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[Info] Crusader Kings II
http://cs.rin.ru/forum/viewtopic.php?f=10&t=64425
Page 52 of 62

Author:  elorin [ Sunday, 01 Feb 2015, 13:09 ]
Post subject:  Re: Crusader Kings II

oh you miss undrestand me i can download File but this file is 96KIB some non working file

Author:  Clear_Skies [ Sunday, 01 Feb 2015, 15:12 ]
Post subject:  Re: Crusader Kings II

GeoDuck wrote:
Spoiler
http://hip.zijistark.com/releases/?C=M;O=D
Dec 19, 23
Jan 16, 23, 24
So the next one: Feb 17/18?



Much appreciated. Now at least I know when to have my hopes up.

Author:  uwotm9 [ Sunday, 01 Feb 2015, 17:03 ]
Post subject:  Re: Crusader Kings II

Thanks a lot! The added info is a good addition too :razz:

Author:  manosad [ Sunday, 01 Feb 2015, 20:40 ]
Post subject:  Re: Crusader Kings II

Can someone please upload the SWMH map mod? Thanks in advance!

Author:  Jewinzius [ Sunday, 01 Feb 2015, 23:08 ]
Post subject:  Re: Crusader Kings II

I tried to download CKPlus with the Steam Workshop Downloader posted earlier, I put the various folders in a new single folder and named it after the mod file. When I start CK2 + CKPlus the mod doesn't start at all, it's just the vanilla version. I am running CK2 2.3.2, Rezmar's version. Any advice?

Author:  elorin [ Monday, 02 Feb 2015, 03:17 ]
Post subject:  Re: Crusader Kings II

Jewinzius wrote:
I tried to download CKPlus with the Steam Workshop Downloader posted earlier, I put the various folders in a new single folder and named it after the mod file. When I start CK2 + CKPlus the mod doesn't start at all, it's just the vanilla version. I am running CK2 2.3.2, Rezmar's version. Any advice?


for me there is not start any minor impact mod and ck+ also. With minorimpact mods i need to copy files to orginal folder:S does anyone know what is problem?

Author:  GeoDuck [ Monday, 02 Feb 2015, 09:56 ]
Post subject:  Re: Crusader Kings II

elorin wrote:
oh you miss undrestand me i can download File but this file is 96KIB some non working file
I saw this note on the Steam Workshop page:
For full features you need this mod - Historical Bloodlines for Vanilla (here's the Steam Workshop Downloader page)
extra info
The part where it says...
Paradox thread and MANUAL download: Historical Bloodlines pack [forum.paradoxplaza.com]

...comes up with an error on the Paradox forum:
Invalid Forum specified. If you followed a valid link, please notify the administrator

Also, I think it is A Game of Thrones submod (sorry if you already know that).
manosad wrote:
Can someone please upload the SWMH map mod? Thanks in advance!
https://www.mediafire.com/?qfbz884nyeu11cc
The forum page says that "SWMH is included in the main HIP download, using that is recomended"
I checked and it's in \HIP_-_WoL_-_2015-01-24.7z\modules\SWMH\, and version.txt says it's v2.855 - 2015-01-24
info
Image
Jewinzius wrote:
When I start CK2 + CKPlus the mod doesn't start at all, it's just the vanilla version.
I got it to work just by extracting ck2plus.zip and ck2plus.zip into the mod folder.
http://www.mediafire.com/download/uk8yc27o2vphxzy/CK2Plus_3_05_7.zip
Forum Instructions
Without Steam Workshop

1) Go to your My Documents folder—you should see a Paradox Interactive sub-folder there, and inside that another sub-folder for Crusader Kings II. If you haven’t already, you will need to create a sub-folder inside that called “mod”. (DO NOT INSTALL THE MOD INTO THE “mod” FOLDER WHICH EXISTS IN THE MAIN CK2 INSTALLATION)
2) If you have a previous installation of the mod there, delete it entirely. Do not overwrite it.
3) Extract the entire contents of the zip file into that folder. This will include a .mod file as well as a CK2Plus .zip archive—you need both.
4) Start the CK2 launcher, and check the “CK2Plus” box in the list of mods.
5) That’s it. Hit play. You should see a “CK2+” screen as the game starts—if you don’t, you did something wrong.

Your mod directory should look like this:
Image

Author:  mestermagyar [ Monday, 02 Feb 2015, 17:37 ]
Post subject:  Re: Crusader Kings II

Anyone having problem with ck2 plus, or any mod, or even vanilla just randomly crashing while playing? It annoys the SHIT out of me!

