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Post Post subject: Re: Crusader Kings II   
Posted: Thursday, 05 Feb 2015, 16:28   
Beginner Без звания
Joined: Tuesday, 09 Dec 2014, 10:16
Posts: 5
GeoDuck wrote:
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


Thank you so much friend! :laughing:


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Post Post subject: Re: Crusader Kings II   
Posted: Thursday, 05 Feb 2015, 21:51   
Beginner Без звания
Joined: Friday, 17 Oct 2014, 21:29
Posts: 5
can someone upload newest darkest hour patch please

http://forum.paradoxplaza.com/forum/sho ... -%28RC1%29


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Post Post subject: Re: Crusader Kings II   
Posted: Friday, 06 Feb 2015, 01:23   
Beginner Без звания
Joined: Friday, 23 Jan 2015, 00:51
Posts: 4
Hey, you guys are the best to start off.

Does anybody know the recent update change logs with HIP? Could you upload them? Thank you a million.

Just the new things with the newest version(s)

Thanks again! :)


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Post Post subject: Re: Crusader Kings II   
Posted: Friday, 06 Feb 2015, 04:30   
Advanced forumer Завсегдатай
Joined: Monday, 18 Nov 2013, 15:54
Posts: 64
Does anyone know if the CK2 To EU4: Converter Improvement Project has been discontinued?
if not can someone post its last version?

Edit: i am asking because i can't find it on steam workshop anymore.


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Post Post subject: Re: Crusader Kings II   
Posted: Friday, 06 Feb 2015, 09:06   
User Редкий гость
User avatar
Joined: Tuesday, 20 Oct 2009, 23:06
Posts: 29
colton1755 wrote:
Does anybody know the recent update change logs with HIP? Could you upload them? Thank you a million.
HIP update released - 2015-02-08
This is a general release with updates from EMF, Arko Armoiries (CoA), and Arko Interface. Note that if you run into any further issues with the Known Murderer modifier on children (there has been a report of it), you can simply choose not to install VIET to get around the issue.

Download! [ MediaFire Mirror ]
This update is fully save-compatible with previous releases for CKII 2.3.X.
The HIP version for CKII 2.2.1 will remain available until further notice.

Reminders:
SWMH does not include any part of India. This will be rectified in the future.
SWMH does not include a 769 start. There is no plan to add one.
SWMH does not currently include the winter mechanic. This will be rectified soon, along with an all-new NBRT+ that features custom, quality snow shaders.

EMF 3.06
  • [Scenario Customization Decision] New World Order
    • Give the map a facelift in a myriad number of new ways at any start date with this powerful new customization decision.
    • Dismantle the Christian empires (or just the HRE, or the Persian Empire, etc.) and add lots of new kingdoms within which to politick in its de jure kings mode.
    • Or, shatter the world (or just a part of it) into independent counties or duchies and use [optional] rapid conquest CBs to etch your own New World Order.
    • Invoke the decision multiple times in a row with different selections to terraform the map in more complex ways. Combine it with other customizations such as the day-1 'Convert to Merchant Republic' diplo-action, 'Feudalize Tribes,' or 'No CB Cooldowns.'
    • Unless you choose otherwise, players always get preference over AI rulers for de jure duke/king selection.
    • AI de jure duke / king random selection preference is first for current/previous de jure rulers (if the player so chooses), and whenever there was no preexisting de jure ruler, feudal > tribal > republic > theocracy.
    • All affected rulers surrender all but their capital province to local province barons, even in de jure dukes / kings modes. However, when in de jure dukes / kings modes, starting rulers get strong, pressed claims on the counties that they surrendered.
    • If an AI ruler's starting capital is not the province in their demesne with the most holdings, they will move their capital to their best demesne province before surrendering their extra counties. Player capitals are never automatically relocated.
    • When in de jure kings mode on the VANILLA map, de jure duchies will be auto-distributed to vassals whose capital is a given duchy's de jure capital. [Avoids vassal limit bootstrapping issues.]
    • When in de jure kings mode on the SWMH map, due to a major SWMH limitation, the above will be the case for some kingdoms (or selected duchies within them) but, otherwise, the remainder/all of the duchies in a kingdom will be given to their de jure king for manual distribution.
    • NWO replaces Shattered Balance:
      • The old "Rapid Conquest" CBs from Shattered Balance have been retrofitted (albeit lightly) and are now rid of a number of old bugs (e.g., no more usurpation of the Ecumenical Patriarchy, Papal State, or other weirdness).
      • No more support for the "immortals" option (sorry! EMF must politely insist on your death-- as many times as possible!)
  • [Scenario Customization Decision] Feudalize Tribes
    • This scenario customization decision allows you to instantly feudalize all tribes.
    • Also, it automatically builds a random but plausible distribution of additional castle, city, and temple holdings within the once-tribal provinces.
    • Want a slice of what Russia or any other such now-tribal region used to be like in 1066 or 867, before the map changes due to Charlemagne? Here you go.
  • Dynamic Flags:
    • For certain titles, the CoA for the title will be automatically adjusted according to certain dynamic rules (currently based upon holder culture and dynasty)
    • NOTE: Flags will only be updated immediately upon title inheritance, usurpation, creation, and on scenario startup. Otherwise, any other changes may take up to 2 years to be reflected.
    • For the Kingdom of England:
      • If the holder is a de Normandie, Plantagenet, or Norman-cultured, the Plantagenet Lions will be used
      • If the holder is Saxon-cultured, the Saxon Dragon will be used
      • If none of the above, the Cross of St. George will be used
    • For the Kingdom of Aragon:
      • If the holder is a de Barcelona, the dynasty's classic heraldry will be used
      • Otherwise, the default flag will be used
  • Previously defunct decision to 'Bring Child Home' restored in the form of a same-named diplo-action & special action alert: Kids in the wrong court (but not prisoners)? Bring 'em home.
  • (EMF+SWMH) Starting forces of the Normans, Saxons, and Norwegians in the Stamford Bridge start rebalanced
  • When negotiating to drop decadence ("straighten-up"), Ibadi/Kharijite targets now have a choice to join the Haruriyyah holy order like Shia/Sunni muslims do (vanilla omission)
  • Magyars no longer spawn additional event troops when they take the decision 'Create Hungary'
  • Magyar settlement event upon taking the decision 'Create Hungary' rewritten to be more robust and always find an appropriate ruler(s) to take the old Steppe holdings of the Magyars
  • SPECIAL_TROOPS_GRAPHICAL_FACTOR reduced to 4 from 20; players should see a lot fewer camels and horse archers on the map (and will see Byzantine Cataphract models with the right DLC)
  • Decision menu toggle state is now inherited upon player character death rather than resetting for each new character
  • 'Conscript Merchant Ships' decision no longer shows at top of decisions menu unless actually at war
  • AI tribals can now also use 'Raise Tribal Army' decision (spend prestige for a fixed-size mercenary unit while at war)
  • Distribute Recently Acquired Land:
    • As options for a county grant, decision no longer shows prisoners that are otherwise "best-fit" characters
    • Localisation of "best-fit" character options now includes their name (as well as their clickable portrait) and no longer suggests they're from your court (might be a vassal)
  • Higher-skilled chancellors no longer have a chance to fabricate a duchy claim if the targeted duchy is held by a merchant republic and it's their capital duchy
  • Natural death chances at ages 60-100 are now higher
  • Bishops now pay only 5% of their normal tax to an anti-pope if they are loyal to him rather than their liege (down from 10%, which is the amount the real Pope receives)
  • DOW_AGGRESSION_FACTOR raised to 0.6 from vanilla 0.5; the AI will be 20% more likely than vanilla to wage war when it has sufficient conditions (a CB, adequate troop ratio, etc.)
  • FIX: Rulers should no longer be converting to Judaism due to courtiers
  • FIX: Decision to 'Go on Hajj' for Muslims now works without the WoL theology focus
  • FIX: Isis can no longer be seduced
  • VANILLA FIX: Invalid Papacy claims (generated due to papal succession bug) cleared routinely to prevent wanton antipapacies
  • VANILLA FIX: 'Antiking Faction' CB and 'Depose Antipope' CB now have a workaround for the vanilla bug that's been rendering them useless since patch 2.3
  • VANILLA FIX: Removed 3 invalid vanilla event references from on_actions (could potentially cause random behavior, although none has been observed)
ARKO Armoiries
  • added Mamikonian dynastic CoA
  • new flags for Venice, all tiers
ARKO Interface
  • new character sheet (major)
  • new chronicle view
  • history view tweaked a bit
  • new chronicle icon
  • new nudge mod icon
  • chronicle shortcut (< and > to navigate)
  • new event pictures "battle scene" and "garden"
  • fixed imperial crown previously being beheaded, tweaked barional crown
  • tweaked siege_view background
  • wikipedia link button is back
HIP update released - 2015-01-24
This is another hotfix release. This fixes a critical issue with SWMH which was re-introduced in yesterday's release (2014-01-23). Since the releases are only a day apart, the previous version's changelogs are still included here in addition to the minor changes made in today's release.

