Europa Universalis IV

Europa Universalis IV

Lux in Tenebris
 This topic has been pinned, so it's probably important
Helena  [developer] 14 Mar, 2020 @ 10:24pm
Bug reports, technical problems or complaints
Please use this thread to submit any of the issues stated above about the mod that you may encounter while playing.

I'd thank a lot concise, simple and to the point comments, with screenshots if possible.

I can't make any promises that I will have a fix or an answer, but I will endeavor to try, at least. :mailedfist:

If your problem is with the naming/localisation of a specific province, please head over https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2022845934/3100105399602382095/
Last edited by Helena; 14 Mar, 2020 @ 10:38pm
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Showing 1-15 of 131 comments
DinoBlauRiah 15 Mar, 2020 @ 9:37am 
Hey guys. First of all you did an outstanding job with this mod. I absolutely love it!

After some play testing I ran into the same issues over and over again tho. Same goes for my brother. We both cant get a game going. Usually we get a ctd within the first 3-10 years of playing (No other mods involved ofc). Dunno how stable/well optimized this build is rn, but I'm curious wether or not we are the only one's runnin into that problem. If not, I'd really like to know how this could be fixed/what we are possibly doing wrong.

Maybe the logs will help. I'll keep trying a bit again and save those on my desktop.
Last edited by DinoBlauRiah; 15 Mar, 2020 @ 9:39am
Tyson McNuggets 15 Mar, 2020 @ 11:59am 
I am getting a crash around 1450 playing both France and England, maybe something to do with the Hundred years war?
Alejandro  [developer] 15 Mar, 2020 @ 4:00pm 
Hello to both of you, I tried playing as France and I didn't manage to reproduce a crash. Could you provide error logs? Also, you can contact us quickly on discord.

P.S. if you're using any other mods it's most likely that it's not compatible.
radiskei1234 15 Mar, 2020 @ 8:07pm 
So this is the Only mod i have enabled and within 10 to 15 seconds of starting the game it crashes. is there another mod i should have enabled or is it something else?
Helena  [developer] 15 Mar, 2020 @ 8:12pm 
Hello @radiskei1234. This mod is indeed standalone, so if you could provide some more info, it'd be greatly appreciated.

Stuff like the error.log (under documents\paradox\eu4\logs), the savegame, screenshot or details about the nation and the action that causes the crash.
radiskei1234 15 Mar, 2020 @ 8:36pm 
Their is not much else i can say its the only mod enabled and after i press play in the launcher screen it goes for 10 to 15 seconds with EU IV standard start up process then the music cuts and then booom CTD no error code no Paradox Crash reporter just CTD.
Helena  [developer] 15 Mar, 2020 @ 8:44pm 
Well I can't think of many possible causes then, that's really odd. Only thing I can think of is either you lack some essential DLC that the mod uses, or the mod didn't download well from the workshop.

Honestly I wouldn't be surprised if it was the workshop, it has been infamously tricky since Paradox released the new launcher.

If you wish, the advice I can give is to verify cache of the game, or you could try manually downloading and installing the mod, and see if it keeps crashing then.
You can download it here: https://github.com/AlejandroGiner/Lux-in-Tenebris/releases

I'm truly sorry I couldn't do more but it's not a common problem from what I'm seeing, so we can't track it down to a specific file causing it.
The tag Antemoro and its province (ANT; 4026) should probably have Sunni Islam as its national religion, being one of the few Sunni states on Madagascar.

Another small nitpick, this also is the case in base-game I believe. Purepecha culture is put with Aztec, but it is an isolate in real life, and has more in common with its northern Otomi and Chichimec neighbors than the Nahua cultures, even though interaction between the Purepecha (Tarascans) and the Nahuas (Aztecs) ran deep.

I would suggest putting Purepecha in with the Aridoamerican group, making it its own culture (like Tamaulipeco), or if you're feeling really ballsy, into the Chibchan group (though brief Andean-West Mexican contact is believed to have existed, deeper cultural links are heavily contested.)

