems for us as well. Your other friend did not do the right thing, send him your file instead and let him overwrite his with yours, so you ensure you have the same files and can play together.
Last edited by Loup; 3 Jul, 2019 @ 12:19am
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