Download! [ MediaFire Mirror ]
This update is fully save-compatible with previous releases for CKII 2.3.X.
The HIP version for CKII 2.2.1 will remain available until further notice.

Reminders:
SWMH does not include any part of India. This will be rectified in the future.
SWMH does not include a 769 start. There is no plan to add one.
SWMH does not currently include the winter mechanic. This will be rectified soon, along with an all-new NBRT+ that features custom, quality snow shaders.

EMF 3.05
  • VANILLA FIX: When using the 'Business' focus, no longer will rulers open up trade routes with landless characters such as Isis or rulers such as the Pope if, e.g., Muslim

EMF 3.04
  • Distribute Recently Acquired Land: Now shows clickable portraits for the [up to] two "best-fit" characters whom are options for title grant in its per-province prompt
  • EMF no longer uses any title history from Project Balance
  • Jewish councillor events now include an option to refuse and, if accepted, give appropriate sympathy traits and opinion modifiers so that the Jewish characters are more useful as councillors
  • Great Goddess Isis will no longer pick a WoL focus
  • Don't even think about 'pollinating' Isis
  • FIX: There should no longer be any issues with certain cultures using the wrong unit models when using either the vanilla or SWMH map [ ! ]
  • FIX: Great Goddess Isis's sexy new custom portrait is now actually working (again, thanks to Crakdtoothgrin for the portrait art!)
  • FIX: Magyar "settlement" event should now properly work

SWMH 2.855
  • FIX: Diplomacy bug (no AI reasoning for Invite to Court, Invite to Plot, etc.) which was re-introduced in yesterday's release is now fixed again [ ! ]

SWMH 2.854h
  • FIX: There should no longer be any issues with certain cultures using the wrong unit models [ ! ]
  • FIX: Added Paulician religious head title
  • FIX: Added several missing historical merchant republic patrician palaces
  • FIX: Emir of Seville (banu Abbad) in 1066 is no longer an unplayable theocracy

VIET 1.9.3
  • Added 3 moss flavored events
  • Added Random Mediterranean 2 music pack
  • Fixed on_actions referencing inexistent events, which caused, at the least, a bug where children got Known Murderer modifier nonsensically [ ! ]

CPR 2.11
  • Fixed some Levantine portraits not using early Muslim clothes in early start dates
  • Fixed custom portrait sets using Mongol child portraits when they're not supposed to be
HIP update released - 2015-01-23
This was a small hotfix release intended to relieve some issues with previous versions of HIP rather than add a bunch of new features. It is superseded by the [url="http://forum.paradoxplaza.com/forum/showthread.php?831868-HIP-update-released-2015-01-24"]2014-01-24 release[/url], which fixes a critical bug that was in this release.
HIP update released - 2015-01-16
This release is dedicated to HIP itself, a now-mighty confederation of smaller mods that joined forces with their first combined release just one day short of a year ago. Download and be merry, ye HIP patriots!

Download! [ MediaFire Mirror ]
This update is fully save-compatible with previous releases for CKII 2.3.X.
The HIP version for CKII 2.2.1 will remain available until further notice.

Reminders:
SWMH does not include any part of India. This will be rectified in the future.
SWMH does not include a 769 start. There is no plan to add one.
SWMH does not currently include the winter mechanic. This will be rectified soon, along with an all-new NBRT+ that features custom, quality snow shaders.

NOTE:
CPR now additionally requires the following DLCs: Iberian Portraits, Early Western Clothing Pack, and Early Eastern Clothing Pack