In exchange, Totonac should probably be shifted away from the Aridoamerican group and into the Aztec grouping.
Last edited by i cant put down the cup; 15 Mar, 2020 @ 10:39pm
Helena  [developer] 15 Mar, 2020 @ 10:37pm 
Hi @rockman
Antemoro indeed was sunni for a period due to some arab settlers, but from what we could tell (the few sources there are) they quickly dropped it and came back to traditional rites.

However the dates seem confusing. Wiki mentions both 14th century and 1500 as dates of settler arrival from which Antemoro are descendants. If you have a more accurate source, I'd love to read it. If the settlers arrived in the 14th century, I assume they already dropped it by mid 15th century. If the settlers arrived in 1500, I could make a small event about the arrival, choosing between converting or keep loyal to traditions.

About Mexico, noted. Indeed it is base game, since we haven't touched this region yet (beyond adding Texcoco lake, which for some reason is not in the base game).
Southern America is half-way finished, once we are done with SA, we will move to central america and Mexico, and will further research about the peoples there.

Thank you.
21jojo 16 Mar, 2020 @ 9:47am 
Hi,
i love this mod, but the game crashed after some minutes
Which part of the error.log (under documents\paradox\eu4\logs) did you need?
error or code revisions ?
Helena  [developer] 16 Mar, 2020 @ 11:12am 
Hi 21jojo!

Just file named 'error.log' is fine. Also if you could clarify when does it crash, in a specific action or after a specific event, that would be great as well.
21jojo 16 Mar, 2020 @ 11:39am 
Originally posted by Imperatrix Helena:
Hi 21jojo!

Just file named 'error.log' is fine. Also if you could clarify when does it crash, in a specific action or after a specific event, that would be great as well.

No specific action or event ...