Author:  windir13 [ Monday, 02 Feb 2015, 17:39 ]
Post subject:  Re: Crusader Kings II

mestermagyar wrote:
Anyone having problem with ck2 plus, or any mod, or even vanilla just randomly crashing while playing? It annoys the SHIT out of me!


I think it's a known bug. My Ck2+ save got to slowdown and crashing after 250 years of working, shitting here and waiting new patches again...

Author:  mestermagyar [ Monday, 02 Feb 2015, 20:11 ]
Post subject:  Re: Crusader Kings II

It is not ck2 plus dependant, every mod does that, crashes like once every 10-20 minutes.

-- Edit --

Nevermind, I got it fixed, the crack caused it. I use steamfix now, and there is no crash.

Author:  arafinwe2 [ Tuesday, 03 Feb 2015, 18:21 ]
Post subject:  Re: Crusader Kings II

Hy guys, thanks for the advice about the map modding.
I was wondering, if someone could make available the modding tools existing, such as the validators, and so on. Thanks in advance

Author:  Jewinzius [ Tuesday, 03 Feb 2015, 22:24 ]
Post subject:  Re: Crusader Kings II

It worked, I can play CKPlus now, you have my thanks

Author:  Wingl3ss [ Wednesday, 04 Feb 2015, 23:04 ]
Post subject:  Re: Crusader Kings II

hi,

i know it has nothing to do with ck 2 but could you please give me a link to darkest hour 1.04 beta patch,can't find it anywhere...

http://forum.paradoxplaza.com/forum/showthread.php?833443-Darkest-Hour-Patch-1.04-%28RC1%29

many thanks

Author:  iHippo [ Thursday, 05 Feb 2015, 09:32 ]
Post subject:  Re: Crusader Kings II

Can someone please upload latest version of HIP mod?

Please,,, :oops:

Author:  GeoDuck [ Thursday, 05 Feb 2015, 11:58 ]
Post subject:  Re: Crusader Kings II

arafinwe2 wrote:
I was wondering, if someone could make available the modding tools existing, such as the validators, and so on. Thanks in advance
The Validator - Find errors quickly and with minimal pain!
The Validator does one thing: Find errors, inconsistencies, and other problems in your mod. It generates a report of all issues it finds, making it easy for you to fix, and saving you the pain of having to check all of your files for misplaced brackets, typos, and whatnot.

Current version: v1.8
Released: 16 November 2014

Current version: v1.9 RC13
Released: 1 February 2015

Note that you need .NET framework 4.0
Right now the Validator is still being developed, so there are likely to be false positives. Also, there are likely to be errors in the Paradox files. If the Validator reports a false positive, please report it here so it can be fixed. And if it reports an actual Paradox file error, please file a bug report so it can be fixed.
Last edited by Jamie550; 01-02-2015 at 12:48.
[Utility] Coat of Arms Builder
Image
Coat of Arms Builder 1.1.3 (Download) (requires .Net 3.5)
This program is no longer in development.

I have updated set files to current patch for my personal use, and I hope no one minds if I share them.
https://www.dropbox.com/s/rldvvky1x9h2nqt/sets.zip?dl=0
Unzip it and overwrite existing files in the /sets folder.

-parkir 27-11-2014 04:34

This program will allow you to built a Coat of Arms for your dynasties.

NOTE:
You must copy the contents of the <ck2 install>/gfx/coats_of_arms directory to the graphics folder of this program, or it won't work.

For those who want to add modded Coat of Arms files, you'll need to create a .coaset file in the /sets directory. Open one of the included coaset files in a text editor to see the details.

Version History:

Version 1.1.3
- Fixed bug causing a crash if the Culture setting on the PC does not use a '.' as a decimal seperator.
- Added some code to show an error that can't be handled.

Version 1.1.2
- Added less incompetent error checking.

Version 1.1.1
- Fixed rendering of tiles that are not 80x84 pixels.
- Implemented "lazy loading" of sets. The program will only load a set when it is first selected, rather than on startup.

Version 1.1
- Added support for custom Coat of Arms sets.
- Changed the UI so that the elements are grouped together.
- Randomized Coat of Arms on startup and set change.
Last edited by Measter; 11-07-2013 at 10:54. Reason: New Version
[Tool] Clausewitz Map Checker
I just tested my (1.5 years old) little Clausewitz engine map checker, and it seems to work with CK2 definition.csv file just fine. Added a few more exception handling routines for the "1021;;85;39;131;;x" line (which is obviously broken) and the ";50;14;248;x;x" line (which has the same colours as a previous one), since they are ignored by the engine as well.