EMF 3.03
  • Updated for CKII v2.3.2
  • [Scenario Customization Decision] Convert to Merchant Republic
    • This scenario customization decision converts your feudal ruler into the Doge of a new, independent, and optionally de jure kingdom-tier merchant republic.
    • The 4 rival patrician families will be auto-generated by the game once you unpause. Similarly, note that you also cannot build trade posts until immediately after unpausing the game (day 2).
    • Cool extra, related feature: there is now a special 'Convert to Merchant Republic' diplo-action available upon essentially any coastal feudal ruler (but only before unpausing the game). With this diplo-action, you can create AI merchant republics-- and still choose whether they're de jure kingdom-tier or simple duke-tier-- wherever you damn well please. Paint the map.
  • [Scenario Customization Decision] No CB Cooldowns
    • You may now choose whether to disable all CB "cooldowns" (for all rulers) via the new customization decisions menu (affects holy war, county conquest, republics, subjugation, tribal invasion, etc.)
    • Can be enacted at any time but is currently irreversible once enacted
  • More Crown Authority, More Money
    • All non-default increments of crown authority laws now grant an additional +2.5% feudal, city, and clergy tax. This can add up very quickly, especially for feudal tax in large realms.
    • If you can set legal precedent in favor of the crown on any subject (protected inheritance, internal king's peace, etc.), it is reasonable to expect that the same crown would be able to require / demand slightly higher taxes, ceteris paribus. Naturally, raising crown authority also reduces vassal opinion and may put you at risk of revolts (just as always), so the pay-off isn't fundamental.
    • This makes pursuing centralization of power with the crown a more lucrative business, if nothing else. While each crown law has always had its strategic benefits, it has never been more clear that centralization of power with the crown is, in essence, theoretically good for the crown.
    • Now perhaps you can finally afford those shiny retinues in order to crush the consequent rebellions of disempowered nobles! [ More work to be done soon on better rebellions, though! ]
  • Distribute Recently Acquired Land
    • Decision now also works for counties acquired through inheritance
    • Cosmetic improvements (some automatically-generated tooltips were misleading, and a [wrong] character portrait was shown under certain conditions)
    • Once decision is taken, it will now prompt for the full set of recently-acquired counties and no longer stop once your character is no longer over their demesne limit. Simply choose not to grant what you want to keep, and remember, even if it's recently-acquired, you'll never be prompted about anything in your capital duchy.
    • Now also searches your court for up to 2 best-fit candidates for each province and allows the option to select one of these instead of a new, random character when prompting for each province
    • Now applies the proper Indian caste trait to newly-created characters, if relevant
    • Newly-created characters will have a stewardship education rather than a fully-random education.
    • Vanilla's 'Ask For Help Managing Titles' decision is now disabled unless your chancellor is another player; EMF's decision is safer and more reliable.
  • Ruler Designer Unlocked
    • There is now no need to use external mods such as "Ruler Designer Unlocked!" with EMF (no age costs).
    • You can add whatever traits to your character that you please and set whatever character properties that you like. Ruler-design responsibly, ahem.
    • You may customize your age exactly from 16-79 with any combination of the 6 age customizer traits in the Ruler Designer (+1 year, +2 years, +4 years, ..., +32 years). These "age traits" disappear within a few days of unpausing.
  • Great Goddess Isis of Duat now has her very own sexy portrait set and a proper Ancient Egyptian religion icon (portrait art thanks to Crakdtoothgrin!)
  • AI rulers won't use de jure county claims, de jure duchy claims, or third-party de jure county claims to conquer AI merchant republics' capitals unless they are themselves another merchant republic and not part of the same greater realm
  • AI decision to seduce as well as tendency to pick the seduction focus has been yet further nerfed
  • When using the Pagan Subjugation CB, it is now only necessary to share a border with the enemy in the target kingdom-- not to actually be landed within the target kingdom too (plus some other changes)
  • Independence Faction is less likely to jump the gun on ultimatums at relatively low faction power ratios
  • [Ambition] Disabled Find Hobby ambition when Way of Life DLC is active; Find Hobby is not currently compatible with the Way of Life lifestyle trait distribution method
  • OPTIMIZED: Dynamic levy efficiency laws are now only applied to a ruler's primary title rather than all primary-tier titles and should automatically copy whenever their primary title changes (plus other optimizations)
  • OPTIMIZED/FIXED: AI no longer uses employment decisions to randomly spawn courtiers of various types, as in vanilla-- far fewer random courtiers will be spawned and may fix a stability issue
  • FIX: Religious Reconquest now, like standard Holy War, allows Reformed Norse to wage war over sea zones
  • FIX: Bulgarian Empire title creation conditions now consistent with other empire titles (minimum realm size of 120)
  • FIX: AI Lucky Rulers are no longer subject to trait restrictions when attempting to use the Pagan Subjugation CB _outside_ their capital de jure kingdom (same restrictions as players)
  • FIX: The Autonomy Faction's remove_internal_peace CB had 3 on_add sections (duplicate); it now has one, as it should
  • MINOR: Vassal AIs must be king-tier or higher to fabricate claims outside their realm; however, vassal duke AIs may do so as well if the target realm's top liege is a player (like previously)
  • MINOR: All councillor ambitions use expectation_of_liege = yes to hint the AI
EU4 Converter
  • Now works as desired for EU4 1.9.X (vanilla map only-- SWMH support isn't coming soon)
VIET 1.9.2
  • Added 5 Christmas flavor events
  • Added 27 Republic marriage events (i.e. patricians find a wife)
  • Added Orthodox Chant and Middle East 4 music pack
  • Tweaked some of the events that spawn random characters to give them appropriate dynasty names from their culture
  • Fixed missing volcano event pics
  • Fixed hordes of Mazdean chickens and screws appearing in Constantinople
CPR 2.10
  • Custom Portrait Sets
    These cultures use custom portrait sets and associated cultures that are otherwise unused in-game, but can be utilized in ruler designer and/or modded to be on other cultures. This was a compromise I've done to still allow some sort of customization for users without resorting to having a gazillion customization options per se. Credits to Urzhail64 for the idea.
    • urzhailculturegfx portrait set combining a Western appearance with Greek clothing and hair (Urzhailian culture)
    • commiegfx portrait set combining a Western appearance with Russian clothing and hair (Commie culture)
    • Otaku culture using otakugfx
    • Azn culture using chinesegfx
  • Other Additions
    • Added basquegfx portrait set for Basques, Visigoths, and Suebi, combining a Western appearance with Iberian clothing and hair
    • Added occitangfx portrait set for Occitans, French, Lombards, and Ashkenazi, combining a Western appearance and clothing with Iberian hair
    • Readded saxongfx portrait set, combining Western appearance, Saxon/Celtic clothes (for early/later portraits) with Christian Norse hair
    • Levantinegfx and berbergfx now use early Muslim clothes in appropriate time periods
    • Ethiopiangfx now uses early Byzantine clothes in appropriate time periods
    • Serbians now use bohemiangfx
    • Tweaked placement of beards for steppegfx
    • Occitangfx now has more hair color variety
    • Saxongfx uses Norse child portraits
    • Frankish culture now uses frankishgfx (no effect in-game)
SWMH 2.854g
  • FIX: e_seljuk_turks is no longer tribe=yes and landless=yes
  • FIX: k_avaria and k_lombardy titles added for their CoA references in title history
  • FIX: Added missing Kharijite caliphate title
HIP special update released - 2014-12-23
Merry Christmas! This special release is primarily to address a major (and the last! ever!) bug in SWMH and add Arko's Interface compatch for patch 2.3 to the download.

Download!
This update should not break saves, but due to all the title/history fixes in SWMH, a new game would be preferable.
The HIP version for CKII 2.2.1 will remain available until further notice.


Reminders:
SWMH does not include any part of India. This will be rectified in the future.
SWMH does not include a 769 start. There is no plan to add one.
SWMH does not currently include the winter mechanic. This will probably be rectified Soon™.
Ziji is basically Santa Claus.


