首页所有页面

Patch 3.0 mod compatibility guide


本指南介绍了使模组与 patch 3.0.X from patch 2.8.3.2.

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.

Folders

province_setup 现在从存档加载时不再使用,因此不再需要用省份历史文件复制信息。

现在原版有不止一条贸易路线:自定义地图,比如 replace_path = "common/trade_routes" or blank the new file.

当按名称覆盖图形文件时,扩展名必须相同(.tga 或 .dds)。

CBs

  • There's a new optional sort_priority in CBs
  • Some CBs now check for on-going crusades via:
can_use_gui = {

	check_if_crusader_trigger = yes

}

  • 为了兼容《Haruspicy Religion》特性,所有CBs需要添加以下内容:
on_add = {

	(...)

	hidden_tooltip = { fire_haruspicy_event_effect = yes }

}		

Minor titles

  • A new male_consort entry is expected by the engine inside common/minor_titles (will cause CTD if missing).
  • The feminist religion and status of women checks:
OR = {

	is_female = no

	AND = {

		religion = cathar

		liege = { religion = cathar }

	}

	AND = {

		religion = messalian

		liege = { religion = messalian }

	}

}

liege = {

	OR = {

		primary_title = {

			has_law = status_of_women_4

		}

		has_game_rule = {

			name = gender

			value = all

		}

	}

}

被移至脚本触发器(并丰富以处理父权/母系宗教特征:

male_can_hold_minor_title_trigger = yes

female_can_hold_minor_commander_title_trigger = yes

  • 以下效果会被添加到议会投票的职位和次要头衔上:
retire_effect = {

	(...)

  	if = {

		limit = {

			NOT = { age = 65 }

			health = 3

			NOT = { is_sick_or_injured_trigger = yes }

			can_be_councilmember_king_trigger = yes

		}

		FROM = { 

			opinion = { who = ROOT modifier = opinion_resigned_from_council }

		}

	}

}

Religions

  • AI通婚的逻辑已经改变,所以现在所有本应允许通婚的宗教都必须在其条目中明确说明 common\religions,无论他们是哪个群体。此前,只有异教徒可以在其群体内基于宗教理由拒绝。
  • reformer_head_of_religion 现在必须选择改革宗的宗教版本,而非原有宗教。
  • can_hold_temples now causes CTD. It was deprecated since patch 2.4.

Portraits

注意:之前所有竖像包都受到了补丁的影响,所以你可能需要重新解压肖像DLC作为参考。

  • 新增了p36的属性,所以任何自定义都可以 properties 需要提升到P37或更高级别。供参考,新的图层 PORTRAIT_westerngfx_male are indicated:
   "GFX_character_background:p0"

   "GFX_western_male_clothes_behind:p3:c0"

   "GFX_western_male_headgear_behind:p5:c1"

-> "GFX_frankish_male_overlayer_behind:p31"

-> "GFX_character_special_crowns_behind:p18"

   "GFX_western_male_hair_behind:p1:h:y"

   "GFX_western_male_beard_behind:p4:h:y"

(1)":p5:c6"

   "GFX_western_male_base:p2"

   "GFX_western_male_neck:d0"

   "GFX_western_male_cheeks:d4"

   "GFX_western_male_chin:d1"

-> "GFX_character_western_male_physique:p21"

   "GFX_western_male_mouth:d2:o75x49"

(2)"GFX_western_male_ear:d7:o27x54"	

   "GFX_western_male_nose:d3:o80x65"

   "GFX_western_male_eyes:d6:o47x74"

   "GFX_western_male_eyes2:d6:e:o74x92"

-> "GFX_character_freckles:p20"

-> "GFX_character_western_male_pale:p22"

   "GFX_character_scars:p7:y"

-> "GFX_character_scars_mid:p25"

-> "GFX_character_scars_high:p26"

-> "GFX_character_black_eye:p23"

   "GFX_character_reddots:p8"

   "GFX_character_boils:p9"

-> "GFX_character_tattoos:p28"

-> "GFX_character_warpaint:p29"

-> "GFX_character_harelip_western:p24"

   "GFX_character_blinded_eyes:p10"

-> "GFX_character_possessed:p30"

   "GFX_western_male_clothes:p3:c2"

   "GFX_western_male_headgear_mid:p5:c3"		

   "GFX_western_male_beard:p4:h:y"

-> "GFX_frankish_male_overlayer_mid:p31"

(3)"GFX_character_eyepatch:p13:y:o32x63"

