coleman1 Posted September 10, 2020 Posted September 10, 2020 I started porting my mod from ck2 to ck3. I got the traits working, but I was just unable to make the trait link to any other file than the default filename (traitnamee.dds) Was anyone able make the icon definition from the info file work for traits? I kept getting a "file not found" in the error log. icon = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = "gfx/interface/icons/traits/diligent.dds" } triggered_desc = { trigger = { gold > 1000 } desc = "gfx/interface/icons/traits/diligent.dds" } desc = "gfx/interface/icons/traits/deceitful.dds" } }
RookieFox Posted September 10, 2020 Posted September 10, 2020 seems like the root for the filepath is already "gfx/interface/icons/traits/" since if you put desc = "traitname.dds" it will successfully grab the gfx/interface/icons/traits/traitname.dds file
coleman1 Posted September 10, 2020 Author Posted September 10, 2020 Thats not what I meant. It works if I don't put the whole icon = { } section. It just defaults to the hardcoded default to look for the icon file. But if I want to specify a specific filename, that is when I get the "file not found"
joemann Posted September 10, 2020 Posted September 10, 2020 I had a similar problem and have not been able to find a solution. I now leave out the entire icon = { } block. This is what Paradox does in its own traits file. I have an other problem. Although I got my event_triggered trait working in game, it seemingly kills of all other traits. In game there are no traits at all. I started a new game to check this. Apparently the problem is in the 00_traits.txt file of my mod because if I delete it everything works fine. Could it be the index? I used the next available index starting from the vanilla traits file.
coleman1 Posted September 10, 2020 Author Posted September 10, 2020 1 hour ago, joemann said: I had a similar problem and have not been able to find a solution. I now leave out the entire icon = { } block. This is what Paradox does in its own traits file. I have an other problem. Although I got my event_triggered trait working in game, it seemingly kills of all other traits. In game there are no traits at all. I started a new game to check this. Apparently the problem is in the 00_traits.txt file of my mod because if I delete it everything works fine. Could it be the index? I used the next available index starting from the vanilla traits file. name your file 01_trait or anything else so that it loads AFTER the base traits of the game.
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