SWMH 2.854e
  • 999 bugfixes and consistency improvements on the wall, 999 bugfixes...
  • Diplomacy interactions that require AI reasoning now all work and display the AI reasoning tooltip correctly again (should be the end of patch 2.3 weirdness)
ARKOPack Interface:
  • Compatibility patch for CKII 2.3
EMF 3.02:
  • Seduction:
    • Optimization of the seduction focus's CPU overhead (reduced the amount of conditions that need to be constantly evaluated by any given AI considering other AIs for seduction)
    • If the target is chaste, you cannot seduce them if they're married or already have a lover
    • AI will not seduce zealous, non-pagan married women-- thanks to cybrxkhan's STOP (Stop The Orgy, Please!) mini-mod for this idea in particular (the rest of STOP's rules are now covered by EMF too, though with some differences)
    • AI is now interested in targets that have the *cough* 'Well-Endowed' (Fertile) trait from VIET (worth half as much as Attractive targets); if target has both traits, the weighting stacks additively
    • AI won't pick the seduction _focus_ if craven
    • If AI already has at least one lover, it must be lustful to pick the seduction _focus_
    • If AI has at least 3 lovers, it will never pick the seduction _focus_ (and cancel it once cancellation is allowed, if already picked)
    • AI base rate of seduction reduced by approx. 3-fold
    • Unless AI is lustful, they will not seduce anyone if they already have a lover
    • AI will never seduce if they become infirm after focus selection
    • AI will not seduce targets that are celibate, eunuchs, or infirm
    • AI will not seduce if the target has a negative VIET congenital trait that makes them unattractive (e.g., Wrymouth); vanilla already does this for its relevant negative congenital traits
    • AI will be 1/3 as interested in seducing any given target for each additional lover beyond their first (multiplicative stacking)
  • Focus can be changed once every 4 years rather than 5 now
  • Various minor defines tweaks
  • FIX: Rebel leaders should now be able to raise levies of fellow revolters
  • MINOR: Decision 'Found a Merchant Republic' now converts the capital _holding_ of the tribe to a city rather than converting the capital _province_ to a republic (should be equivalent, but map issues can affect this)
Project Balance 5.01
  • Fixed an issue with the culture conversion events 55000 and 55001
Akagami.d wrote:
Does anyone know if the CK2 To EU4: Converter Improvement Project has been discontinued?
if not can someone post its last version?.
It's still under development, but it's not up-to-date.
The CK2-EU4 Converter Improvement Project
Since the release of Europa Universalis IV many have had the joy of being able to bring their Crusader Kings II games into EUIV. The mod is designed to take the EU4 converter and fix the bugs still present while adding several enhancements.

Download Link
Compatible with Crusader Kings 2.1.6 and Europa Universalis IV 1.7
You need the Europa Universalis IV Converter DLC to use this
Not currently supported. Use at your own Risk!

--Instructions--
1. Extract the mod into the mod folder (Use the one in my Documents)
2. Run the mod
3. When your ready to convert take take the 'Prepare game for EU4 conversion' decision. Make sure the game is paused. You must do this to convert the game properly. Once you run the decision you will be unable to continue your current game.
4. Convert your game as normal
5. The converter mod runs several events in the background to create the correct startup. Run the converted game for 3 to 4 days to see the proper setup.

--Current Features--
-Better Techgroups and Governments
-Culture Splitting
-Dynamic Ideas system
-Improved TAG Conversion
-Smarter Core Generation
-Revised Heresy
-Many bugfixes and adjustments for better compatibility between both CK2 and EU4

--Planned Features--
1. Continued improvement and maintenance
2. New ideas for CK2 exclusive cultures.
3. Add new events and decisions for CKII exclusive religions and cultures.
4. ???

--Patch Notes--
0.25b
- Fixed bug with The Knights reverting to vanilla history
- Anglo-Saxon Ideas should no longer appear twice

0.25a
- Fixed bug with Ethiopia reverting to vanilla history
- Many new Nation mappings added thanks to Kljunas
- Mongolian culture now splits between Tartar or Siberian based on region
- Fixed theocracy misspellings.
- Fixed the Russian region being too small in several checks.
- Welsh Ideas should no longer appear twice

0.25
- Heresy conversion overhauled. Heresies will now convert into their own unique Religion with a sufficient number of provinces.
- Bogomilist, Cathar, Druze, Fraticelli, Hurufi, Iconoclast, Karaite, Lollard, Manichean, Mazdaki, Messalian, Monothelite, Paulician, Samaritan, Waldensian, Yazidi, Zikri religions added.
- Events and decisions updated to work for the new religions.
- 'Prepare game for EU4 conversion' decision added to CK2. This is now required to properly convert to EU4.
- Welsh National Ideas added
- Tweaked the bonuses for already existing religions
- Culture Revolter nations replaced with ones that don't convert to an existing nation
- Fixed bug that would cause EU4 to slowdown midgame.
- Non-eastern/western Feudal Monarchies turn into Despotic Monarchies.
- Muslim vassals of 5 cities or below turn into Iqtas.
- Prussian Culture added
- 'Techhopping' added. Allows for greater spread of Western Tech under the correct circumstances.
- Many more minor tweaks and changes
0.16a
-Fixed bug where ideas couldn't be taken
-Ideas, Decisions and Techgroups updated for 'Res Publica'
-Added missing localizations for Alania
-Nestorian is no longer the exact same color as Coptic

0.16
-rageair's Better Techgroups and Governments added
-Improved keytium's Culture Splitting
-Turks now split into Turkmeni if they are in Central Asia
-Improved how cores are assigned
-Unique cores now given for CK2 exclusive cultures
-Theocracy ideas now given greater priority and Hashashin ideas now given to any Shiite Theocracy
-The Teutonic Order version of the Prussian Nation decision can be taken by any Theocracy that fulfils the following requirements; owns province Marienburg and is either protestant, reformed or catholic_heresy (+ base game requirements).
-The Brandenburg version of the Prussian Nation decision can be taken by any HRE Elector that fulfils the following requirements; owns province Brandenburg and is either protestant, reformed or catholic_heresy (+ base game requirements).
-The regular version of the Prussian Nation decision can be taken by any nation that fulfils the following requirements; is either protestant, reformed or catholic_heresy (+ base game requirements).
-The AI will do the Scandinavian decision, it used to be 'ai_will_do = 0'.
-Courland can be formed by any Theocracy that fulfils the following requirements; is either prussian or old prussian and is either protestant, reformed or catholic_heresy (+ base game requirements).
-Austria can be formed by any nation with austrian primary culture, not just Styria.
-Anglo-Saxon province localization for all of Britain by Mr Repwoc
-More Welsh province localizations by Mr Repwoc
-Fixed bug where Trade Company could not be formed if Sunset Invasion is enabled.

