Europa Universalis IV

Europa Universalis IV

All Dwarven Missions Combined - Continued
88 Comments
David  [author] 30 Oct @ 5:03pm 
Adding a list of incompatible mods since it comes up a bunch
Smokey_Lunge420 30 Oct @ 3:05pm 
its must be a different conflict then, everything works fine with these 2 off, but with them on the menu is gone, how do i send that to you? this would be a first for me tbh.
David  [author] 30 Oct @ 2:28pm 
@Smokey_Lunge420 I do not have this problem. Make sure you're using the steam versions of ANB and DK, and not the experimental DK. If you have just the 4 items, in order, listed in the patch description it should work just fine.

If you have a separate mod conflict you can send me your list and I'll tell you what it is.
Smokey_Lunge420 30 Oct @ 1:34pm 
i was using originals and saw your comments so i am now using them, but i noticed the new menu bar missing.
Smokey_Lunge420 30 Oct @ 1:32pm 
yes both your mod and patch.
David  [author] 30 Oct @ 11:03am 
@Smokey_Lunge420 Are you also using the ADMC + DK compatch?
Smokey_Lunge420 29 Oct @ 10:03pm 
just so you know this mod is cutting out a new menu for Anbennar. its the new metallurgy, DK, and WIP black market menu found in the top center of the screen
David  [author] 21 Oct @ 12:18pm 
@Silver Knight @Pirku It'll function. Some missions will be locked out due to the conditions being impossible. You can always manually adjust the mission conditions when you run into those.
Appears to work with doge, played a game for an hour and missions worked, had doge loaded before this and dk
David  [author] 21 Oct @ 6:17am 
@Pirku Looks like Doge ideas and estates both have minor, but likely breaking, conflicts with this mod.

Estates has made changes to the 00_interactions file, and for some reason has moved it to a separate file.
Ideas has changed a couple dwarf trees to handle an idea group swap.
Pirku 21 Oct @ 3:39am 
Hey, are only Doge goods incompatible or ideas and estates also?
David  [author] 20 Oct @ 5:43am 
@Silver Knight Not compatible with Doge Goods. If used with DK, order shouldn't matter. I play with this above DK.
Load order with dwarven knowledge and doge?
MountainMan 17 Oct @ 9:26am 
Could we possibly get an infinite mission reward version? :)
Jeggo 1 Oct @ 1:56pm 
This mod is conflicting with Planes of Anbennar causing all the terrain portraits to be mushrooms. If you try using Dwarven Knowledge Experimental it's fixed, but if you then use the patch for DKE and PoA it changes all the portraits to the shadow jungle.
David  [author] 23 Sep @ 3:25pm 
@Rakso Jerntand Yes, but not a very simple one. You would go through the same process as I did by comparing the PublicFork with the Steam release and noting changes to the files this mod overwrites. Then, manually merge any PublicFork changes forward into your version of this mod.

Most changes will be easy to take. Some may require multi-file adjustments to handle a new or heavy changed mechanic.
Rakso jerntand 22 Sep @ 7:56am 
is there a way to make it compatible with public fork
BlameYuumi 16 Sep @ 8:57am 
you were right @david thanks for the help
David  [author] 16 Sep @ 7:08am 
@BlameYuumi It's a mod conflict issue. Several others have had that and been able to resolve it. I think it was Doge Goods, which alters the trees to incorporate gem goods.
BlameYuumi 15 Sep @ 1:08pm 
not sure if anyone else is having this problem but 3 of the tree's are not loading and instead i get the adventurer tree, the tree that are not loading are gronstunad hul-ar-krakazol and krakdhumvror. the mod set i use is anbennar, dwarven monuments, silvertaped and dk patch, dwarven knowledge, ages reformed and patch, admc continued and dk patch, doges good buildings and patch. it'd be great to know if anyone else had simular problems and if it's one of the mods
Jeggo 14 Sep @ 10:41am 
Thanks for this. Not sure how much you're wanting to tinker with the mod, but it'd be cool if this actually included the other three Dwarven holds trees (Ruby, Silver, and Nephrite).
David  [author] 13 Sep @ 7:48am 
@TheNowGamer That's what's needed for basic tree integration into the tabs. A lot of trees have government reforms and data flags that need some tweaking to play nice with the other trees, so that you don't get locked out. Usually you can identify you got stuck while playing and troubleshoot what is needed to make the trees compatible.

