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翻訳の問題を報告






though he did get his county revoked very early and became an adventurer, so he just sort of spread the trait around and like 5 generations later half the imga on cyrodiil and elseweyr have it
alternatively, i think it would be funny to use the "Sayyid" trait (maybe with a rename in the loc?) for that cyro-imga count (baron?) that you added that claims descent from marukh, y'know, "descendendant of the prophet" and such
Somekind of ingrained buff to further slant players towards 'racial builds' closer to dnd/tes gameplay? tbh mostly so theres these slants when ai invariably just reforms their cultural traditions away for no reason
@fisto the robo Might be, I'll take another gander next time I'm having issues with debugging.
i think theres a way for tiger to only parse through a mod's code, might be worth looking into for the future.
As you guessed, the issue that caused the game to crash consistently not even a year in which caused the entire day delay for the update to come out turned out to be an accidental single extra unnecessary bracket in Highrock's title history files.
try the tiger code-parsing tool if you havent heard of it, pretty neat. cant link it here, search 'ck3 tiger' in google
I'm still working on the update to get things to work to get rid of CTDs, which hopefully shouldn't take too much longer, but a new Sea Giant culture and new traditions for the Anchoriti and Ara-Almeshini are, unless something's really wrong there, finished. Check the patch notes!
Regardless, the update shouldn't take as long as I previously thought. Can't promise anything, but there might be an update either much later tonight or tomorrow.
@Goldzack444 Aedric is the default faith for when an error occurs, most often with submod conflicts. For best experience with this submod, for now I'd recommend trying switching around the placement of the two in your load order or disabling one of the two in general.
@Mack Daddy, Unfortunately, I am not a 3D modeler, and all the work done on Minotaurs and Giants done through this mod has been through editing coding values alone. I wouldn't be able to create anything resembling complex creatures like Harpies and Lamias that I'd be satisfied with. It's just outside of my skillset. I know you wanted to die happy, but you're gonna have to live, champ.
The Betrayed Falmer are already in basegame EK2 and available if you choose to play as a custom ruler. You'll get a decision to convert your capital county to your formerly deceased culture and faith at game start. I don't have any plans to edit the map to include them at game start.