This guide describes the steps to make a mod compatible with patch 2.6.X from patch 2.5.2.
Note that this does not replace the usual step of merging files, in case the mod modifies some vanilla files.
In case of issues, run the latest version of The Validator, and try activating debug launch options, which will now report failed asserts in log files.
diplomacy = -1 to diplomacy_penalty = -1. This applies to diplomacy_penalty, stewardship_penalty, martial_penalty, intrigue_penalty, learning_penalty, health_penalty and fertility_penalty.vice = yes is added to sinful traits.hidden = yes is added for traits that should remain hidden. A variant is to use same_trait_visibility = yes for traits that should be hidden except for players with the same trait.(...) (p10 - blinded) "GFX_character_eyepatch:p13:y:o32x63" (p1 - hair) "GFX_character_mask:p12:y:o40x45" (p3 - clothes_infront) (...)
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.major = yes is added to some event modifiers (e.g. prosperity)stacking = no can be added to opinion modifiers that should not stackSome new scripted triggers:
trait = in_hiding is replaced by is_inaccessible_trigger = yestrait = maimed is replaced by is_maimed_trigger = yesNOT = { trait = maimed } is replaced by can_be_maimed_trigger = yesdeath_reason = death_execution is replaced by death_execution_trigger = yesdeath_reason = death_murder is replaced by death_murder_known_trigger = yesdeath_reason = death_sacrificed is replaced by death_sacrificed_trigger = yesSome new scripted effects:
remove_trait = in_hiding is replaced by end_inaccessibility_effect = yesadd_trait = maimed is replaced by add_maimed_trait_effect = yesSeclusion must be handled similar to hiding:
modifier = {
factor = 0
FROM = {
has_character_modifier = in_seclusion
}
}
FROM = {
job_chancellor = {
NOT = {
has_character_modifier = in_seclusion
}
}
}
allow = {
NOT = {
has_character_modifier = in_seclusion
}
}
Misc:
NOT = { trait = craven } is replaced by NOR = { trait = craven trait = berserker } before adding on_focus_pulse on_action is re-enabled and can be used instead of MTTH events.on_holding_building_start, on_province_major_modifier, on_outbreakNDefines.NDisease.CROWDED_THRESHOLD_MODIFIER has been changed from 75 to 25NDefines.NEngine.COURT_PRUNE_SIZE = 10NDefines.NEngine.PRUNE_MINIMAL_AGE = 40NDefines.NEngine.HEALTH_IMMUNITY_TO_PRUNING = 40any_playable_ruler = { limit = { ai = no} } should be replaced by any_playerNOT = { has_dlc = "Zeus" } should be replaced by pre-trigger lacks_dlc = "Conclave"is_married = no can be moved to its equivalent pre-triggeronly_playable = yes to exclude courtiers and barons. Note that is_playable = yes is kept in potential of vanilla scripts, in addition to the pre-trigger.only_independent = yes can be used for top liege decisionsCheck if some custom events/decisions would match a vanilla game rule.
Most impacting are:
Depending on location:
has_game_rule = {
name = regencies
value = off
}
modifier = {
factor = 0
has_game_rule = {
name = ai_seduction
value = off
}
}
k_sapmi is added.NDefines.NFrontend.MAX_ZOOM_LEVEL = 2500 to custom mapsrip = yes or rip = no to switch between mechanics.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 = yesdeath_accident may become death_murder_unknown_fall)death_execution_trigger, ...)revoke_allowed = no added.primary_title = { holy_order = no } is added to factions potential blockNOT = { trait = incapable } is added to many minor titles allowed_to_hold blocksholder_scope = { NOT = { has_character_flag = liege_forced_succ_law } } is added to suiccession laws allow blocksHOSPITAL must be added to governments allowed_holdings list, and can_build_hospitals = no when applicable.africangfx ethnicity now has a portrait pack (East African), so can be used as a fallback to custom cultures, if applicable.selectable_character whose religion require a DLC to be playable can be highlighted (e.g. dlc = "The Sword of Islam").is_mercenary = yes needs to be added to decisions that allow to raise event troops, for the A.I. to consider them before hiring mercenaries.CravenDeath moddingDisease moddingGame ruleGame rules moddingMaimed traitsMerging guidePatch 2.4 mod compatibility guidePatch 2.5 mod compatibility guidePatch 2.5.2Patch 2.6.XPatch 2.7 mod compatibility guidePatch 2.8 mod compatibility guidePatch 3.0 mod compatibility guidePatch 3.1 mod compatibility guidePortrait moddingPre-triggerProsperityScripted effectScripted triggerThe ValidatorTroubleshooting创建模组合并指南彻底转换指南模组安装程序创建指南游戏存档兼容性