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Debugging mods -- how is that done?


sen4mi

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Posted

Is there some way of generating a message when a stellaris event fires?

 

I am trying to debug a strange problem which might be a mod conflict (where content from an origin which I have not selected is firing, and the origin which I have selected is not activating).

Posted

Is there a way of getting the game to automatically fire of a message if something isn't working right? Not that I'm aware of.

 

Is it possible to edit a mod to signal to you when it fires off an event? Certainly. You set up any event to put up an event window that says whatever you want. IE "Event [whatever you want to debug] has fired." I used to do that when making MASSA to ensure that events that wouldn't normally have any kind of message (behind the scenes kinds of things) were actually triggering.

Posted

Hmm... this sounds promising.

 

But I tried commenting out the hide_window = yes lines in some country_event declarations, and that did not seem to work.

 

Specifically, regardless of whether I added title = "something" and desc = "something" all that seemed to happen was those mods started throwing errors, which removed their content from the game.

 

So, maybe you could give me a few more hints?

 

Do I need to create a localization file for this to work? Do I need to fire off secondary events somehow, to make this work?

 

I'm a novice at this, and any going-over-basics you feel comfortable with would be great.

 

Edit: I found Event modding - Stellaris Wiki (paradoxwikis.com) which says "visible events need at least one option", so that's probably what my problem was. Now to test...

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