   "GFX_western_male_hair:p1:h:y"

(1)":p5:c7"

   "GFX_character_mask:p12:y:o40x45"

   "GFX_western_male_clothes_infront:p3:c4"

   "GFX_western_male_headgear:p5:c5"

-> "GFX_frankish_male_overlayer:p31"

-> "GFX_character_special_crowns:p19"

-> "GFX_character_special_helmets:p34"

-> "GFX_character_special_masks:p35"

-> "GFX_character_special_scepters:p36"

-> "GFX_character_blood_splatter:p27"

   "GFX_character_imprisoned:p6"

   "GFX_player_overlay:p11"

Notes:

  • (1)添加未用于头饰(p5)的空层以供参考: :p5:c6 (headgear behind hairlayer) and :p5:c7 (headgear hairlayer)
  • (2) GFX_western_male_ear:d7 is moved
  • (3) GFX_character_eyepatch:p13 is moved
  • For scars there are 3 variants: GFX_character_scars_light, GFX_character_scars and GFX_character_scars_dark, loosely correlated with the culturegfx skin_tone.
  • 模组可以利用新的头像包(如果玩家激活了DLC):
    • levantinegfx (typically for cultures already using arabicgfx)
    • englishgfx (typically for cultures already using saxongfx)
    • trueoccitangfx (typically for cultures already using occitangfx)
    • romangfx
    • dalmatiangfx
    • outremergfx
    • italiangfx
    • croatsouthslavicgfx
    • serbsouthslavicgfx
    • magyargfx
    • pagangfx
    • hellenicgfx
    • berbergfx
  • westerngfx 在适用时,graphical_cultures 已明确添加为默认选项。

注意:对于没有头像包的玩家,务必始终使用原版的CultureGFX作为备份。

Personal combat rescaling

combat_rating 属性被提升了5倍到10倍。

自定义修正、特质、脚本检定等都需要更新以适应新的平衡:

  • Berserker: +25
  • Master duelist: +20
  • Whispering Sword: +15
  • Won duel: +10
  • Giant: +10
  • Sword: +5
  • Dwarf: -15
  • Old: -15
  • Very old: -35
  • Obese: -50
  • Bedridden illness: -100

New game rules

silly_events can be checked for easter egg events, if applicable.

Alternate starts

A new folder common/alternate_start needs to be adapted to the mod settings.

为了让模组完全兼容替代起始场景,需要添加一些标签:

In cultures nomadic_in_alt_start = yes and alternate_start = { has_alternate_start_parameter = { key = culture value = full_random } } if applicable. In game rules: alt_start_default = off

Misc scripting

  • ai = no and only_playable = yes are now valid pre-trigger for decisions, to optimize them.
  • dynasty = random is sometimes replaced by dynasty = actually_culture in create_character commands.
  • trait = fair is replaced by has_fair_trait_trigger = yes
  • trait = ugly is replaced by has_ugly_trait_trigger = yes
  • NOT = { has_character_flag = is_child_of_destiny } is added to all childhood personality events
if = {

	limit = { religion = jain }

	piety = -20

	custom_tooltip = { text = jain_ahimsa_tooltip }

}

is replaced by pacifists_lose_piety_effect = yes

  • has_job_title = yes 可以在触发前使用角色事件(通常用于职位名称事件)
  • When using remove_trait = wounded, consider using the new add_scarred_tiered_effect = yes as well to increase the variable scarred_variable
  • Consider using add_blood_splatter_effect = yes (combat, hunting, ...) or apply_random_minor_injury_effect = yes (脑震荡,......)在定制活动中,以反映在肖像中
  • Consider using gain_weight_small_effect = yes (feast, wedding, glutton events...) / lose_weight_small_effect = yes (hunting, travelling, ...) / gain_weight_medium_effect = yes / lose_weight_medium_effect = yes (墓穴、酷刑......)适合从温和转为醉酒或暴食的活动。为了在肖像中反映 weight_trait_check_effect = yes 必须被打电话。注意,五年脉冲事件会根据性状重新计算physique_variable。

See also

References

相关页面 (19)

Alternate start moddingMerging guidePatch 2.4Patch 2.4 mod compatibility guidePatch 2.5 mod compatibility guidePatch 2.6 mod compatibility guidePatch 2.7 mod compatibility guidePatch 2.8 mod compatibility guidePatch 2.8.3.2Patch 3.0.XPatch 3.1 mod compatibility guidePortrait moddingThe 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