lockeslylcrit Posted June 30, 2019 Posted June 30, 2019 1 hour ago, manicpixxxie said: How can I create a truly random event? instead of using is_triggered_only, use mean_time_to_happen https://ck2.paradoxwikis.com/Event_modding#Mean_Time_to_Happen
gwynceach_ Posted June 30, 2019 Posted June 30, 2019 17 minutes ago, lockeslylcrit said: instead of using is_triggered_only, use mean_time_to_happen https://ck2.paradoxwikis.com/Event_modding#Mean_Time_to_Happen I had tried that with a trait I had made, with the mean time to happen being set to 20 days, though it had seemed that every AI in my game had gained the trait. But it was probably an error on my part, with 20 days being too short of a time. But thank you, I'll look over that again and see if everything works out.
figandsalt Posted July 1, 2019 Posted July 1, 2019 Gentlemen, I have a serious question about CK2 mod coding. It's about the priority. As we know, lots of in-game features are linked to culture, religion, government, etc. Like some culture (Norse, Berber) can enable raiding regardless of religion, and some government form can only be available if playing as certain religion (Monastic Feudal for Bonist). My question is, when these conditions contradict with each other (say a Berber Jain, or a Nahua Cathar), how would the game engine determine which code could override the other one? Is there some kind of priority ranking within the game engine, or is there some code that i could use in order to achieve AND or OR logic between all these modifiers across different files? Furthermore, is there any code I could use in order to disable certain effect without changing vanilla files(e.g. a decision or event that prevent castrating or blinding prisoners as Greeks, without editing the culture.txt file)?
joemann Posted July 1, 2019 Posted July 1, 2019 I created a second character within the new_character block of a previously created character. So the second newly created character becomes a courtier of the first new character. I would like the second new character to be a prisoner. I have tried various options but I can't get it done. I'm probably mixing my scopes. Spoiler province_event = { id = RSLT.2 hide_window = yes is_triggered_only = yes # There must be a Count in the Duchy of Moravia or the Duchy of Pomerania for this to trigger. trigger = { any_landed_title = { tier = COUNT OR = { kingdom = { title = k_moravia } duchy = { title = d_pommerania } } } } immediate = { random_landed_title = { # Get a random character in the Ducky of Pomerania or Moravia, preferably an independent king or duke. Save them as slaver_target and their primary title as title_target limit = { tier = COUNT OR = { kingdom = { title = k_moravia } duchy = { title = d_pommerania } } } preferred_limit = { owner = { OR = { AND = { independent = yes tier = COUNT } top_liege = { tier = COUNT } } } } preferred_limit = { owner = { OR = { AND = { independent = yes tier = DUKE } top_liege = { tier = DUKE } } } } preferred_limit = { owner = { OR = { AND = { independent = yes tier = KING } top_liege = { tier = KING } } } } owner = { save_event_target_as = rsl_slaver_target } kingdom = { save_event_target_as = rsl_title_target } owner = { capital_scope = { PREV = { create_random_soldier = { random_traits = yes dynasty = none religion = pagan culture = norse age = 25 } # Give him all the slave trader traits, a landless Count-tier title, and an army new_character = { save_event_target_as = rsl_slave_trader add_trait = brave add_trait = ambitious add_trait = greedy add_trait = cruel set_focus = focus_business add_ambition = obj_amass_wealth wealth = 200 # give him some starting capital set_character_flag = slave_trader set_defacto_liege = THIS create_title = { tier = COUNT culture = THIS landless = yes adventurer = yes name = "SLAVE_TRADER" holder = THIS ruler = "CAPTAIN" } spawn_unit = { province = PREVPREV #goes to owners capital scope home = PREVPREV #goes to owners capital scope owner = THIS troops = { light_infantry = { 4000 4000 } } attrition = 0 is_looter = yes can_toggle_looting = no } any_army = { set_can_toggle_looting = no set_looting = yes } create_character = { # Give him some inventory random_traits = no name = Anna dynasty = NONE female = yes age = 20 culture = italian religion = catholic attributes = { martial = 6 diplomacy = 10 stewardship = 6 intrigue = 14 learning = 7 } health = 5 fertility = 0.8 trait = slave trait = average trait = curvaceous trait = big_tits trait = small_pussy trait = regular_butt_f trait = tiny_anus trait = attractive trait = proud trait = greedy trait = lustful trait = cynical trait = seductress flag = rsl_slave_1 } } } } } } event_target:rsl_slave_trader = { any_courtier = { limit = { has_character_flag = rsl_slave_1 } } imprison = yes } any_player = { narrative_event = { id = RSLT.4 days = 5 } } } } Where should this go?