0.15
-Anglo-Saxon ideas by Mr Repwoc
-Anglo-Saxon and Welsh localizations for English Provinces by Mr Repwoc
-German, Italian and Russian cultures now split. Event by keytium
-Ostfriesland now converts to East Frisia
-Better distribution of cores by keytium
-Religious rebels now all have temporary flags.

0.12
-Most of the Steppe Cultures now Convert to the Altaic Culture Group
-Levantine Arabic culture now Converts to Syrian
-Switzerland now converts to its EU4 equivalent
-Very small Dutch states now get German ideas
-Updated the Sunset Invasion units

0.11a
-Fixed bug with Nestorian Rebel Localizations
-Fixed bug with England Formation Event

0.11
-Koln, Sonhay, and Milano now convert to their EU4 equivalents
-Germans can now take the decision to form Germany
-Anglo-Saxons can now take the decision to form England

0.1a
-Fixed Bug where Nestorian wasn't properly defined.

0.1
-rageair's Dynamic Ideas System added
-Nestorian Religion added
-Rome can no longer get the decision to form Byzantium
-Fixed Typo in Iroquois history file
-Fixed Typo in religion table
0.04
-Heresy colors redone again
-Nestorian now converts to Coptic
-Afghan, Baloch and Kurdish cultures now properly assigned
-If Yorkshire is held by a Norse cultured country it will be renamed Jorvik
-Egyptian now uses it's EU4 equivalent rather than a custom culture

0.03
-Paulician now properly converts
-Norse now need to reform to get the Norse religion.
-Heresy colors are now different.

0.02
-Khanty, Kirghiz and Karluk cultures added
-Abyssinia now becomes Ethiopia in EU4

0.01
-Ibadi and Miaphyiste now convert into Ibadi and Coptic respectively
-Messilian now converts into Orthodox instead of noreligon
-Judaism and Jain now both have their proper Icons in province view.

Please report any bugs or issues. I'm also open to any suggestions on how to improve the converter.

Special Thanks

Mr Repwoc for Anglo-Saxon and Welsh ideas. Anglo-Saxon and Welsh localisations.
Kljunas for Nation Mappings

Developers
Cuthuthulu, rageair and keytium


Last edited by GeoDuck on Monday, 09 Feb 2015, 12:57, edited 1 time in total.

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 Profile  

Post Post subject: Re: Crusader Kings II   
Posted: Friday, 06 Feb 2015, 15:09   
Beginner Без звания
Joined: Friday, 06 Feb 2015, 14:58
Posts: 5
Hey guys does anyone how to make "Your Personal Castle" mod work with ?

i'm enabling it but never get any hint that the mod is actually active. Tried it with vanilla ,CK2+ , and HIP.

thanks.


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Post Post subject: Re: Crusader Kings II   
Posted: Friday, 06 Feb 2015, 16:14   
Beginner Без звания
Joined: Sunday, 22 Aug 2010, 12:56
Posts: 5
fluxywild wrote:
Hey guys does anyone how to make "Your Personal Castle" mod work with ?

i'm enabling it but never get any hint that the mod is actually active. Tried it with vanilla ,CK2+ , and HIP.

thanks.

with hip i'm sure that it works because i used with it!


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Post Post subject: Re: Crusader Kings II   
Posted: Friday, 06 Feb 2015, 17:48   
Beginner Без звания
Joined: Friday, 06 Feb 2015, 14:58
Posts: 5
How do you activate it?

no prompts or event show up in my game at all.


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Post Post subject: Re: Crusader Kings II   
Posted: Friday, 06 Feb 2015, 18:04   
User Редкий гость
Joined: Wednesday, 05 Nov 2014, 05:14
Posts: 24
Thanks a lot Geoduck; that was a lot of uploads you had here :razz:

A Game of Thrones v0.9.2 compatible with WOL and 2.3.2 patch has just been released not long ago.

You can get it here :

Spoiler
http://citadel.prophpbb.com/topic7929.html


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Post Post subject: Re: Crusader Kings II   
Posted: Saturday, 07 Feb 2015, 01:57   
Advanced forumer Завсегдатай
Joined: Monday, 18 Nov 2013, 15:54
Posts: 64
Thanks GeoDuck. Maybe this old version will be useful for me. The code that make all wars invalid will hopefully make it stop crashing when i try to convert :).


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Post Post subject: Re: Crusader Kings II   
Posted: Saturday, 07 Feb 2015, 05:10   
Beginner Без звания
Joined: Friday, 23 Jan 2015, 00:51
Posts: 4
GeoDuck wrote:
colton1755 wrote:
Does anybody know the recent update change logs with HIP? Could you upload them? Thank you a million.
HIP update released - 2015-01-24
This is another hotfix release. This fixes a critical issue with SWMH which was re-introduced in yesterday's release (2014-01-23). Since the releases are only a day apart, the previous version's changelogs are still included here in addition to the minor changes made in today's release.

Download! [ MediaFire Mirror ]
This update is fully save-compatible with previous releases for CKII 2.3.X.
The HIP version for CKII 2.2.1 will remain available until further notice.

Reminders:
SWMH does not include any part of India. This will be rectified in the future.
SWMH does not include a 769 start. There is no plan to add one.
SWMH does not currently include the winter mechanic. This will be rectified soon, along with an all-new NBRT+ that features custom, quality snow shaders.

EMF 3.05
  • VANILLA FIX: When using the 'Business' focus, no longer will rulers open up trade routes with landless characters such as Isis or rulers such as the Pope if, e.g., Muslim

EMF 3.04
  • Distribute Recently Acquired Land: Now shows clickable portraits for the [up to] two "best-fit" characters whom are options for title grant in its per-province prompt
  • EMF no longer uses any title history from Project Balance
  • Jewish councillor events now include an option to refuse and, if accepted, give appropriate sympathy traits and opinion modifiers so that the Jewish characters are more useful as councillors
  • Great Goddess Isis will no longer pick a WoL focus
  • Don't even think about 'pollinating' Isis
  • FIX: There should no longer be any issues with certain cultures using the wrong unit models when using either the vanilla or SWMH map [ ! ]
  • FIX: Great Goddess Isis's sexy new custom portrait is now actually working (again, thanks to Crakdtoothgrin for the portrait art!)
  • FIX: Magyar "settlement" event should now properly work

SWMH 2.855
  • FIX: Diplomacy bug (no AI reasoning for Invite to Court, Invite to Plot, etc.) which was re-introduced in yesterday's release is now fixed again [ ! ]

SWMH 2.854h
  • FIX: There should no longer be any issues with certain cultures using the wrong unit models [ ! ]
  • FIX: Added Paulician religious head title
  • FIX: Added several missing historical merchant republic patrician palaces
  • FIX: Emir of Seville (banu Abbad) in 1066 is no longer an unplayable theocracy

VIET 1.9.3
  • Added 3 moss flavored events
  • Added Random Mediterranean 2 music pack
  • Fixed on_actions referencing inexistent events, which caused, at the least, a bug where children got Known Murderer modifier nonsensically [ ! ]

CPR 2.11
  • Fixed some Levantine portraits not using early Muslim clothes in early start dates
  • Fixed custom portrait sets using Mongol child portraits when they're not supposed to be
HIP update released - 2015-01-23
This was a small hotfix release intended to relieve some issues with previous versions of HIP rather than add a bunch of new features. It is superseded by the [url="http://forum.paradoxplaza.com/forum/showthread.php?831868-HIP-update-released-2015-01-24"]2014-01-24 release[/url], which fixes a critical bug that was in this release.
HIP update released - 2015-01-16
This release is dedicated to HIP itself, a now-mighty confederation of smaller mods that joined forces with their first combined release just one day short of a year ago. Download and be merry, ye HIP patriots!

