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The code walkthrough is your friend. It's been a while since I updated it but between that, and looking at how the files work in the updated mod, and then comparing the changes to the vanilla files, you should be able to get a handle on things. I believe in you.
Make sure you structure your mod the same way as the updated mod is structured. Folders need to be in the same places with the same names. So Common>Agreement_Presets>file and Common>Agreement_Term_Values>file
Anyway, DJ Boner, try testing it on a new save with this mod's vassal-owning start: https://sp.zhabite.com/sharedfiles/filedetails/?id=2114559224
It's a great way to cut down testing time. It was something I used for a while there before it broke, but now it's back up and working.
Otherwise, to get a slightly janky test, you can spawn an Imperial Fiefdom and use the console to play as the overlord empire, but I think that option forbade me from turning vassals into protectorates or something because there's a few code blocks tucked away prohibiting specifically imperial fiefdom overlords from doing some stuff, and I didn't want to change those.
As for protectorates ... hm.
All I did was modify those two variables. You've definitely modified just those two variables, and not copy/pasted a new pair of variables that are being overwritten somewhere? You need the whole file overwritten, with just the two variables changed. You need to find the vanilla 00_agreement_presets, copy the whole thing into the mod, and overwrite those variables.
Worst case ... you could try copying the agreement_presets file directly from Vassal Contracts Unleashed. It might still be backwards compatible. I'm looking at the Code Walkthrough in the VCU mod directory and I'm definitely not seeing or remembering there being any more to the protectorates than that.
I suspect that the resource sliders remain capped because I never made any changes to the "RESOURCE CONTRIBUTION" section in agreement_term_values, but I have absolutely no idea what's causing the protectorate issue since both protectorate_tech_threshold and switch are properly configured. Any ideas on what I could do next?
"possible = {
custom_tooltip = {
fail_text = not_allowed_for_bulwark
NOT = {
agreement_preset = preset_bulwark
}
}
custom_tooltip = {
fail_text = not_allowed_for_subsidiary
NOT = {
agreement_preset = preset_subsidiary
}
}
custom_tooltip = {
fail_text = not_allowed_for_luminarium
NOT = {
agreement_preset = preset_luminarium
}
}
}
"
You want it to look like:
"possible = {
OR = {
owner = { is_ai = no }
AND = {
custom_tooltip = {
fail_text = not_allowed_for_bulwark
NOT = {
agreement_preset = preset_bulwark
}
}
custom_tooltip = {
fail_text = not_allowed_for_subsidiary
NOT = {
agreement_preset = preset_subsidiary
}
}
custom_tooltip = {
fail_text = not_allowed_for_luminarium
NOT = {
agreement_preset = preset_luminarium
}
}
}
}
}"
See the difference?
"@protectorate_tech_threshold = 0.0001
@protectorate_tech_switch = 0.9999"
In agreement_presets and that file is done. Make sure to overwrite the existing variables for those two things, not just paste in new lines or it won't work.
In agreement_term_values you need to put everything in the {possible} clause under an OR value and then add in "owner = { is_ai = no }" inside the OR value. Keep the original requirements in an AND value inside the OR value.
It should be fairly simple to compare the differences between the vanilla 3.14 file and the altered file. The changes are primarily in just the {possible} section. You should be able to ignore everything under the RESOURCE CONTRIBUTION and SPECIALIST SUBJECT headings.
Mercatorum hasn't been updated in a long time, so I might remove its link from the description.
The maximum taxation submod will depend on how easily I can update it, and if UIOD has changed any of its code.
Playtesting is the hardest part, or at least it was when I was last updating it, as the mod that I was using to spawn with a vassal wasn't working.
The Holdings mod honestly probably still works. I think it was just a pair of edicts, a define key change, and a couple of modifiers. If I find a way to actually playtest these mods I'll test it too but realistically it should still work unless PDX has changed a lot more than I expected.
Most likely outcome is that I'll be updating with code that should, in theory, be good to go but has not in practice been playtested.
In the meantime, if anyone wants to use the included Code Walkthrough to give it a crack themselves and report back on how the files have changed (you'd have to enable the beta to get something comparable), any knowledge to forewarn me with is welcome.
I can't *guarantee* that this mod will be able to be updated for 4.0. If the way vassals are handled has become too different from my approach it might be beyond my abilities to figure out how to give the player freedom of choice, but if I can figure it out, expect it in the coming weeks unless my computer explodes or I get hit with a health flareup or some other obstacle.
Bulwark = cannot be lower then 0
Tributary = cannot be higher then 0
No idea what they mean but appearently that's the reason why i cannot create/change them to that.
https://sp.zhabite.com/sharedfiles/filedetails/?id=1199002146
Not sure if there's a solution from either end there but just a heads up.
Still wish that Paradox removes the Enforced Protectorate Vassal from the game.
(Hope we get the feature again that we can use any other Vassagle despite being Superior in Technology)
My Stellaris modding skills are very rusty, so I leaned on the code walkthrough a lot. It should ideally be working for 3.11 smoothly now.
Can't say if it only happens if combined with other mods.
The AI overlords will still be following vanilla behaviour, with any weirdness that may cause
The vanilla resource subsidies would be at the very bottom of the file in the agreement_term_values folder. Copy the structure of the changes made to them to disable the subsidies you don't want.
I think it should just be adding a [potential = {always = no}] line anywhere in the subsidy block.
It may also need to have something like "term = resources" changed to "term = none" to be safe.
When those two lines are changed, the subsidies should no longer be options to anybody under any circumstances. Not 100% clear on how an in-progress game would react to that
Find your Stellaris Steam Mods folder in "Program Files (x86)\Steam\steamapps\workshop\content\281990".
The mod folders are all numbers. To find out a mod's number, it's the same as the ID in the workshop URL. So in this case, look for a folder numbered "2980767720".
Move this folder to "Documents\Paradox Interactive\Stellaris\mod"
This link can be very helpful in setting up a local mod: https://stellaris.paradoxwikis.com/Mods
Then, open this mod's folder. Navigate to "Common>Agreement Term Values>whatever I named the agreement term values file.txt"
However, removing the subsidies by locally altering the mod file would be very easy.
You'll need to change just one line, possibly two if I'm remembering correctly, and I'll lay out how.
Any text editor can do it, though one with an option to turn off word wrapping would be easy (so long lines of text continue horizontally offscreen instead of creating a paragraph).
The instructions might seem a bit overwhelming, but I promise it's easily doable. The hardest part is just moving the mod from Steam to a local version so you can change it.
First, you need to move this mod from the Steam workshop mods' folder, to the local mods directory, that way you can change it without those changes being undone whenever Steam checks / verifies the mod's files.
https://sp.zhabite.com/sharedfiles/filedetails/?id=2183551683 <- link to mod for reference
I'll continue looking for a way to get it to accept my dang scripted variables without fussing so much, but in the meantime, testing on my end showed the hotfix works
If you wish to alter the holdings limits, follow the walkthrough to alter the `potential` and `possible` conditions in PT's file
If anybody can confirm with testing that an element of this mod is non-functional in the new update, let me know.
For now, the only alteration to subjects I can find in the patch notes has to do with preventing sectors being released as subjects if they'd be an infertile clone army species. The code for that is not something my mod touches, so, should be all clear.