lockeslylcrit Posted July 1, 2019 Posted July 1, 2019 10 hours ago, figandsalt said: Gentlemen, I have a serious question about CK2 mod coding. It's about the priority. As we know, lots of in-game features are linked to culture, religion, government, etc. Like some culture (Norse, Berber) can enable raiding regardless of religion, and some government form can only be available if playing as certain religion (Monastic Feudal for Bonist). My question is, when these conditions contradict with each other (say a Berber Jain, or a Nahua Cathar), how would the game engine determine which code could override the other one? Is there some kind of priority ranking within the game engine, or is there some code that i could use in order to achieve AND or OR logic between all these modifiers across different files? Furthermore, is there any code I could use in order to disable certain effect without changing vanilla files(e.g. a decision or event that prevent castrating or blinding prisoners as Greeks, without editing the culture.txt file)? For event desc and picture, if two or more conditions exist such as... Spoiler desc = { trigger = { has_character_flag = condition1 } text = text1 } desc = text2 Then the game will randomly pick from all available choices. In this case, if you don't have the character flag condition1, then only text2 will be displayed. If you have the character flag, then the game will randomize between text1 and text2. For if/else_if/else, it works in that order. Spoiler if = { limit = { has_character_flag = condition1 } <commands here> } else_if = { limit = { has_character_flag = condition2 } <more commands here> } else_if = { limit = { has_character_flag = condition3 } <more commands here> } else = { <fallback commands here> } if is checked first. If that limit returns false, then it moves on to the else_if. If that condition returns false, it then checks the next else_if. If all conditions return false, else is the fallback. Note that else and else_if are entirely optional. In the case of having only if, and that condition returns false, nothing happens. In the case of having two or more if blocks... Spoiler if = { limit = { has_character_flag = condition1 } <commands here> } if = { limit = { has_character_flag = condition2 } <more commands here> } Both blocks will be checked, and the appropriate commands will fire. If you want priorities set up, then you'll need to manually set up them using preferred_limit in a random_* scope Spoiler random_courtier_or_vassal = { limit = { religion = catholic } preferred_limit = { culture = irish } preferred_limit = { culture = frankish } preferred_limit = { culture = welsh } <commands here> } limit is the hard condition. Any courtier or vassal who is not catholic will be skipped. Then the game picks from a list using the top preferred_limit as the first priority. If any courtier or vassal isn't irish, it then checks for frankish, and then welsh. If none of those are true, the commands wont fire. You can also set up priorities in an if block too using AND, OR, NAND, NOR, NOT, etc. Spoiler if = { limit = { NAND = { religion = catholic OR = { culture = irish culture = frankish culture = welsh } } } <commands here> } else_if = { limit = { religion = catholic OR = { culture = irish culture = frankish culture = welsh } } <commands here> } NAND means that one or more condition can work, but if all conditions are true, then the limit block returns false. In other words, you could have a Catholic character that isn't Irish, French, or Welsh (or vice versa - Irish/French/Welsh but not Catholic), it will do the commands. If the character is BOTH Catholic and either Irish, French, or Welsh, then the code skips that and moves on to the else_if block.
lockeslylcrit Posted July 1, 2019 Posted July 1, 2019 6 hours ago, joemann said: event_target:rsl_slave_trader = { any_courtier = { limit = { has_character_flag = rsl_slave_1 } } imprison = yes } Well, first of all, your imprison = yes is in the wrong place. You are actually going to imprison the slave trader, not the slave. Move that line up one above the brace so that it is the any_courtier that is imprisoned. Second, you can define scopes in imprison. You can change it to imprison = event_target:rsl_slave_trader if you specifically want the courtier to be imprisoned by the slave trader.
joemann Posted July 1, 2019 Posted July 1, 2019 Thank you. It works and it doesn't. I think it works because if I use this, in game the courtier does not show up any more. If I combine this with the fact that the slave trader while amassing huge amounts of gold while looting does not capture a single prisoner the conclusion seems to be that a landless character can not have prisoners. The wiki on create_title mentions: "Landless dynamic titles require a landed home province to both hold prisoners and to act as a fallback if the title gets destroyed. This command should be run from the home province scope, otherwise the whole court will end up stuck in province 0 when the holder dies. " So to hold prisoners I apparently need a landed home province but how does a landless character get a landed home province ? ( there seems to be a contradiction here) I tried setting landless to no but the new_character then does not appear?