Current functionality is simple: The tool opens the definitions.csv (File -> Open...) and the map image, displays the image on the right size (you can zoom with the mouse wheel and drag it around with the left mouse button down) and any pixels with unknown values on the left (you can click on the line to scroll to the wrong pixel on the map). Totally broken definitions.csv should refuse to load in the first place.

Right-clicking on a province displays its info or history (depending on the tab chosen) on the left side; picking a province from the drop-down menu on the upper left side does the same, and also tries to centre on the province.

Download link: [Clausewitz Map Checker] [source code]

Requires .NET framework 2.0 or higher
Last edited by Akjosch; 15-05-2012 at 14:23.
[Utility] Portrait Builder
Image
Portrait Builder 1.1.7 (Download) (requires .Net 3.5)
Note: I've decided to stop development of this program, and release the source code. You can find it here.
this utility hasn't worked for a couple years, due to changes in game files.

I finally finished it. This is intended for create custom characters so that you can choose the appearance, though you can also use it to modify a character in a saved game.

For the properties code, I've left the prisoner, boils, red dots, and scars as 0, so the game can set those as needed. Properties may be overridden by the game.

Portrait data is loaded from vanilla's portrait.gfx file, or from a single mod.

Version History:

Version 1.1.7
- Added logging. Outputs log on error, and can be forced to output with -log.
- Now attempts to load portrait info from all .gfx files in \interface.
- Can now load mods from My Documents folder.
- Fixed crash when trying to parse a portrait type which already exists.

Version 1.1.6
- Fixed bug in import validation.
- Changed notice text in import dialog to specify 11 digits.

Version 1.1.5
- Updated for CKUtils 1.8.
- Now loads portrait sprites from portrait_sprites.gfx.
- Added selector for the 11th property digit.
- Importing now requires 11 digits for property code.

Version 1.1.4
- Changed UI setup to not be dependent on certain keywords in layer names. As a result of this, female portrait sets will have the Beard pull down filled, but changing it won't do anything.

Version 1.1.3
- Fixed bug in Muslim hair rendering in vanilla files.

Version 1.1.2
- Added digit to DNA code output to prevent game crash(again).
- Fixed bug when importing DNA codes when using a female portrait set.
- DNA and Property codes are now no longer randomized when changing portrait sets.

Version 1.1.1
- Fixed bug causing crash due to lack of beard on females.

Version 1.1
- Rewrote the program to use CK2s portrait.gfx file instead of .portset files.

Version 1.0.3
- Added randomization button.

Version 1.0.2
- Fixed bug causing the first tile to have the wrong index.

Version 1.0.1
- Changed the DNA output to match the length of that in the game's character definition.
Last edited by Measter; 01-05-2013 at 02:46. Reason: New Version
Notepad++ user-defined language and auto-completion
I noticed that there isn't something like this (at least I didn't found such thing). Basically it's nothing complex, just some custom language files for Notepad++ to simplify writing events a bit.
I use it for latest Notepad++ 6.5 version but should also work for older version, only meant for default white style.

What it does is:

Highlights all CK2 scripting in different colors - commands(dark teal), comments(green), conditions(violet), scopes(purple), things that have multiple purposes(brown) and other unsorted things(blue);
Allows proper folding;
Supports auto-completion.
Screenshots (for those who really can't live without them):"]
Image
Instructions:
If you have previous version you must first remove old language file, to do so in Notepad++ open "Language/Define your language...", in "User language" box at the top select CK2, select "Remove".

The zip file contains two files - CK2.xml and CK2lang.xml. Place CK2.xml in directory where you installed "Notepad++/Notepad++/plugins/API" (default path would be "C:/Program Files/Notepad++/plugins/API"). Run Notepad++ open "Language/Define your language...", click Import and chose CK2lang.xml. Open "Settings/Preferences/Auto-Completion" and check "Enable auto-completion on each input" and "Function completion".

To change font:
In Notepad++ open "Settings/Style Configurator..." and select either Default Style or Global override with global font, global font size checkboxes enabled.

To change keyword colors:
In Notepad++ open "Language/Define your language...", in "User language" box at the top select CK2, next select "Keyword list" tab, there click on "Styler" button and change foreground color.

