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Patch 2.6 mod compatibility guide


本指南介绍了使模组与 patch 2.6.X from patch 2.5.2.

注意,这并不替代通常的步骤 merging files, in case the mod modifies some vanilla files.

In case of issues, run the latest version of The Validator并尝试激活调试启动选项,这些选项现在会报告 在 log files.

Localisation

  • csv 文件的加载顺序已恢复到 2.5 之前的顺序。通常“zz_”前缀需要转换为“00_”前缀。
  • 书签、硬编码的本地化约定_ERA和_ERA_INFO现在在名称/描述中被明确引用

Traits

  • Some negative modifiers are changed from diplomacy = -1 to diplomacy_penalty = -1.这适用于diplomacy_penalty、stewardship_penalty、martial_penalty、intrigue_penalty、learning_penalty、health_penalty和fertility_penalty。
  • vice = yes is added to sinful traits.
  • hidden = yes 是为应隐藏的特征添加的。有一种变体可以使用 same_trait_visibility = yes 对于那些本应隐藏的特质,只有拥有相同特质的玩家才能看到。
  • New maimed traits need to be handled in custom nicknames.

Portraits

  • 新增了两个属性:p12(面罩)和p13(眼罩)。以下几行应添加到任何基于原版的自定义 PortraitType,以支持它们:
(...)

(p10 - blinded)

"GFX_character_eyepatch:p13:y:o32x63"

(p1 - hair)

"GFX_character_mask:p12:y:o40x45"

(p3 - clothes_infront)

(...)

  • A new define NDefines.NGraphics.NUMBER_OF_PROPERTIES = 14 may allow a custom number of properties, see Portrait_modding#Properties.
  • NDefines.NCharacter.LATE_PORTRAIT_AND_UNIT_AFTER_YEAR define was reduced from 1250 to 1200.

Modifiers

  • major = yes is added to some event modifiers (e.g. prosperity)
  • stacking = no 可以加到不该叠加的观点修正中

Scripting

Some new scripted triggers:

  • trait = in_hiding is replaced by is_inaccessible_trigger = yes
  • trait = maimed is replaced by is_maimed_trigger = yes
  • NOT = { trait = maimed } is replaced by can_be_maimed_trigger = yes
  • death_reason = death_execution is replaced by death_execution_trigger = yes
  • death_reason = death_murder is replaced by death_murder_known_trigger = yes
  • death_reason = death_sacrificed is replaced by death_sacrificed_trigger = yes

Some new scripted effects:

  • remove_trait = in_hiding is replaced by end_inaccessibility_effect = yes
  • add_trait = maimed is replaced by add_maimed_trait_effect = yes

Seclusion must be handled similar to hiding:

  • Faction creation ai chances:
modifier = {

	factor = 0

	FROM = {

		has_character_modifier = in_seclusion

	}

}

  • Disabled councillor actions:
FROM = {

	job_chancellor = {

		NOT = {

			has_character_modifier = in_seclusion

		}

	}

}

  • Disabled decisions that involve bringing in new courtiers:
allow = {

	NOT = {

		has_character_modifier = in_seclusion

	}

}

Misc:

  • NOT = { trait = craven } is replaced by NOR = { trait = craven trait = berserker } before adding Craven.png trait.

Optimizations

  • on_focus_pulse on_action已重新启用,可以替代MTTH事件。
  • 一些新on_action可用于减少MTTH事件: on_holding_building_start, on_province_major_modifier, on_outbreak
  • NDefines.NDisease.CROWDED_THRESHOLD_MODIFIER has been changed from 75 to 25
  • 对模组重要的无地角色需要标记{{sup|?}},以避免被剔除。具体的违约情况包括:
    • NDefines.NEngine.COURT_PRUNE_SIZE = 10
    • NDefines.NEngine.PRUNE_MINIMAL_AGE = 40
    • NDefines.NEngine.HEALTH_IMMUNITY_TO_PRUNING = 40
  • any_playable_ruler = { limit = { ai = no} } should be replaced by any_player
  • New event pre-triggers can be used:
    • Trigger NOT = { has_dlc = "Zeus" } should be replaced by pre-trigger lacks_dlc = "Conclave"
    • Trigger is_married = no can be moved to its equivalent pre-trigger
  • Decisions now support pre-trigger too:
    • Most decisions linked to realm should have only_playable = yes to exclude courtiers and barons. Note that is_playable = yes 除了预触发外,还保留在原版脚本的潜力中。
    • only_independent = yes can be used for top liege decisions

Game rules

主条目:Game rules modding

Check if some custom events/decisions would match a vanilla game rule.

Most impacting are:

  • gender (events, minor titles, laws, ...)

Depending on location:

  • Potential:
has_game_rule = {

	name = regencies

	value = off

}

  • AI:
modifier = {

	factor = 0

	has_game_rule = {

		name = ai_seduction

		value = off

	}

}

Map

  • A new de_jure title k_sapmi is added.
  • Some fictional baronies are added to some provinces, for prosperity mechanic.
  • Adapt new NDefines.NFrontend.MAX_ZOOM_LEVEL = 2500 to custom maps

Diseases

主条目:Disease modding
  • There are two sets of diseases using rip = yes or rip = no to switch between mechanics.
  • Diseases now have colors for the new mapmode.
  • add_trait = ill needs to be replaced by:
if = {

	limit = {

		NOT = {

			has_dlc = "Reapers"

		}

	}

	add_trait = ill

}

if = {

	limit = {

		has_dlc = "Reapers"

	}

	add_symptom_effect = yes

}

  • trait = ill needs to be replaced by is_ill = yes

Deaths

主条目:Death modding
  • Deaths are now more precise (e.g. death_accident may become death_murder_unknown_fall)
  • 自定义死亡现在可以加入模组,且带有假生命特征的变通方法可以被移除。
  • 脚本触发可能需要修改以添加新的死亡原因(例如: death_execution_trigger, ...)
  • death_text和heir_text用于自定义继承界面上显示的风味文字。需要添加条目来处理自定义特质、自定义死亡等。

Misc

  • 议员头衔的月度声望大幅提升(例如0.015至0.75)
  • Religious titles have revoke_allowed = no added.
  • primary_title = { holy_order = no } is added to factions potential block
  • NOT = { trait = incapable } is added to many minor titles allowed_to_hold blocks
  • holder_scope = { NOT = { has_character_flag = liege_forced_succ_law } } is added to suiccession laws allow blocks
  • HOSPITAL must be added to governments allowed_holdings list, and can_build_hospitals = no when applicable.
  • africangfx 族群现在有肖像包(东非),如果适用,可以作为习俗文化的后备。
  • In bookmark select era screen, selectable_character 可以高亮显示其宗教需要DLC才能可玩(例如: dlc = "The Sword of Islam").
  • is_mercenary = yes 需要加入允许招募事件部队的决策中,以便人工智能在雇佣雇佣兵前考虑这些因素。

References

相关页面 (27)

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