lockeslylcrit Posted July 1, 2019 Posted July 1, 2019 18 minutes ago, joemann said: Thank you. It works and it doesn't. I think it works because if I use this, in game the courtier does not show up any more. If I combine this with the fact that the slave trader while amassing huge amounts of gold while looting does not capture a single prisoner the conclusion seems to be that a landless character can not have prisoners. The wiki on create_title mentions: "Landless dynamic titles require a landed home province to both hold prisoners and to act as a fallback if the title gets destroyed. This command should be run from the home province scope, otherwise the whole court will end up stuck in province 0 when the holder dies. " So to hold prisoners I apparently need a landed home province but how does a landless character get a landed home province ? ( there seems to be a contradiction here) I tried setting landless to no but the new_character then does not appear Take a browse over on House Irae. Laela is basically a modified version of Seljuk, spawning with a landless title and created courtiers and armies.
gwynceach_ Posted July 2, 2019 Posted July 2, 2019 May someone explain to me how "on_action" events work? I find the wiki page too vague (or maybe I'm just dumb). I am trying to create a dialogue box which pops up after your character becomes married.
joemann Posted July 2, 2019 Posted July 2, 2019 First you create a regular narrative event (the pop-up) as explained in the event modding page. This must include the line is_triggered_only = yes. Once you have created this event, you go to the on_action file in the common directory of your mod and add the unique id of your event to the relevant on action, in your case on_marriage. In the on action file it should look like this Spoiler # Sent to employers of both spouses - ROOT is employer. FROM is employers "employee". new_character is the other spouse. on_marriage = { events = { XXX.555 this is the id number of the event XXX.33 } } In writing the event you must respect the scopes connected to the specific on_action. In the event modding page you can find a list of the different on action and their scopes.
joemann Posted July 2, 2019 Posted July 2, 2019 19 hours ago, lockeslylcrit said: Take a browse over on House Irae. Laela is basically a modified version of Seljuk, spawning with a landless title and created courtiers and armies. I looked at the Leila files. Can the Leila character take prisoners?
lockeslylcrit Posted July 2, 2019 Posted July 2, 2019 15 minutes ago, joemann said: I looked at the Leila files. Can the Leila character take prisoners? I haven't checked when she has her unlanded title because the moment she spawns, she goes to war.
joemann Posted July 3, 2019 Posted July 3, 2019 I copied large parts of the leila files into my event but am still struggling. Spoiler #Slave trade events # Set up ROOT is Province Slesvig province_event = { id = RSLT.1 hide_window = yes trigger = { province = 264 # This only triggers if this province is 264 (Slesvig) OR = { has_building = rsl_slave_market_1 has_building = rsl_slave_market_2 has_building = rsl_slave_market_3 has_building = rsl_slave_dungeon_1 has_building = rsl_slave_dungeon_2 has_building = rsl_slave_dungeon_3 has_building = rsl_slave_wagon_1 has_building = rsl_slave_wagon_2 has_building = rsl_slave_wagon_3 has_building = rsl_slave_wagon_4 has_building = rsl_slave_wagon_5 has_building = rsl_slave_port_1 has_building = rsl_slave_port_2 has_building = rsl_slave_port_3 has_building = rsl_slave_pen_1 has_building = rsl_slave_pen_2 has_building = rsl_slave_pen_3 } NOT = { has_province_flag = slave_trade_north } } mean_time_to_happen = { days = 1 } immediate = { set_province_flag = slave_trade_north # Tell all rulers of the same religion that the slave trade has spawned any_player = { narrative_event = { id = RSLT.2 } } } } # Slave trade has appeared narrative_event = { id = RSLT.2 title = "The Slave Trade" picture = GFX_evt_market desc = "The slave trade has appeared in Slesvig" is_triggered_only = yes option = { name = OK # create slave_trader. character_event = { id = RSLT.3 days = 1 } } } # Slave_trader created character_event = { id = RSLT.3 #hide_window = yes is_triggered_only = yes only_playable = yes # slave_trader is created in players court trigger = { NOT = { has_character_flag = slave_trader } } immediate = { create_random_soldier = { random_traits = yes dynasty = none religion = pagan culture = norse age = 25 } new_character = { save_event_target_as = rsl_slave_trader add_trait = brave add_trait = ambitious add_trait = greedy add_trait = cruel set_focus = focus_business add_ambition = obj_amass_wealth