Download link:
Latest version is released on 27.03.2014 for CKII 2.1.1
http://www.mediafire.com/download/bbuk2ezxeuxids5/CK2_notepad++_language.7z (Mirror)
Last edited by talias; 27-03-2014 at 12:45.
[MODDING TOOL] base files for adding new provinces
Here is a little file kit to begin with mapmodding.
It consists in some modified files ready to receive new provinces to the game.

Note that it is only base files to begin with, you still have to do the modding work yourself.

I have freed some space to add 1000 landed provinces.


Files included :
-definitions.csv
-default.map
-positions.txt
-ACQS.csv (localisation for seas and lakes to put in your Mod)


How does it work ? Unzip whereever you want. Work on it.


>> DOWNLOAD LINK <<


Enjoy ! ArkO.

just to warn, I'm not sure it works correctly with the new provinces added in 1.06.
you can still start on this base. the only missing stuff are south-western african provinces (~15 provinces)
Posted by ArkO on 19-01-2013 01:54
[Mod-Tool] CK2-Cultures-Parser
Hi there,

I would like to introduce you to a tool program that I wrote. The tool is called "CK2-Cultures-Parser" and it is intended to help modders who wish to cross-link the given name lists of the vanilla game or of their own mods.

The tool is an executable which you can place in the directory where your "00_cultures.txt" file is located. You double-click the executable, it will automatically load the 00_cultures file into memory, and then you can pick one of two options:

1. Write the name lists from the 00_cultures.txt file into spreadsheet tables where linked names are put onto the same row, like this:
Image
2. Load the spreadsheet tables, process them into lists of properly linked names, and update the 00_cultures.txt file with these name lists.


Having the name lists in the form of tables that can be edited by a spreadsheet program is nice, because this allows you to easily check which names are linked and which aren't. You can create links between names in two ways:

Within the column that contains the name list for one culture, you can move a name up or down into the same row as another name to which you want it to be linked. If that name does not yet have a reference version, write one into the "reference" column on that row.
You can also simply add a "reference" name in the reference column, this will create a link to all other names with the same reference name. They don't have to be on the same row.


The ZIP file contains the executable, two sample spreadsheets created from the vanilla 00_cultures.txt file, and the C++ source code for the parser. (Don't bash me if you find it crude or inefficiently written, this was my C++ learning project.)
Download it through this attachment:
CK2-Cultures-Parser.zip

Some remarks:

Before you process a 00_cultures.txt file, you have to replace all tabs (\t) with spaces. Notepad++ will do this for you if you search & replace the expression \t with a couple of spaces. (Sorry for the inconvenience)
I built a couple of "safety catch" functions into the file, which will abort the program if something wasn't read properly. It will show you a pop-up saying "Ck2-Cultures-Parser.exe has stopped working. What do you want to do?" ignore this and try to read what it says in the black screen.
Don't use double-names that have a space in them. Four or five of these are in the vanilla 00_cultures.txt file ("Abu Bakr", "Ramon Berenguer", and some others) and they are fine, as long as you don't try to crosslink them. Use a dash to separate the two names instead.
Posted by Leviathan07 on 09-12-2012 09:36
[TOOL] CK2 Scenario Editor
CK2 Scenario Editor
Version 0.2.R3 (2014/3/31)
--------------------
Hello,

Crusader Kings 2 is sorely missing a tool to mod the game in a more "visual" way. At least I don't know of a tool that's been published around here.

I started to code an editor based upon the Clausewitz Scenario Editor.

In the moment it is in an early phase so much content is still missing. Still, it can already be used to edit and view a big chunk of the county and history files. I just figured posting it here early on will help me figure out 1) if anyone is interested and 2) what should be prioritized.

Many of the problems it currently has will be ironed out in upcoming versions and new things will be added (I take recommendations).

So try it out and tell me if it was of any use!
--------------------
System Requirements
Java 1.7. This is installed on practically all new computers these days, so you probably have it already.

Configuration
Open up the config.txt and edit in the installation directory of your game (maindir), your mods folder in user documents (modsdir) and the name of the mod you want to view (modname). Every line with a '#' at the start will be ignored.
It does NOT work with vanilla and with mods that are not put in the My Documents directory.
Then run scen-ed.bat


A (public) SVN repository for the editor is housed here: https://www.assembla.com/code/ck2scenar ... sion/nodes


Big thanks to Michael Myers for his work on the original tool
SCREENSHOTS:
Image
Image
Image

What's new in v0.2? Short answer: The Matcher Maker Utility

I've long ago announced this and as it fits my own needs I'll finally put it out here. Please test it but take care (i.e. backup your character files).