[virtualfilesystem.cpp:250]: Failed to find pre specified enumerate for 'localisation/replace'(.yml, (null), -1)
[virtualfilesystem.cpp:250]: Failed to find pre specified enumerate for 'localisation/replace'(.yml, (null), -1)
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_city_0
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_city_1
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_city_2
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_city_3
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_castle_1
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_castle_2
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_castle_3
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_house_1_1
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_house_1_2
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_house_1_3
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_house_1_4
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_house_2_1
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_house_2_2
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_house_2_3
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_house_2_4
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_house_3_1
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_house_3_2
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_house_3_3
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_house_3_4
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_house_4_1
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_house_4_2
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_house_4_3
[pdx_entity.cpp:2005]: Entity already exists with version 0. Set a higher version when creating entity indiangfx_house_4_4
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_sword_01_mesh" (or mandate_sword_01_mesh is not of 'pdxmesh' type) [mandate_sword_01_entity]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_katana_01_mesh" (or mandate_katana_01_mesh is not of 'pdxmesh' type) [mandate_katana_01_entity]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_rifle_02_mesh" (or mandate_rifle_02_mesh is not of 'pdxmesh' type) [mandate_rifle_02_entity]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_KOR_spear_mesh" (or mandate_KOR_spear_mesh is not of 'pdxmesh' type) [mandate_KOR_spear_entity]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_JAP_spear_mesh" (or mandate_JAP_spear_mesh is not of 'pdxmesh' type) [mandate_JAP_spear_entity]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_MNG_spear_mesh" (or mandate_MNG_spear_mesh is not of 'pdxmesh' type) [mandate_MNG_spear_entity]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_QNG_spear_mesh" (or mandate_QNG_spear_mesh is not of 'pdxmesh' type) [mandate_QNG_spear_entity]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_JAP_infantry_01" (or mandate_JAP_infantry_01 is not of 'pdxmesh' type) [JAP_INFANTRY_1]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_cavalry_horse_01_mesh" (or mandate_cavalry_horse_01_mesh is not of 'pdxmesh' type) [JAP_CAVALRY_1]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_JAP_infantry_01" (or mandate_JAP_infantry_01 is not of 'pdxmesh' type) [JAP_CAVALRY_1_rider]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_JAP_infantry_02" (or mandate_JAP_infantry_02 is not of 'pdxmesh' type) [JAP_INFANTRY_2]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_cavalry_horse_01_mesh" (or mandate_cavalry_horse_01_mesh is not of 'pdxmesh' type) [JAP_CAVALRY_2]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_JAP_infantry_02" (or mandate_JAP_infantry_02 is not of 'pdxmesh' type) [JAP_CAVALRY_2_rider]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_JAP_infantry_03" (or mandate_JAP_infantry_03 is not of 'pdxmesh' type) [JAP_INFANTRY_3]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_cavalry_horse_01_mesh" (or mandate_cavalry_horse_01_mesh is not of 'pdxmesh' type) [JAP_CAVALRY_3]
[pdx_entity.cpp:213]: Could not find animation "horse_retreat" for state "retreat" in entity "JAP_CAVALRY_3"
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_JAP_infantry_03" (or mandate_JAP_infantry_03 is not of 'pdxmesh' type) [JAP_CAVALRY_3_rider]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_JAP_infantry_04" (or mandate_JAP_infantry_04 is not of 'pdxmesh' type) [JAP_INFANTRY_4]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_cavalry_horse_01_mesh" (or mandate_cavalry_horse_01_mesh is not of 'pdxmesh' type) [JAP_CAVALRY_4]
[pdx_entity.cpp:213]: Could not find animation "horse_retreat" for state "retreat" in entity "JAP_CAVALRY_4"
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_JAP_infantry_04" (or mandate_JAP_infantry_04 is not of 'pdxmesh' type) [JAP_CAVALRY_4_rider]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_KOR_infantry_01" (or mandate_KOR_infantry_01 is not of 'pdxmesh' type) [KOR_INFANTRY_1]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_cavalry_horse_01_mesh" (or mandate_cavalry_horse_01_mesh is not of 'pdxmesh' type) [KOR_CAVALRY_1]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_KOR_infantry_01" (or mandate_KOR_infantry_01 is not of 'pdxmesh' type) [KOR_CAVALRY_1_rider]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_KOR_infantry_02" (or mandate_KOR_infantry_02 is not of 'pdxmesh' type) [KOR_INFANTRY_2]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_cavalry_horse_01_mesh" (or mandate_cavalry_horse_01_mesh is not of 'pdxmesh' type) [KOR_CAVALRY_2]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_KOR_infantry_02" (or mandate_KOR_infantry_02 is not of 'pdxmesh' type) [KOR_CAVALRY_2_rider]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_KOR_infantry_03" (or mandate_KOR_infantry_03 is not of 