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报告翻译问题






特质没有隐藏,展开后还是会显示,请问能修复一下吗
不 删除文件"obf_acquaintance_on_actions.txt"; 文件"obf_acquaintance_on_actions.txt"正确
(google translate)
try going to 3508469370\common\on_action and, if there's three files/a file is called "acquaintance_on_actions.txt", delete the "acquaintance_on_actions.txt" file (NOT "obf_acquaintance_on_actions.txt", that one is good)
(Also make sure there's no 3508469370\common\defines folder or anything in that, but it looks like that isn't getting redownloaded)
here's the updated file as a workshop mod: 3603710000
disclaimer: it's late and I haven't fully tested that file since I wanna sleep, but it should be good. I fixed the errors I pointed out and renamed a bunch of stuff as "obf_..." like I said.
two more final things:
A) There's a file "\events\relations_events\replace\rivalry_events.txt", except it's not .txt it's .t(character)xt, which I assume is a typo or something?
B) also for VS Code is an extension called ck3tiger; it's not updated yet for 1.18, but still works fine (aside from not recognizing any new defs lile "government_is_celestial" or whatnot). It allows you to run a error check, and it will tell you things like "Missing DEF for xyz" or "scope:actor not available in this context". Since it's not updated you need to be mindful, but it can help catch common errors and stuff. Definitely recommend it!
LOL (lots of love <3), T
P.S.: 3c) obviously don't call a file "obf_feast.txt" when you're actually intentionally overwriting the whole base game file; again, judging by kinda already do this, I'm guessing the defines file was an oversight rather than not knowing.
3b) In general, for both your filenames and your "function" names (i.e., like your custom on_actions), I (a random on the internet, to be fair) would highly recommend calling all your stuff something like "obf_defines.txt" or "obf_flag_characters_on_game_start = {...}" instead of just generic names. It helps with debugging, with avoiding oopsies like your "00_defines.txt", as well as helps other people who might look at the code see "Oh, this is a custom function, while this is an overwrite" or whatever; it also mostly ensures that if a user has multiple mods, there isn't any conflicts between the mods (i.e., maybe a mod called "Duel every living character back to back" ALSO has a "flag_characters_on_game_start = {...}" on_action and having both mods active causes issues)
3) Like I said earlier, your defines file is called "00_defines.txt" rather than something like "obf_defines.txt", but your defines file only contains the specific overwrites. I assume this is more an oversight, but in case it isn't: CK3 will only load the lowest-load-order file of the same name, so your "00_defines.txt" with limited content was loaded in place of the base games "00_defines.txt" rather than along side it; as such, any define located in the base game file but not in yours simply won't exist according to the game, which... isn't good, as those defines are super needed lol
2b) Additionally, you often have stuff like:
trigger = {
OR = {scope:owner = {is_ai = no
is_alive = yes}
scope:target = {is_ai = no
is_alive = yes}
}}
i.e., things like "}}" or "OR = {scop...." instead of the much easier to read:
trigger = {
OR = {
scope:owner = {
is_ai = no
is_alive = yes
}
scope:target = {
is_ai = no
is_alive = yes
}
}
}
On top of being generally easier to read, if you want to use VS Code + "Paradox Highlight" + "Format Document", then you'll need to split the lines up anyway for it to indent correctly. If you follow those practices however, when you do format the document, any errors or mismatches will blatantly appear.
2) You had 1823x "{"s and 1823x "}"s in your file, BUT some of each were commented out; as such, I found four (or so) "}"s that were just "free floating" and unmatched to a non-commented-out "{"s
Personally, though it's annoying, I'd say (for such a big file) that replacing commented out "{"s and "}"s with something like "!!!" and "@@@" would help; that way you can ctrl+f both brackets at the end and get a true count to compare, without mixing in commented-out brackets
Building on that, I'd say your indenting/formatting made my eyes bleed (no hate <3); I'd say consider using something like VS Code and its extension "Paradox Highlight" by dragon-archer, as it will highlight each bracket pair in different colors and unmatched brackets in red (which is how I located the unmatched ones in your file). Additionally, the extension will let you use VS Code's "Format Document" option to auto-indent and format your file, which makes it much easier to read.
cont.
alrighty, after some digging through "acquaintance_on_actions.txt", I've tracked some issues down:
1) When you latch onto existing on_action functions (such as "on_death = {...}", "on_entered_diarchy = {...}", "on_birthday = {...}", etc.), you apparently should not use the
trigger = { ##added by ljl
is_ai = no
}
part, as that causes the ENTIRE on_action (including the vanilla parts) to ONLY fire if the trigger is met.
Instead, do something like:
on_birthday = {
on_actions ={
make_acquaintances_from_knowledge
make_acquaintances_from_position_knowledge
make_acquaintances_from_regency_knowledge
}
}
And instead put the "trigger = {...}" inside your custom on_actions. Removing the trigger from "on_birthday" allowed kids to once again get personality traits at age 3; I assume all the other base game on_actions will want the same treatment (i.e., don't do anything in the non-custom on_actions BESIDES calling more on_actions)
@hatch.da.egg yeah this mod is basically the reason I don't play overhauls... it's just such a good mod I can't play without it!
EDIT: LMAO found the AN issue: the 00_defines.txt file is completely overwritten by this mod's "00_defines.txt" (instead of, like, zzz_00_defines.txt); unfortunately, any saves that ran with this file overwrite are probably ded from things not firing correctly :(
EDIT2: While I'm sure that 00_defines.txt overwrite is an issue, it didn't solve my kid getting an education trait (Landless Du Wo in 1066 China is a good test char, he has a 2yo grandson who turns 3 in 4 in-game months from start); still looking through for what might be causing it
It's a great reminder that Paradox games wouldn't be nearly the experience they are without their amazing modding community.
Thanks !!!
@king0billy hi, me again, more feedback: I have no idea how the calculation for how much character info to show is done, but it doesn't seem to take into account the new Disciple relation (judging from a quick vscode find/search for "disciple" in the mod files); is that intentional or just a "haven't gotten to that yet"?
My language is set to Spanish, and I’m using a sub-mod that supposedly makes your mod work with that language.
Thx!
P.s. Otherwise hiring people tends to turn into a pain