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So keep in mind I'm not a modder, I'm just some nerd who likes editting mods to my liking; however, through the power of repeated observation and ck3tiger/ck3tiger for VSCode (both of which I highly recommend, they find syntax errors, missing localization, incorrect or missing scopes, etc.), I have found some bugs:
1) for the roots, the birth values above 1 (e.g. birth = 5) are incorrect; the value must be between 0 and 1; judging from the values for, say, the beauty traits, I believe it's a percent chance out of 100 (1.0); additionally for the roots, you forgot to add excellent_roots as an opposite trait in the other four roots, and forgot heavenly_roots as an opposite in excellent_roots; additionally, you have poor_roots marked as good = yes, which might not be intended?
2) traits no longer use a defined "index = ####", they're automatically assigned, so that can be removed
3) a lot of your files are in UTF-8 encoding (all non localization I think), but the game wants them in UTF-8 with BOM encoding; I think they still work, but the game will complain and there might be other issues I don't know of
4) animation = surprise doesn't exist, you probably mean animation = shock
5) you're missing the effect set_senior_immortal_age in 3217944322\common\scripted_effects\cu_event_effects.txt; I believe it should be set_elder_immortal_age
6) in scripted_effects\cu_decision_effects.txt, you have these effect = {...} that are not needed/are an unexpected block, which might break it. I believe it would work if you just take the inside of the blocks out into the base level of the effect
7) you're missing the artifact history history_cultivation_book; I think you'll need three keys in your .yml in the format <your key>, artifact_history_<your key>_title and artifact_history_<your key>_desc. The .yml keys are history_cultivation_book:0 "...", artifact_history_history_cultivation_book_title:0 "..." and artifact_history_history_cultivation_book_desc:0 "..." I'm unable to get it to work by monkey-see-monkey-do copying syntax and such from the base game files, so I dunno on this one. You might need to switch to using created_before_history or one of the other base game keys
8) rather than calling a trigger and effect in
9) those custom_description = {...} blocks in your cu_artifact_modifiers.txt are invalid; I believe you can just define them in the localization .yml (in format foundation_cultivation_book_modifier:0 "...") as they're just regular text descriptions
10) you're missing custom localizations (these keys need to be in quotes and have an accompanying key definition in common\trigger_localization\<your file>.txt, as well as an accompanying localization in your .yml; I'd look at, say, has_two_castle_county in the base game's common\trigger_localization\01_decision_triggers.txt as an example, since I think you only need the first person localization; I also believe you could just use a universal breakthrough_decision_valid_description key instead of having a different one for each trait, as it's easier but that's up to you): breakthrough_decision_1_valid_description through breakthrough_decision_6_valid_description
11) you're missing missing localizations for : cultivate.1051.c.tooltip, trait_track_soul_desc, nascent_cultivation_book, nascent_cultivation_book_desc... (EDIT: you have trait_track_suol_desc and nascent_cultiavtion_book, so some are misspellings)
12) This isn't a bug, but I added to the effect block for give_spiritual_roots_decision:
13) this one might not be a bug, but instead be intended, but the random_cultivator_pill_root_effect has a 1000000 chance of upgrading your spiritual root if you're at the foundation_establishment level, while at other levels it's only a 1 chance; is that intended?
14) minor, but I believe that the following might be a bit less resource intensive way of running the on_action (since it cuts out a lot of checks):
15) give_spiritual_roots_decision, despite only being shown for non-ai, has ai_check_interval = 3 (months); since it's not shown, I think it doesn't matter, but consider changing it to ai_check_interval = 0
16) You should add a few is_capable_adult = yes or is_incapable = no checks to things like starting cultivation; I noticed my incapable daughter, who was so when I installed the mod, is now a cultivator, which seems wrong. In all, I added a is_incapable = no to the following: my cultivation_random_yearly_playable_pulse, my cultivator_on_birthday, your start_cultivating_on_action, and your breakthrough_on_action. I also changed cure_incapable such that one has to be at least core formation level to be cured, again for balance.
(EDIT explanations:
Apr.19: fixed formatting; corrected points about history_cultivation_book and set_senior_immortal_age; corrected point about missing locs; added to point about roots; added point 12-15;
Apr.20: moved start_cultivating_on_action back to on_birthday proper;
Apr.21: added point 16)
PS: thank you for this great mod!!
17) under cultivation_random_event.0741, the send_interface_toast = {...} should be inside the immediate = {...} block
18) in encounter_events.txt, you have two instances of var.danger_value where you meant var:danger_value (i.e. you used a period . not a colon : )
19) in elective_succession_scripted_modifiers.txt, you have some references to
20) missing localization for tooltip_sect_vote_strength_is_diarch and tooltip_sect_vote_strength_is_soul_formation_cultivator; as well, you have tooltip_sect_vote_strength_is_soul_formation_cultivator for the last three entries of elector_vote_strength for sect_elective