set_character_flag = do_not_disturb set_character_flag = slave_trader } } option = { name = ok character_event = { id = RSLT.4 days = 1 } } } character_event = { id = RSLT.4 hide_window = yes is_triggered_only = yes prisoner = no only_playable = yes trigger = { is_alive = yes NOT = { trait = blinded } NOT = { trait = eunuch } NOT = { trait = infirm } lower_tier_than = king } option = { # jaemtland trigger = { OR = { has_game_rule = { name = slave_drive value = slave_drive_random } has_game_rule = { name = slave_drive value = slave_drive_norway } } } ai_chance = { factor = 50 } 282 = { province_event = { id = RSLT.5 days = 2 } } clr_character_flag = do_not_disturb } option = { # Mecklenburg trigger = { OR = { has_game_rule = { name = slave_drive value = slave_drive_random } has_game_rule = { name = slave_drive value = slave_drive_mecklenburg } } } ai_chance = { factor = 50 } 260 = { province_event = { id = RSLT.5 days = 2 } } clr_character_flag = do_not_disturb } option = { # Ostfriesland trigger = { OR = { has_game_rule = { name = slave_drive value = slave_drive_random } has_game_rule = { name = slave_drive value = slave_drive_frisia } } } ai_chance = { factor = 50 } 85 = { province_event = { id = RSLT.5 days = 2 } } clr_character_flag = do_not_disturb } option = { # Novogord trigger = { OR = { has_game_rule = { name = slave_drive value = slave_drive_random } has_game_rule = { name = slave_drive value = slave_drive_russia } } } ai_chance = { factor = 50 } 414 = { province_event = { id = RSLT.5 days = 2 } } clr_character_flag = do_not_disturb } } # Ping the target province province_event = { id = RSLT.5 #hide_window = yes is_triggered_only = yes option = { #immediate = { FROM = { character_event = { id = RSLT.6 } } #} } } # Slave_trader goes on a slave hunt character_event = { id = RSLT.6 #hide_window = yes is_triggered_only = yes prisoner = no only_capable = yes trigger = { is_alive = yes NOT = { trait = blinded } NOT = { trait = eunuch } NOT = { trait = infirm } lower_tier_than = king } immediate = { wealth = 200 liege = { capital_scope = { FROM = { owner = { top_liege = { ROOT = { set_defacto_liege = ROOT create_title = { tier = COUNT landless = yes temporary = no adventurer = yes culture = ROOT name = "SLAVE TRADER" holder = ROOT ruler = "CAPTAIN" } spawn_unit = { province = PREVPREVPREVPREV home = PREVPREVPREVPREV owner = THIS troops = { light_infantry = { 4000 4000 } } attrition = 0 is_looter = yes can_toggle_looting = no } any_army = { set_can_toggle_looting = no set_looting = yes } } } } } } } # Give him some inventory create_character = { random_traits = no name = Anna dynasty = NONE female = yes age = 20 culture = italian religion = catholic attributes = { martial = 6 diplomacy = 6 stewardship = 6 intrigue = 10 learning = 6 } health = 5 fertility = 0.8 trait = slave trait = average trait = curvaceous trait = big_tits trait = small_pussy trait = regular_butt_f trait = tiny_anus trait = attractive trait = proud trait = greedy trait = lustful trait = cynical trait = seductress flag = rsl_slave_1 } new_character = { set_variable = { which = pussy_size value = 2 } set_variable = { which = butt_size_f value = 3 } set_variable = { which = anus_size value = 1 } set_variable = { which = f_shape_size value = 7 } set_variable = { which = height_size value = 5 } set_variable = { which = breast_size value = 4 } set_character_flag = rsl_virginity_checked set_character_flag = pussy set_character_flag = height set_character_flag = shape set_character_flag = butt set_character_flag = anus set_character_flag = breasts } } option = { name = ok event_target:rsl_slave_trader = { any_courtier = { limit = { has_character_flag = rsl_slave_1 } imprison = event_target:rsl_slave_trader } } any_player = { narrative_event = { id = RSLT.7 days = 5 } } } } # Slave drive has started narrative_event = { id = RSLT.7 title = "The Slave Trade" picture = GFX_evt_market desc = "A slave war has started" is_triggered_only = yes option = { name = OK } } In game the events 1 ,2 and 3 fire. Event three creates the slave trader in my players court. This did not happen in my previous code and I suppose this is due to the only_playable = yes pre trigger. In my previous version I used ai = yes. Could this be the the condition "Landless dynamic titles require a landed home province to both hold prisoners and to act as a fallback if the title gets destroyed. " That the wiki referes to? Unhappily I can't verify this because once I click on the ok of event 3 I get thegame ends chronicle pop up. I suppose the error is somewhere in event 4 but I copied the basic structure. I suppose event 4 determines where the characters army spawns? Ant idea why the game ends suddenly?
