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Posted

Slime world


 

By Lythitto

Credits

@Phaze Star- for way more help than i deserve 

@Kieva - for the same thing as Phaze 

 

What's New in Version 1.5.1
Released May 12


It's an upgraded version of Flutter Moth's upgraded version ( it's called:" [mod] Slime Mod ") of Lythitto's version ( called:" Slime Mod ") of the mod.
I saw the mod and I wanted to try it but it appeared half of the event didn't work properly and others crashed the game, maybe it's because the code changed or something else.

 

Alpha 1.0.0
This version is only FULLY playable via debug mode but the decisions and events function correctly and do not crash the game.

I'm planning futher developping the mod despite the fact that I do not have much time.

P.s. If you have to wait more than 5 years to trigger the first event, just restart, and do not forget to choose a female caracter with titles.


  • Submitter
  • Submitted
    09/22/2025
  • Category
  • Requirements
    No requirements. Just put the zip file in /documents/Paradox Interactive/Crusader Kings III/mod/, extract it and delete the zip file.

 

Posted
Hello, when I try to install the mod, the CK3 launcher tells me: The installation failed because the path in the descriptor file for this mod is invalid or does not exist. I have already re-downloaded the mod several times and I still get this error.
 
 
 
 
 
 
 
 
Posted

Hello, 
the problem with descripthor file is that it is directed at author computer file. There is pretty easy fix to this problem.

1. Go to your mod folder and find the "slime world.mod' file and drag it out of there to desktop(pulpit)
2. Open it with some text editor via "Open with >" interaction (notebook is fine)
3. Paste this:
version="Alpha1.0"
tags={
    "Events"
}
picture="thumbnail.png"
name="Slime world"
supported_version="1.17.*"
path="C:/Users/user/Documents/Paradox Interactive/Crusader Kings III/mod/Slime world"
4. Save it and put it back to mod folder

Alternatively you can open another mod descripthor that is working, then copy and paste the [path="C:/Users/user/Documents/Paradox Interactive/Crusader Kings III] part. 

Now as a disclaimer I'm no mod creator, but this solution worked for me so Good Luck and I hope this helped.

Posted
22 hours ago, JeanCooper said:

Slime world


 

By Lythitto

Credits

@Phaze Star- for way more help than i deserve 

@Kieva - for the same thing as Phaze 

 

What's New in Version 1.5.1
Released May 12


It's an upgraded version of Flutter Moth's upgraded version ( it's called:" [mod] Slime Mod ") of Lythitto's version ( called:" Slime Mod ") of the mod.
I saw the mod and I wanted to try it but it appeared half of the event didn't work properly and others crashed the game, maybe it's because the code changed or something else.

 

Alpha 1.0.0
This version is only FULLY playable via debug mode but the decisions and events function correctly and do not crash the game.

I'm planning futher developping the mod despite the fact that I do not have much time.

P.s. If you have to wait more than 5 years to trigger the first event, just restart, and do not forget to choose a female caracter with titles ( otherwise it doesn't work idk why )


  • Submitter
  • Submitted
    09/22/2025
  • Category
  • Requirements
    No requirements. Just put the zip file in /documents/Paradox Interactive/Crusader Kings III/mod/, extract it and delete the zip file.

 

ooo so as far of what was missing was the in action file, according to the owner when we last spoke :3 hope this helps. 

Posted
1 minute ago, Flutter Moth said:

ooo so as far of what was missing was the in action file, according to the owner when we last spoke :3 hope this helps. 

Hey bud. I figured out why it isnt working. It's the artifact event on action i never did it.  "From the owner"

Posted

Changing the start of the slime_random_event txt to 
random_yearly_everyone_pulse = {
    on_actions = {
        passive_gain_slime
        delay = { days = { 11 15 } }
        Slime_pool
        delay = { days = { 11 15 } }
    }
}
and changing the associated on actions later in the file caused them to start showing up. Probably a conflict with either vanilla or some other mods for the triggers.

Posted (edited)

I tried to start the event chain with the first event(slime_event.0001), however, it immediately disappeared when called upon from the console. Any ideas?

Is it compatible w/ the Imp mod, could that be it?

Edited by RomanIowan
Posted
On 9/23/2025 at 7:31 AM, RomanIowan said:

I tried to start the event chain with the first event(slime_event.0001), however, it immediately disappeared when called upon from the console. Any ideas?

Is it compatible w/ the Imp mod, could that be it?

The command to call the first event is :" event slime_event.0001 ", I tested with this mod only and it worked. In any case, the event will fire even without console commands.

Posted
13 hours ago, JeanCooper said:

The command to call the first event is :" event slime_event.0001 ", I tested with this mod only and it worked. In any case, the event will fire even without console commands.

I got a partial update if you want it ? the only thing missing is the artifact on action now. The other one should be fixed for slime / events? that way multiple copys are not out ?

  • 4 weeks later...

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