Download! [ MediaFire Mirror ]
This update is fully save-compatible with previous releases for CKII 2.3.X.
The HIP version for CKII 2.2.1 will remain available until further notice.

Reminders:
SWMH does not include any part of India. This will be rectified in the future.
SWMH does not include a 769 start. There is no plan to add one.
SWMH does not currently include the winter mechanic. This will be rectified soon, along with an all-new NBRT+ that features custom, quality snow shaders.

NOTE:
CPR now additionally requires the following DLCs: Iberian Portraits, Early Western Clothing Pack, and Early Eastern Clothing Pack

EMF 3.03
  • Updated for CKII v2.3.2
  • [Scenario Customization Decision] Convert to Merchant Republic
    • This scenario customization decision converts your feudal ruler into the Doge of a new, independent, and optionally de jure kingdom-tier merchant republic.
    • The 4 rival patrician families will be auto-generated by the game once you unpause. Similarly, note that you also cannot build trade posts until immediately after unpausing the game (day 2).
    • Cool extra, related feature: there is now a special 'Convert to Merchant Republic' diplo-action available upon essentially any coastal feudal ruler (but only before unpausing the game). With this diplo-action, you can create AI merchant republics-- and still choose whether they're de jure kingdom-tier or simple duke-tier-- wherever you damn well please. Paint the map.
  • [Scenario Customization Decision] No CB Cooldowns
    • You may now choose whether to disable all CB "cooldowns" (for all rulers) via the new customization decisions menu (affects holy war, county conquest, republics, subjugation, tribal invasion, etc.)
    • Can be enacted at any time but is currently irreversible once enacted
  • More Crown Authority, More Money
    • All non-default increments of crown authority laws now grant an additional +2.5% feudal, city, and clergy tax. This can add up very quickly, especially for feudal tax in large realms.
    • If you can set legal precedent in favor of the crown on any subject (protected inheritance, internal king's peace, etc.), it is reasonable to expect that the same crown would be able to require / demand slightly higher taxes, ceteris paribus. Naturally, raising crown authority also reduces vassal opinion and may put you at risk of revolts (just as always), so the pay-off isn't fundamental.
    • This makes pursuing centralization of power with the crown a more lucrative business, if nothing else. While each crown law has always had its strategic benefits, it has never been more clear that centralization of power with the crown is, in essence, theoretically good for the crown.
    • Now perhaps you can finally afford those shiny retinues in order to crush the consequent rebellions of disempowered nobles! [ More work to be done soon on better rebellions, though! ]
  • Distribute Recently Acquired Land
    • Decision now also works for counties acquired through inheritance
    • Cosmetic improvements (some automatically-generated tooltips were misleading, and a [wrong] character portrait was shown under certain conditions)
    • Once decision is taken, it will now prompt for the full set of recently-acquired counties and no longer stop once your character is no longer over their demesne limit. Simply choose not to grant what you want to keep, and remember, even if it's recently-acquired, you'll never be prompted about anything in your capital duchy.
    • Now also searches your court for up to 2 best-fit candidates for each province and allows the option to select one of these instead of a new, random character when prompting for each province
    • Now applies the proper Indian caste trait to newly-created characters, if relevant
    • Newly-created characters will have a stewardship education rather than a fully-random education.
    • Vanilla's 'Ask For Help Managing Titles' decision is now disabled unless your chancellor is another player; EMF's decision is safer and more reliable.
  • Ruler Designer Unlocked
    • There is now no need to use external mods such as "Ruler Designer Unlocked!" with EMF (no age costs).
    • You can add whatever traits to your character that you please and set whatever character properties that you like. Ruler-design responsibly, ahem.
    • You may customize your age exactly from 16-79 with any combination of the 6 age customizer traits in the Ruler Designer (+1 year, +2 years, +4 years, ..., +32 years). These "age traits" disappear within a few days of unpausing.
  • Great Goddess Isis of Duat now has her very own sexy portrait set and a proper Ancient Egyptian religion icon (portrait art thanks to Crakdtoothgrin!)
  • AI rulers won't use de jure county claims, de jure duchy claims, or third-party de jure county claims to conquer AI merchant republics' capitals unless they are themselves another merchant republic and not part of the same greater realm
  • AI decision to seduce as well as tendency to pick the seduction focus has been yet further nerfed
  • When using the Pagan Subjugation CB, it is now only necessary to share a border with the enemy in the target kingdom-- not to actually be landed within the target kingdom too (plus some other changes)
  • Independence Faction is less likely to jump the gun on ultimatums at relatively low faction power ratios
  • [Ambition] Disabled Find Hobby ambition when Way of Life DLC is active; Find Hobby is not currently compatible with the Way of Life lifestyle trait distribution method
  • OPTIMIZED: Dynamic levy efficiency laws are now only applied to a ruler's primary title rather than all primary-tier titles and should automatically copy whenever their primary title changes (plus other optimizations)
  • OPTIMIZED/FIXED: AI no longer uses employment decisions to randomly spawn courtiers of various types, as in vanilla-- far fewer random courtiers will be spawned and may fix a stability issue
  • FIX: Religious Reconquest now, like standard Holy War, allows Reformed Norse to wage war over sea zones
  • FIX: Bulgarian Empire title creation conditions now consistent with other empire titles (minimum realm size of 120)
  • FIX: AI Lucky Rulers are no longer subject to trait restrictions when attempting to use the Pagan Subjugation CB _outside_ their capital de jure kingdom (same restrictions as players)
  • FIX: The Autonomy Faction's remove_internal_peace CB had 3 on_add sections (duplicate); it now has one, as it should
  • MINOR: Vassal AIs must be king-tier or higher to fabricate claims outside their realm; however, vassal duke AIs may do so as well if the target realm's top liege is a player (like previously)
  • MINOR: All councillor ambitions use expectation_of_liege = yes to hint the AI
EU4 Converter
  • Now works as desired for EU4 1.9.X (vanilla map only-- SWMH support isn't coming soon)
VIET 1.9.2
  • Added 5 Christmas flavor events
  • Added 27 Republic marriage events (i.e. patricians find a wife)
  • Added Orthodox Chant and Middle East 4 music pack
  • Tweaked some of the events that spawn random characters to give them appropriate dynasty names from their culture
  • Fixed missing volcano event pics
  • Fixed hordes of Mazdean chickens and screws appearing in Constantinople
CPR 2.10
  • Custom Portrait Sets
    These cultures use custom portrait sets and associated cultures that are otherwise unused in-game, but can be utilized in ruler designer and/or modded to be on other cultures. This was a compromise I've done to still allow some sort of customization for users without resorting to having a gazillion customization options per se. Credits to Urzhail64 for the idea.
    • urzhailculturegfx portrait set combining a Western appearance with Greek clothing and hair (Urzhailian culture)
    • commiegfx portrait set combining a Western appearance with Russian clothing and hair (Commie culture)
    • Otaku culture using otakugfx
    • Azn culture using chinesegfx
  • Other Additions
    • Added basquegfx portrait set for Basques, Visigoths, and Suebi, combining a Western appearance with Iberian clothing and hair
    • Added occitangfx portrait set for Occitans, French, Lombards, and Ashkenazi, combining a Western appearance and clothing with Iberian hair
    • Readded saxongfx portrait set, combining Western appearance, Saxon/Celtic clothes (for early/later portraits) with Christian Norse hair
    • Levantinegfx and berbergfx now use early Muslim clothes in appropriate time periods
    • Ethiopiangfx now uses early Byzantine clothes in appropriate time periods
    • Serbians now use bohemiangfx
    • Tweaked placement of beards for steppegfx
    • Occitangfx now has more hair color variety
    • Saxongfx uses Norse child portraits
    • Frankish culture now uses frankishgfx (no effect in-game)
SWMH 2.854g
  • FIX: e_seljuk_turks is no longer tribe=yes and landless=yes
  • FIX: k_avaria and k_lombardy titles added for their CoA references in title history
  • FIX: Added missing Kharijite caliphate title
HIP special update released - 2014-12-23
Merry Christmas! This special release is primarily to address a major (and the last! ever!) bug in SWMH and add Arko's Interface compatch for patch 2.3 to the download.