joemann Posted July 3, 2019 Posted July 3, 2019 event 4 also fires ( i unhide the window and used options ) after I click on one of the four options I get the end game pop up. Province_event 5 does not pop up. In event 4 fromfromfrom is the provice.
joemann Posted July 4, 2019 Posted July 4, 2019 On 7/1/2019 at 10:00 PM, lockeslylcrit said: Take a browse over on House Irae. Laela is basically a modified version of Seljuk, spawning with a landless title and created courtiers and armies. I am still struggling with the scopes. In event Laela.4 could you tell me what are the scopes? Is ROOT one of the four provinces and FROM the new character ( or the player?) The ping event confuses me. Through the trigger who do you want to find? Leila?
lockeslylcrit Posted July 4, 2019 Posted July 4, 2019 19 hours ago, joemann said: I am still struggling with the scopes. In event Laela.4 could you tell me what are the scopes? Is ROOT one of the four provinces and FROM the new character ( or the player?) The ping event confuses me. Through the trigger who do you want to find? Leila? Laela.3 is the ping event. This is used to properly set up the scope for the province. Laela.2 is the character event for Laela to choose which province she goes after. In Laela.2, assuming she picks Novgorod 414 = { province_event = { id = Laela.3 days = 2 } } ROOT is Laela, FROM is again Laela (chained from Laela.2) In Laela.3 province_event = { id = Laela.3 hide_window = yes is_triggered_only = yes immediate = { FROM = { character_event = { id = Laela.4 } } } } ROOT is Novgorod, FROM is Laela. As I've said before, this event is necessary to set up the proper scopes in later events. In Laela.4 immediate = { wealth = 500 liege = { capital_scope = { FROM = { owner = { top_liege = { ROOT = { set_defacto_liege = ROOT create_title = { tier = DUKE landless = yes temporary = yes culture = ROOT name = "CLAIMANT_ADVENTURE" holder = ROOT } ROOT is Laela (because she was assigned the character event from Laela.3), liege is Laela's current liege. capital_scope is the liege's capital province, FROM is the previous event ROOT (Novgorod), owner is whoever owns Novgorod, top_liege is a redundancy check in case whoever owns Novgorod isn't already the top liege, and then back to ROOT which is Laela. The reason for this complex nesting is to ensure proper scoping using PREV, PREVPREV, PREVPREVPREV, or whatever. Remember: ROOT is whoever or whatever gets the event. FROM is the ROOT of the previous event. PREV is the previous scope. PREVPREV is two scopes back. PREVPREVPREV is three scopes back. FROMFROM is the ROOT of two events back. And so on and so forth. 2
joemann Posted July 5, 2019 Posted July 5, 2019 Many thanks for this explanation. Scopes have baffled me since I started modding and the wiki is not very clear on this issue. I am sure I will often come back to this post and not just for the event I am working on now. And now I'll try and get my event working.
dwjlien Posted July 5, 2019 Posted July 5, 2019 It is 100% the best layman friendly explanation of scopes I have ever seen. Actually understandable to people trying to learn, rather than legible to those already well versed in the jargon.
