Europa Universalis IV

Europa Universalis IV

The Idea Variation
3,135 条留言
drumheller101 10 月 25 日 下午 6:39 
@Oorestis I also use both IV and EE mods. I found that if you alter all the names if Idea Groups in the Government Reforms files of the Europa Expanded mod it lets me play both mods. Idea Variation has different names for the idea groups from vanilla, which is what they are all named in EE. You basically have to edit all the ideagroup names to their IV equivalent in those EE government reform text files. I'm not sure why it worked for me, but it did.
Oorestis 10 月 7 日 上午 8:38 
ok thanks
flogi  [作者] 10 月 6 日 上午 8:10 
Know? No, narrow it down, kinda. All of the interface files that both mods change would need adjusting via a comp patch, that also goes for every vanilla file both mods touch. The button in the mission interface will not be an issue as IV does not change anything about that interface.
Oorestis 10 月 6 日 上午 2:40 
you still didn't answer whether you know or narrow it down what specifically may be the issue between idea variation and europa expanded. My only guess is the UI it started when Europa expanded introduced the button for being able to view between the mod's and vanilla mission trees at the start of a new game.
flogi  [作者] 10 月 4 日 上午 2:55 
I wouldnt say its easy per say, but certainly everyone can do it. A comp patch will always need attention when a big mod updates and changes something, so you'll spend time maintaining it. Making it in the first place is not an issue if the mods you want to make a comp patch for are well made (= only change files/lines necessary). If making the patch would be a one off thing I wouldve made one ages ago, but I wont maintain more comp patches.
Oorestis 10 月 4 日 上午 2:41 
ok if you say it's that easy anyone can do it do you know what the problem is? If it's just a matter of modding a specific line or deleting/replacing some file maybe I can give it a try right now?
flogi  [作者] 10 月 4 日 上午 2:38 
Thats likely only fixable by a comp patch and I won't do one. I encourage everyone to do one yourself if you want to. I even made a tutorial on how to do comp patches on the PDX forum.
Oorestis 10 月 4 日 上午 2:31 
question if your mod is played with europa expanded it's causing instant crash every time you open the building menu. Can this be fixed? I always used both of these mods for years as absolute necessities and didn't have this issue until now
flogi  [作者] 10 月 1 日 下午 12:34 
No, you can play with Lite version though. There the reforms are vanilla.
Zboro 10 月 1 日 上午 3:43 
Is it possible to turn off the custom government reforms?
flogi  [作者] 9 月 29 日 上午 2:47 
Not without a comp patch
Dominion 9 月 29 日 上午 2:45 
does it work with europa expanded?
flogi  [作者] 8 月 25 日 上午 10:40 
Its in the ages file.
Ciooban 8 月 25 日 上午 10:20 
Any chance you can point me to the file you modified for this maybe I can try to disable it? For me at least it feels a little bit too snowbally :D
flogi  [作者] 8 月 24 日 上午 9:32 
No its intended.
Ciooban 8 月 22 日 上午 7:06 
Hi, when using Idea Variation or Idea Variation Lite the Absolutism mechanic is activated from the start and both me and AI tend to have some Absolutism starting Age of Reformation(could force it even faster than that but I limit myself with it), is it that my version is bad or is it intended? And if it's intended, how could I disable it to only have Absolutism starting in that Age?
I don't think it's a compatibility issues since the only other mods I use are Graphical Map Improvements and some Music mods. Thanks in advance
flogi  [作者] 8 月 21 日 下午 12:49 
Both work as intended. The couthouse line can only be built once per state.
Pup 8 月 21 日 上午 8:45 
workshops and courthouses
flogi  [作者] 8 月 21 日 上午 2:07 
"certain building" is not sth I can answer
Pup 8 月 20 日 下午 5:58 
ohh okay okay, what about the 2nd thing where certain buildings arent even able to be built?

ive had a game as germany and i had to build a certain building for a mission but couldnt
flogi  [作者] 8 月 20 日 下午 2:54 
I did built in some building bonuses so that building get available one tech earlier. Thats why all the buildings are activated at the very tech start, but get pushed back to the actual tech by using athe trigger. Thats why the visuals can be weird on occasion.
Pup 8 月 20 日 下午 12:49 
im a bit confused

when i go and build a certain building (for example: small trade port) it says its obsolete due to my technology level. what does that mean? is it just not gonna work even if i build it or?