Download!
This update should not break saves, but due to all the title/history fixes in SWMH, a new game would be preferable.
The HIP version for CKII 2.2.1 will remain available until further notice.


Reminders:
SWMH does not include any part of India. This will be rectified in the future.
SWMH does not include a 769 start. There is no plan to add one.
SWMH does not currently include the winter mechanic. This will probably be rectified Soon™.
Ziji is basically Santa Claus.


SWMH 2.854e
  • 999 bugfixes and consistency improvements on the wall, 999 bugfixes...
  • Diplomacy interactions that require AI reasoning now all work and display the AI reasoning tooltip correctly again (should be the end of patch 2.3 weirdness)
ARKOPack Interface:
  • Compatibility patch for CKII 2.3
EMF 3.02:
  • Seduction:
    • Optimization of the seduction focus's CPU overhead (reduced the amount of conditions that need to be constantly evaluated by any given AI considering other AIs for seduction)
    • If the target is chaste, you cannot seduce them if they're married or already have a lover
    • AI will not seduce zealous, non-pagan married women-- thanks to cybrxkhan's STOP (Stop The Orgy, Please!) mini-mod for this idea in particular (the rest of STOP's rules are now covered by EMF too, though with some differences)
    • AI is now interested in targets that have the *cough* 'Well-Endowed' (Fertile) trait from VIET (worth half as much as Attractive targets); if target has both traits, the weighting stacks additively
    • AI won't pick the seduction _focus_ if craven
    • If AI already has at least one lover, it must be lustful to pick the seduction _focus_
    • If AI has at least 3 lovers, it will never pick the seduction _focus_ (and cancel it once cancellation is allowed, if already picked)
    • AI base rate of seduction reduced by approx. 3-fold
    • Unless AI is lustful, they will not seduce anyone if they already have a lover
    • AI will never seduce if they become infirm after focus selection
    • AI will not seduce targets that are celibate, eunuchs, or infirm
    • AI will not seduce if the target has a negative VIET congenital trait that makes them unattractive (e.g., Wrymouth); vanilla already does this for its relevant negative congenital traits
    • AI will be 1/3 as interested in seducing any given target for each additional lover beyond their first (multiplicative stacking)
  • Focus can be changed once every 4 years rather than 5 now
  • Various minor defines tweaks
  • FIX: Rebel leaders should now be able to raise levies of fellow revolters
  • MINOR: Decision 'Found a Merchant Republic' now converts the capital _holding_ of the tribe to a city rather than converting the capital _province_ to a republic (should be equivalent, but map issues can affect this)
Project Balance 5.01
  • Fixed an issue with the culture conversion events 55000 and 55001
Akagami.d wrote:
Does anyone know if the CK2 To EU4: Converter Improvement Project has been discontinued?
if not can someone post its last version?.
It's still under development, but it's not up-to-date.
The CK2-EU4 Converter Improvement Project
Since the release of Europa Universalis IV many have had the joy of being able to bring their Crusader Kings II games into EUIV. The mod is designed to take the EU4 converter and fix the bugs still present while adding several enhancements.

Download Link
Compatible with Crusader Kings 2.1.6 and Europa Universalis IV 1.7
You need the Europa Universalis IV Converter DLC to use this
Not currently supported. Use at your own Risk!

--Instructions--
1. Extract the mod into the mod folder (Use the one in my Documents)
2. Run the mod
3. When your ready to convert take take the 'Prepare game for EU4 conversion' decision. Make sure the game is paused. You must do this to convert the game properly. Once you run the decision you will be unable to continue your current game.
4. Convert your game as normal
5. The converter mod runs several events in the background to create the correct startup. Run the converted game for 3 to 4 days to see the proper setup.

--Current Features--
-Better Techgroups and Governments
-Culture Splitting
-Dynamic Ideas system
-Improved TAG Conversion
-Smarter Core Generation
-Revised Heresy
-Many bugfixes and adjustments for better compatibility between both CK2 and EU4

--Planned Features--
1. Continued improvement and maintenance
2. New ideas for CK2 exclusive cultures.
3. Add new events and decisions for CKII exclusive religions and cultures.
4. ???