There's a new button in the bottom menu which will open the Match Maker.
This utility allows you to marry of the landowners for whatever year you have chosen. Pick a guy from the list on the left and a girl from the list on the right. They will be married and all his children will be made her children as well.

Due to how the tool is built (EU3 code written by Michael Myers) it is not that easy to just change a character here and there. That's why the tool rewrites ALL characters to a common "standardardized layout".

Please post any change requests to the tool in general and the Match Maker right here in this thread
Last edited by JonStryker; 10-09-2014 at 14:52.
[TOOL] Character Generator
As anyone who has done modding will likely know, adding characters is a tedious and mind-numbing process. Fortunately, I have a solution for you! This character generator creates as many random characters as you wish, with plenty of options to make sure they're exactly what you need. Just enter in the variables you want, and click "generate" and you'll be the proud new owner of as many as 10,000 new random characters to populate your world with!

You can now also open up your existing character files, and use the program to quickly and easily modify them, or just to view your characters and visually see where they fall in the timeline, and what their family relations are.
Image
Download Character Generator 1.7
Old:
Character Generator 1.6
Character Generator 1.5
Character Generator 1.4
Character Generator 1.3
Character Generator 1.2
Character Generator 1.1
Character Generator 1.0

Known Issues:
-Character panels are buggy for characters with a short lifespan.
-File/Edit buttons are non-functional.

Changelog:
1.7
-Added ability to import/export characters directly from character files.
-You can also import characters from the Output field if you wish.
-Fixed some bugs with how characters are arranged after being generated.
-When you generate parents for a character, the father is now the same dynasty as his son.
-The characters display screen should now always be large enough to show all of the characters in it.
-Characters now remember better who their parents and children are.
-If one of a character's base stats is set to -1, it won't be outputted, allowing them to have a random stat generated on game start.
1.6
-Added ability to generate contiguous Dynasties of characters between a Start and End date.
-Characters are now generated at random between the specified Start and End dates.
-"One More" button changed to ignore family size, so it always makes just one additional character.
-Nuclear and Extended families will now always have at least one child. Grand-children are likely, but not guaranteed.
-DNA can now be edited along with other character traits.
-Spouses, Children, and Parents can be added to existing characters.
-Timeline can now be navigated by clicking and dragging.
-Some behind the scenes changes to make things easier in the future. Might have created a few bugs I didn't catch.
1.5
-UI now displays gender for each character.
-Dynasty number is displayed after each character's name.
-Characters are color-coded by their dynasty.
-Timelines can be adjusted by dragging just the start and end dates, as well as moving the whole character.
-Characters can now be dragged up and down the list as well.
-Lines show family connections: Blue for marriage and red for children.
-Reference to Military changed to Martial (again).
1.4
-Added graphical UI that allows characters to be viewed on a timeline.
-Characters can be dragged around the timeline to change their birth/death dates in a rough fashion.
-Clicking on a character in the timeline will let you easily view and change their attributes in a tab on the right.
-Change: Name boxes can take input in the format used by the culture files. IE Roberto_Robert Timmy Jamie_James, etc.
-Change: Character output has been condensed to make the files shorter.
-Change: Set default ID and Dynasty to 1000000.
-Fix: Children are now born more sensibly.
-Fix: Military changed to Martial.
-Fix: Now possible to get Leaning educations.
1.3
-Change: Added ability to generate Couples, Nuclear Families, and Extended Families.
-Change: Added randomly generated DNA.
1.2
-Change: Added ability for lowborn characters.
-Change: birth=yes and death=yes instead of dates.
-Fix: Removed quotation marks around religion, culture, and dynasty.
-Fix: Will no longer sometimes produce duplicate traits.
1.1
-Added females
-Added random names
-Added congenital traits
-Added malus traits

Planned Features:
-More control over how characters are generated.
-Characters can be generated without base stats.
-Characters can be generated without traits.
-Characters' traits and base stats change over time.
-More interaction between generated characters.
-Loading culture names from game files.
-Creation of lines of unrelated characters over a time period.
-Output title files with generated characters assigned to them.
-Control over which type of education characters are likely to receive.
-Matrilineal marriages.


If you find any issues with the software, or if you have a feature you'd like to see implemented, just let me know and I'll try to make it work.
Last edited by AgentPaper; 17-12-2013 at 19:02.
iHippo wrote:
Can someone please upload latest version of HIP mod? Please,,, :oops:
http://hip.zijistark.com/releases/?C=M;O=D

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