Victoria 3

Victoria 3

Expeditions Fixed (Obsolete)
29 Comments
Adil3tr 5 Dec, 2022 @ 5:28pm 
I would love a mod that removes the expeditions, just making them a buraucracy cost for a couple months.
Master Waifuman  [author] 5 Dec, 2022 @ 1:08am 
All expeditions should be fixed including Antarctica. Also, Paradox are planning to release a major update today which should fix these expedition issues. If they miss something I will check it and update the mod.
Parzival 4 Dec, 2022 @ 7:31pm 
Antarctica Expedition is bugged too can you fix that?
Halfsuperset 21 Nov, 2022 @ 11:49am 
Guess my mods didn't update till today, was very confused why this mod was missing suddenly. Thanks for posting the fix to it, don't know why paradox chose to make "missing" mods work like this.
Master Waifuman  [author] 19 Nov, 2022 @ 2:43pm 
@Mausenheimmer First of all, tell that to PDX. Virtually every update they roll out requires fresh save. No excuses needed there from me or PDX. I already desribed the workaround for ongoing saves and it seems to be working fine for others.

Second, I already replied that depending on when you downloaded mod name should be either "Expeditions Fix" if you subbed before name change or "Expeditions Fixed" if you installed today after name change.
Mausenheimmer 19 Nov, 2022 @ 1:14pm 
@robartle I've changed my file to say Expeditions Fixed and the internal file to read as follows:

{
"name" : "Expeditions Fixed",
"id" : "",
"version" : "",
"supported_game_version" : "",
"short_description" : "",
"tags" : [],
"relationships" : [],
"game_custom_data" : {
"multiplayer_synchronized" : true
}
}

And it still says my save is unusable. Ultimately, there's no excuse for the author to ever release an update that bricks people's saves so I'm not going to be using this mod in the future regardless.
Master Waifuman  [author] 19 Nov, 2022 @ 11:40am 
Yeah. Partially, its on me as well. I didn't plan to change anything, so i did not set up the mod info properly, but seeing how people had runs ruined by busy generals without a way to fix it, i decided to add a way to fix it all at once. It should be fine on fresh run. But as I said don't forget to change the file back before you start a new save, so it doesn't break the new runs if I update something again.
Danny Dingo 19 Nov, 2022 @ 11:27am 
Phew, okay. Thank you.
I'm sorry PDX made this decision.
Master Waifuman  [author] 19 Nov, 2022 @ 11:25am 
Try renaming "remote_file_id" to just "id".
Danny Dingo 19 Nov, 2022 @ 11:08am 
Sorry for being dense. Just leave the id blank then? I'm so close to ending this save too, lol. I subscribed to this a week or so ago.

This is what I've edited the metadata to and it doesn't seem to work.
{
"name" : "Expeditions Fix",
"remote_file_id" : "",
"version" : "",
"supported_game_version" : "",
"short_description" : "",
"tags" : [],
"relationships" : [],
"game_custom_data" : {
"multiplayer_synchronized" : true
}
}
Master Waifuman  [author] 19 Nov, 2022 @ 10:04am 
Also after you are finished don't forget to change the id back to "2883828923" when you start a new campaign, to avoid breaking your save when or if I update the mod again.
robartle 19 Nov, 2022 @ 9:40am 
@Mausenheimmer See Waifuman's comments to see how to fix it.
Master Waifuman  [author] 19 Nov, 2022 @ 9:40am 
@Mausenheimmer elaborate please. Did you read my answers below? Victoria changed the way mod data is handled, so today's update is incompatible with previous mod updates.
If you want to finish you current game in the metadata set id as "" and name as "Expeditions Fix" or leave it "Expeditions Fixed", depending on when you installed mod. The file is in the Steam\steamapps\workshop\content\529340\2883828923\.metadata
Mausenheimmer 19 Nov, 2022 @ 9:17am 
Literally bricked my campaign five years from completion. 0/5 stars. Avoid at all costs.
Master Waifuman  [author] 19 Nov, 2022 @ 7:12am 
@SgtPeppersSoul it is not really how the game treats saves, but rather that they changed how the mod info is treated. Instead of .mod there is metadata now. The game uses name to differentiate mods if id is not set. I set it now as remote id (which it gets from steam), so it will not break again, but you won't be able to load the saves with the previous versions of the mod.
Master Waifuman  [author] 19 Nov, 2022 @ 7:03am 
If you want to finish you current game in the metadata set id as "" and name as "Expeditions Fix". The file is in the Steam\steamapps\workshop\content\529340\2883828923\.metadata
Master Waifuman  [author] 19 Nov, 2022 @ 6:51am 
@robartle I think I figured it out. Vic 3 uses metadata instead of .mod files, but the principle is the same. It uses name as key if id is not set. I can use remote file id like the other Paradox games use to avoid this situation in the future, but it will break the saves again. Unfortunately, I did not find any way to transfer saves with the previous name to the proper one without breaking saves.
robartle 19 Nov, 2022 @ 3:42am 
@SgtPeppersSoul Hi can you tell me where to find those files? In the Documents->Paradox files or the actual game files. Did a search for error.json and it couldn't find it in either location.
Thanks
robartle 19 Nov, 2022 @ 3:37am 
Yes - please change the name back if you can. Thanks
Master Waifuman  [author] 19 Nov, 2022 @ 1:04am 
Sorry for that, the current name is what it was supposed to be initially, but I forgot to change it when updated last time. I can change it back if you want.
SgtPeppersSoul 18 Nov, 2022 @ 7:15pm 
As a heads up: I think when you uploaded the recent change to this mod, you changed its name. Because of the incredibly stupid way Vic 3 handles save games (it checks the exact name of the mods and if one is missing, locks you out even if it wouldn't cause issues), this means that if the mod updates, anyone with an ongoing savegame will be locked out.

This can be fixed for anyone else who has it happen by checking "error.json", searching "mods" to get a list of the missing one, then changing the downloaded mods name in the metadata.
Master Waifuman  [author] 6 Nov, 2022 @ 3:04am 
if you want to play with both American flavor and fixed general make sure that my mod loads after American flavor mod
Master Waifuman  [author] 6 Nov, 2022 @ 3:00am 
If American flavor mod loads over mine it will just be an American flavor.
Master Waifuman  [author] 6 Nov, 2022 @ 2:54am 
its a 50/50. if it won't crash one will be loaded over the other. If this one will be loaded over American flavor, then you will basically have american flavor with generals also fixed.
Renown 5 Nov, 2022 @ 4:30pm 
I am playing with the American flavor mod which also adjusts those events, hope I don't crash!
Master Waifuman  [author] 5 Nov, 2022 @ 4:16pm 
It definitely fixes generals stuck busy bug. The other bug where game stops giving expedition events and just keeps going until it fails because of peril should also be fixed. I suppose you are talking about the second one. I tried to play US couple times and it worked without bugs, so far.
Renown 5 Nov, 2022 @ 2:51pm 
Does this fix the problem I have with the American West? No matter how many times I do it, it never 'finishes'.
Master Waifuman  [author] 5 Nov, 2022 @ 12:52am 
Thank you, I guess I missed congo events. It should be fixed now.
Revan 4 Nov, 2022 @ 5:59pm 
Hey, the congo river file is 1:1 the same as vanilla, you forgot to add "remove_variable = expedition_leader_var" to expedition_events.611 = { #Successful expedition.
If you want to do it before the mod is updated, add the variable to line 247.