--Patch Notes--
0.25b
- Fixed bug with The Knights reverting to vanilla history
- Anglo-Saxon Ideas should no longer appear twice

0.25a
- Fixed bug with Ethiopia reverting to vanilla history
- Many new Nation mappings added thanks to Kljunas
- Mongolian culture now splits between Tartar or Siberian based on region
- Fixed theocracy misspellings.
- Fixed the Russian region being too small in several checks.
- Welsh Ideas should no longer appear twice

0.25
- Heresy conversion overhauled. Heresies will now convert into their own unique Religion with a sufficient number of provinces.
- Bogomilist, Cathar, Druze, Fraticelli, Hurufi, Iconoclast, Karaite, Lollard, Manichean, Mazdaki, Messalian, Monothelite, Paulician, Samaritan, Waldensian, Yazidi, Zikri religions added.
- Events and decisions updated to work for the new religions.
- 'Prepare game for EU4 conversion' decision added to CK2. This is now required to properly convert to EU4.
- Welsh National Ideas added
- Tweaked the bonuses for already existing religions
- Culture Revolter nations replaced with ones that don't convert to an existing nation
- Fixed bug that would cause EU4 to slowdown midgame.
- Non-eastern/western Feudal Monarchies turn into Despotic Monarchies.
- Muslim vassals of 5 cities or below turn into Iqtas.
- Prussian Culture added
- 'Techhopping' added. Allows for greater spread of Western Tech under the correct circumstances.
- Many more minor tweaks and changes
0.16a
-Fixed bug where ideas couldn't be taken
-Ideas, Decisions and Techgroups updated for 'Res Publica'
-Added missing localizations for Alania
-Nestorian is no longer the exact same color as Coptic

0.16
-rageair's Better Techgroups and Governments added
-Improved keytium's Culture Splitting
-Turks now split into Turkmeni if they are in Central Asia
-Improved how cores are assigned
-Unique cores now given for CK2 exclusive cultures
-Theocracy ideas now given greater priority and Hashashin ideas now given to any Shiite Theocracy
-The Teutonic Order version of the Prussian Nation decision can be taken by any Theocracy that fulfils the following requirements; owns province Marienburg and is either protestant, reformed or catholic_heresy (+ base game requirements).
-The Brandenburg version of the Prussian Nation decision can be taken by any HRE Elector that fulfils the following requirements; owns province Brandenburg and is either protestant, reformed or catholic_heresy (+ base game requirements).
-The regular version of the Prussian Nation decision can be taken by any nation that fulfils the following requirements; is either protestant, reformed or catholic_heresy (+ base game requirements).
-The AI will do the Scandinavian decision, it used to be 'ai_will_do = 0'.
-Courland can be formed by any Theocracy that fulfils the following requirements; is either prussian or old prussian and is either protestant, reformed or catholic_heresy (+ base game requirements).
-Austria can be formed by any nation with austrian primary culture, not just Styria.
-Anglo-Saxon province localization for all of Britain by Mr Repwoc
-More Welsh province localizations by Mr Repwoc
-Fixed bug where Trade Company could not be formed if Sunset Invasion is enabled.

0.15
-Anglo-Saxon ideas by Mr Repwoc
-Anglo-Saxon and Welsh localizations for English Provinces by Mr Repwoc
-German, Italian and Russian cultures now split. Event by keytium
-Ostfriesland now converts to East Frisia
-Better distribution of cores by keytium
-Religious rebels now all have temporary flags.

0.12
-Most of the Steppe Cultures now Convert to the Altaic Culture Group
-Levantine Arabic culture now Converts to Syrian
-Switzerland now converts to its EU4 equivalent
-Very small Dutch states now get German ideas
-Updated the Sunset Invasion units

0.11a
-Fixed bug with Nestorian Rebel Localizations
-Fixed bug with England Formation Event

0.11
-Koln, Sonhay, and Milano now convert to their EU4 equivalents
-Germans can now take the decision to form Germany
-Anglo-Saxons can now take the decision to form England

0.1a
-Fixed Bug where Nestorian wasn't properly defined.

0.1
-rageair's Dynamic Ideas System added
-Nestorian Religion added
-Rome can no longer get the decision to form Byzantium
-Fixed Typo in Iroquois history file
-Fixed Typo in religion table
0.04
-Heresy colors redone again
-Nestorian now converts to Coptic
-Afghan, Baloch and Kurdish cultures now properly assigned
-If Yorkshire is held by a Norse cultured country it will be renamed Jorvik
-Egyptian now uses it's EU4 equivalent rather than a custom culture

0.03
-Paulician now properly converts
-Norse now need to reform to get the Norse religion.
-Heresy colors are now different.

0.02
-Khanty, Kirghiz and Karluk cultures added
-Abyssinia now becomes Ethiopia in EU4

0.01
-Ibadi and Miaphyiste now convert into Ibadi and Coptic respectively
-Messilian now converts into Orthodox instead of noreligon
-Judaism and Jain now both have their proper Icons in province view.

Please report any bugs or issues. I'm also open to any suggestions on how to improve the converter.

Special Thanks

Mr Repwoc for Anglo-Saxon and Welsh ideas. Anglo-Saxon and Welsh localisations.
Kljunas for Nation Mappings

Developers
Cuthuthulu, rageair and keytium


Thank you so much!! Exactly what I sought for.


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Post Post subject: Re: Crusader Kings II   
Posted: Saturday, 07 Feb 2015, 12:08   
Beginner Без звания
Joined: Friday, 06 Feb 2015, 14:58
Posts: 5
Any info on how to make the Your personal Castle mod work?

I'm pretty sure i've done everything right but some mods wont works

-- Edit --

Also for those using the latest version of HIP, how do i tell if someone is at war?

the war icons have been removed from the character page.


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Post Post subject: Re: Crusader Kings II   
Posted: Saturday, 07 Feb 2015, 20:39   
Beginner Без звания
Joined: Monday, 29 Dec 2014, 21:23
Posts: 5
Thousand thanks, GeoDuck ::D


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Post Post subject: Re: Crusader Kings II   
Posted: Sunday, 08 Feb 2015, 00:55   
Beginner Без звания
Joined: Friday, 17 Oct 2014, 21:29
Posts: 5
can someone upload darkest hour 1.04 beta patch please?
many thanks


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Post Post subject: Re: Crusader Kings II   
Posted: Monday, 09 Feb 2015, 01:02   
Beginner Без звания
Joined: Monday, 09 Feb 2015, 00:43
Posts: 1
The way of life and Iberian portrats DLC dont show up in my game :?:

I have redownloaded many times but it is always the same, the missing dlc do not show up in the checkboxes when I start the game and are listed as 'inactive' in the 'content' folder on menu. There is even an advertisement which says 'new content - way of life - now available for purchase' on the main menu.

I know Rezmar is the best source for paradox game downloads and he updates very quickly, but, often when I try to unzip his downloads I get an error saying file/folder is brocken and i think this is the problem. I am not sure how to fix this - I have tried defragmenting the folder before unzipping and I disable antivirus while downloading but nothing works :(

I was very excited to try new dlc like way of life but nothing seems to work and i have tried everything I can think of. Please help!

(sorry for spelling/grammer, english is not my language)


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