and another thing, some buildings like workshops and courthouses arent able to be built

is this all by design or?
Child of the Omnissiah 8 月 11 日 上午 11:12 
Neat mod, but god dahm this has the compatibility of a total overhaul mod almost nothing else works with this
Avekat 8 月 1 日 上午 7:48 
oh i get it now. It's the button on my capital i can spawn merc only on. ty
flogi  [作者] 8 月 1 日 上午 5:43 
If you turn the new system on you can recruit the old style mercenaries via the province interface and a button next to the "old" merc button.
Avekat 8 月 1 日 上午 4:55 
I dont get it. Am i misunderstanding it? I active the mercenary version and go into the merceny tab and its empty. There isnt a idea activating it or something? I turn it off i see vanilla mercs.
Avekat 8 月 1 日 上午 4:39 
Weird cause its the only mod i use. Maybe i'll unsubscribe and subscribe again
flogi  [作者] 8 月 1 日 上午 3:54 
@Avekat: Works for me, no idea what might be your issue.
Avekat 7 月 31 日 下午 3:33 
When i toggle on the idea variation mercenary version, its just empty so i cant pick anything. When i turn it off the vanilla ones are there but not the mod ones. Am i missing something?
flogi  [作者] 7 月 21 日 下午 11:27 
No idea.
Sykriss 7 月 21 日 下午 4:39 
How does this play with Xorme AI?
Drago Duval 7 月 9 日 上午 5:42 
Ha damn, ill look into making one then for myself.
flogi  [作者] 7 月 9 日 上午 1:17 
No.
Drago Duval 7 月 8 日 下午 6:29 
Any plan for a compatibility patch with Government expanded ?
Pup 6 月 11 日 上午 8:38 
i dont know if this is a problem cuz there might be a mod that overwrites with the buildings but i had an issue where i couldnt build some vanilla buildings and only the ones that the mod provided
flogi  [作者] 5 月 31 日 上午 3:50 
Militarisation rises when you are at war and goes down in peace time again. Also: Compatible mods: Bigger ones are probably not compatible, smaller ones could be. There is a comp patch for Beyond Typus for example.
Echo Seven 5 月 31 日 上午 3:46 
Wonderful mod - but for Prussia, "Demilitarisation of the State" which is from this mod, why is it there, and how can I make it go away?
Also, is there a list of recommended / compatible mods that works well with this?
Adanteh 5 月 12 日 下午 2:56 
NVM... Once again when I start an EU4 campaign and setup these mods, I wrongly setup Beyond Typus, this mode and the IV Beyond Typus addon, thinking it's a compat....... Disable this mod and all is well. Shame on me.
Adanteh 5 月 12 日 下午 2:48 
Is there a way to nail down the crashes for the building interface? I got the same thing.

Doing hover over the port buildings is all good, but when moving over to the production buildings for example I get a CTD.
理塘益西 5 月 12 日 上午 9:18 
i meet some problem, when i running this mod ,there is no estate interaction button, i have try many ways to solve this problem ,but it doesn't work.
flogi  [作者] 4 月 18 日 上午 1:55 
You are surely using another interface changing mod thats incompatible.
CookiesAreLoco 4 月 17 日 上午 9:17 
Unfortunately the game crashes whenever I click on a province and open the buildings window for this province.
flogi  [作者] 4 月 16 日 上午 6:07 
The monarch point mod is not needed. Its integrated in Idea Variation and will cause issues if its used alongside this mod. Thats probably the issue.
Jarl Ragnar 4 月 15 日 下午 5:46 
I have no Gov Reforms. I´m aware that i need to take a decision but there is no decision.
im only using this mod, your Monach Point mod, your rnw mod and a mod to color modifiers.

i don´t know what the problem is
Kesp 3 月 19 日 下午 5:00 
Yeah its working i just checked
flogi  [作者] 3 月 19 日 下午 4:16 
Hopefully with this update it should work now. Sorry about the confusion.
Evan 3 月 19 日 下午 1:58 
I started a new game after having redone options on the start campaign screen and still no luck
Evan 3 月 19 日 下午 1:31 
Oh alright, thank you!
flogi  [作者] 3 月 19 日 上午 3:00 
@Evan: Make sure to redo the Game options after the new update. That should activate Dev Points again if they got deactivated.
Evan 3 月 18 日 下午 11:15 
I've been playing France for 30 years and though it's said I've had a change of +.048 development points, I have not seen an increase from the 6.7 total I started with.