lockeslylcrit Posted July 5, 2019 Posted July 5, 2019 3 hours ago, dwjlien said: It is 100% the best layman friendly explanation of scopes I have ever seen. Actually understandable to people trying to learn, rather than legible to those already well versed in the jargon. Here's a better explanation: ROOT Whoever or whatever the event/decision goes to. In an on_action, the game looks for various triggers (on_birth, on_pregnancy, on_death, etc) and then fires (if the event is guaranteed) for that person in either a character_event, long_character_event, or narrative_event. Whoever triggered it and got the event will be ROOT (some exceptions apply, see the on_actions file). This also applies to provinces, in the case of province_event. A province can be assigned as ROOT, and is sometimes required in routing events to ensure proper scoping, as seen above. For decisions, ROOT is the decision target, not the person doing the decision. FROM FROM is who/whatever is the ROOT of the previous event in a chain (and ONLY in a chain), or is the decision taker in a targetted_decision. Let's say you set up a decision or event chain that has someone else get a character/long_character/narrative_event. targetted_decisions = { blahblah_decision = { filter = realm ai_target_filter = none from_potential = { ai = no } potential = { ai = yes same_realm = FROM is_ruler = yes } allow = { always = yes } effect = { any_courtier = { limit = { is_female = yes is_adult = yes ai = yes is_lover = FROM } save_event_target_as = my_lover } event_target:my_lover = { character_event = { id = my_lover.1 } } } } } The potential is the person you are targeting, a ruler in the same realm as the decision taker. This is ROOT. from_potential is the person doing the decision, namely you. Now we have a third party as well, as the effect will make a certain courtier of ROOT (again, the target) an event target and fire an event on that target. In the event my_lover.1, the courtier will be the ROOT in this event, and the ruler will be FROM. You, the decision taker will be... FROMFROM You can stack FROM multiple times (I've only seen it go to x4, though). Each one goes back one event. In the example I gave, the event will fire on the courtier (ROOT), from the ruler (FROM). In this event, you, the decision taker, is FROMFROM, because you were previously FROM. You simply add on one more FROM for each chain. Do note that the third_party_potential in third party decisions is going to be FROMFROM. PREV Scopes can be chained with extreme complexity, to ensure you get exactly the result you want. <province scope> = { owner = { top_liege = { capital_scope = { PREV = { create_character = { blahblahblah } } } } } } In this scope chain, you're starting out in a province (either defined by the id number or whatever else method you choose), then it goes to the owner of that province, then the top liege of the province's owner, then the capital province of the top liege of the province's owner. The capital scope is defined only if you want to do something like create an army. PREV goes back to the top liege scope so that both the capital scope is properly defined in the chain as well as moving the current scope back to a character and not a province. PREVPREV Like FROMFROM, you can stack on multiple PREV together, and they will go back one scope each time. In the above example, if you changed the PREV to PREVPREV, it would create a character for the owner, not the top liege. If you did PREVPREVPREV, it would create a character for the province and likely crash the game. THIS Simply put, the current scope you're in. Required for certain things like spawn_army and create_character. Using the above example: create_character = { culture = THIS religion = PREVPREV } Because you're already in the top_liege scope, defined by PREV, the randomly created character would get the culture of THIS (top_liege) but the religion of PREVPREV (province).
rookie189 Posted July 6, 2019 Posted July 6, 2019 Quick question, how do I make my mods events use the custom window from Dark World Fantasy rather than the vanilla one?
lockeslylcrit Posted July 6, 2019 Posted July 6, 2019 24 minutes ago, rookie189 said: Quick question, how do I make my mods events use the custom window from Dark World Fantasy rather than the vanilla one? If you are using Dark World Fantasy, use narrative_event instead of character_event. If not, then it requires a butt ton of editing of the interface .gui file with the background dds graphics files thrown in.
rookie189 Posted July 6, 2019 Posted July 6, 2019 22 minutes ago, lockeslylcrit said: If you are using Dark World Fantasy, use narrative_event Thank you
gwynceach_ Posted July 7, 2019 Posted July 7, 2019 So my on_action event works... sort of. The dialogue box shows up, only issue is that the text does not display (i.e. instead of the actual text, it's EVTDESC_xxxx.0001), and it shows up for both rulers — my current character and his wife (who is unplayable).
dwjlien Posted July 7, 2019 Posted July 7, 2019 2 hours ago, manicpixxxie said: So my on_action event works... sort of. The dialogue box shows up, only issue is that the text does not display (i.e. instead of the actual text, it's EVTDESC_xxxx.0001), and it shows up for both rulers — my current character and his wife (who is unplayable). What program are you using to edit the localisation.csv? Often word/office puts a " at the start of lines but dont display them. Open the .csv in notepad++ and check.
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