'pdxmesh' type) [KOR_INFANTRY_3]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_cavalry_horse_01_mesh" (or mandate_cavalry_horse_01_mesh is not of 'pdxmesh' type) [KOR_CAVALRY_3]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_KOR_infantry_03" (or mandate_KOR_infantry_03 is not of 'pdxmesh' type) [KOR_CAVALRY_3_rider]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_KOR_infantry_04" (or mandate_KOR_infantry_04 is not of 'pdxmesh' type) [KOR_INFANTRY_4]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_cavalry_horse_01_mesh" (or mandate_cavalry_horse_01_mesh is not of 'pdxmesh' type) [KOR_CAVALRY_4]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_KOR_infantry_04" (or mandate_KOR_infantry_04 is not of 'pdxmesh' type) [KOR_CAVALRY_4_rider]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_MNG_infantry_01" (or mandate_MNG_infantry_01 is not of 'pdxmesh' type) [MNG_INFANTRY_1]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_cavalry_horse_01_mesh" (or mandate_cavalry_horse_01_mesh is not of 'pdxmesh' type) [MNG_CAVALRY_1]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_MNG_infantry_01" (or mandate_MNG_infantry_01 is not of 'pdxmesh' type) [MNG_CAVALRY_1_rider]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_MNG_infantry_02" (or mandate_MNG_infantry_02 is not of 'pdxmesh' type) [MNG_INFANTRY_2]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_cavalry_horse_01_mesh" (or mandate_cavalry_horse_01_mesh is not of 'pdxmesh' type) [MNG_CAVALRY_2]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_MNG_infantry_02" (or mandate_MNG_infantry_02 is not of 'pdxmesh' type) [MNG_CAVALRY_2_rider]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_MNG_infantry_03" (or mandate_MNG_infantry_03 is not of 'pdxmesh' type) [MNG_INFANTRY_3]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_cavalry_horse_01_mesh" (or mandate_cavalry_horse_01_mesh is not of 'pdxmesh' type) [MNG_CAVALRY_3]
[pdx_entity.cpp:213]: Could not find animation "horse_retreat" for state "retreat" in entity "MNG_CAVALRY_3"
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_MNG_infantry_03" (or mandate_MNG_infantry_03 is not of 'pdxmesh' type) [MNG_CAVALRY_3_rider]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_MNG_infantry_04" (or mandate_MNG_infantry_04 is not of 'pdxmesh' type) [MNG_INFANTRY_4]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_cavalry_horse_01_mesh" (or mandate_cavalry_horse_01_mesh is not of 'pdxmesh' type) [MNG_CAVALRY_4]
[pdx_entity.cpp:213]: Could not find animation "horse_retreat" for state "retreat" in entity "MNG_CAVALRY_4"
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_MNG_infantry_04" (or mandate_MNG_infantry_04 is not of 'pdxmesh' type) [MNG_CAVALRY_4_rider]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_QNG_infantry_01" (or mandate_QNG_infantry_01 is not of 'pdxmesh' type) [QNG_INFANTRY_1]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_cavalry_horse_01_mesh" (or mandate_cavalry_horse_01_mesh is not of 'pdxmesh' type) [QNG_CAVALRY_1]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_QNG_infantry_01" (or mandate_QNG_infantry_01 is not of 'pdxmesh' type) [QNG_CAVALRY_1_rider]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_QNG_infantry_02" (or mandate_QNG_infantry_02 is not of 'pdxmesh' type) [QNG_INFANTRY_2]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_cavalry_horse_01_mesh" (or mandate_cavalry_horse_01_mesh is not of 'pdxmesh' type) [QNG_CAVALRY_2]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_QNG_infantry_02" (or mandate_QNG_infantry_02 is not of 'pdxmesh' type) [QNG_CAVALRY_2_rider]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_QNG_infantry_03" (or mandate_QNG_infantry_03 is not of 'pdxmesh' type) [QNG_INFANTRY_3]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_cavalry_horse_01_mesh" (or mandate_cavalry_horse_01_mesh is not of 'pdxmesh' type) [QNG_CAVALRY_3]
[pdx_entity.cpp:213]: Could not find animation "horse_retreat" for state "retreat" in entity "QNG_CAVALRY_3"
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_QNG_infantry_03" (or mandate_QNG_infantry_03 is not of 'pdxmesh' type) [QNG_CAVALRY_3_rider]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_QNG_infantry_04" (or mandate_QNG_infantry_04 is not of 'pdxmesh' type) [QNG_INFANTRY_4]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_cavalry_horse_01_mesh" (or mandate_cavalry_horse_01_mesh is not of 'pdxmesh' type) [QNG_CAVALRY_4]
[pdx_entity.cpp:2086]: Couldn't find mesh "mandate_QNG_infantry_04" (or mandate_QNG_infantry_04 is not of 'pdxmesh' type) [QNG_CAVALRY_4_rider]
[province.cpp:364]: _Discovered capacity should be at least 1872


To big sorry .... is it possible to put the file as attachment?
Last edited by 21jojo; 16 Mar, 2020 @ 11:43am
Helena  [developer] 16 Mar, 2020 @ 11:44am 
If you join the Discord server, you can easily upload the file there.
https://discordapp.com/invite/WHGGWVQ

Other than that, you can use any file-hosting website, like Mediafire.
Livay 16 Mar, 2020 @ 1:41pm 
Originally posted by Imperatrix Helena:
If you join the Discord server, you can easily upload the file there.
https://discordapp.com/invite/WHGGWVQ

Other than that, you can use any file-hosting website, like Mediafire.

I have the same problem as 21jojo but it doesnt crash the japanese and korean have no cavallry and no infantry you can just recruit canons
Helena  [developer] 16 Mar, 2020 @ 9:32pm 
Hello @Jivay
Are you running any other mod?
New units are unlocked via mil tech, which means that if any other mod, no matter how small it is, modifies the mil tech file (mil.txt) it will cause conflict.

You'd have to merge both files or just use LiT.
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