If you get a free trial of BeyondCompare, you can compare the file directory of Anbennar and the file directory of this mod to see what else it changes. Ignore any file that isn't in this mod.
TheNowGamer 13 Sep @ 12:55am 
I* Events*
TheNowGamer 13 Sep @ 12:54am 
Nvm I did that and it works? O have the other mod active still for the vents and missons effects and they work. Just needed to do step one for each path and not just the first one I see now. Been a great help!:steamhappy:
TheNowGamer 13 Sep @ 12:35am 
TY, its a modded Amildhr missions tree, so can I just replace the missions tree with that one and then follow the steps you left?
David  [author] 12 Sep @ 1:53pm 
@TheNowGamer I don't have a guide, but here's a few steps that are needed:
1. Mission tree file needs to be added to this mod's mission file. Then all tree entry missions need to be changed to look at the ambition flag (see other files for examples) instead of just a specific tag.
2. Button icons need to be added for the new tree. There are 2 per tree: unselected and selected. gfx/interface/mission_tabs_icons
3. Button functionality needs to be set up to turn on your tree and turn off all others. common/custom_gui/Mission_Tabs.txt
4. Need to define your icon images as sprites: interface/countrymissionview.gfx
5. Need to position your buttons on the screen: interface/countrymissionview.gui

I think that's it. For the last step, the ADMC + DK submod has an example of a 2nd column of icons as any additional ones will run out of room in the 1st column.
TheNowGamer 12 Sep @ 10:14am 
Do you have a guide to change a mission tree to a modded one, I tried to replace it within the files and that just breaks them all, I see there ques or whatever you call them for each mission in the mission trees, do i have to do that as well?
Jon 5 Sep @ 4:02am 
Nevermind, it appears to have been a conflict with a different mod that overwrote the privileges file as well.
Jon 4 Sep @ 2:10pm 
I seem to have an issue with some of the burgher guilds.
Both estate_burghers_the_gromdhal_guild and estate_burghers_steam_barons_industry were instantly removed when I got them from the quests/where unavailable for selection in the UI / instantly disappeared if I edited the savegame to have them active.

I do have their requirements (the mission completion and flag, respectively) active - so I'm not sure why this happens.
OrkHorda 29 Aug @ 7:38am 
It resolved it. I removed Public Fork, and it works now just fine. Thank you!
David  [author] 28 Aug @ 12:42pm 
@OrkHorda Why do you have 2 versions of the main mod? This is built off the current steam version.
If that doesn't resolve the issue, you could send me the save file on discord for me to look.
OrkHorda 28 Aug @ 7:28am 
All Anbennar versions of the mods ofc even if I did not mention it in the description.
OrkHorda 28 Aug @ 7:11am 
Magic branch? What is that? O.O
I have the following mods running:
- Anbennar main mod
- Anbennar PublicFork
- Dwarven/Haless/Cannor monuments
- Ages and splendor expanded
- Building slots 22 24
- 18 ideas ahead mil

Could any one of those be in conflict maybe?
Thanks!
David  [author] 28 Aug @ 6:11am 
@OrkHorda This is not compatible with the magic branch, if that is where that is from.
OrkHorda 28 Aug @ 5:27am 
It seems to me, that this mod breaks the magic system. I get 0 experience for the magic projects and study by the mages estate. The GUI shows me I should get 3,33 / month for the estate study, bu then I get 0 per month on the progress bar. Am I missing something, or does this only happen to me? Thanks in advance for the feedback!
LouisTheFly 26 Aug @ 5:11pm 
Yeah sure, could you dm me your UN?
David  [author] 26 Aug @ 2:26pm 
@LouisTheFly Yea sure. I already made one for collaboration. You able to add me on Discord?
LouisTheFly 24 Aug @ 8:46am 
Hey @David, if I (or you) put this into a GitHub would you be interested in collaborating on it? After 82HP passed it on I think we both started on updating it and I had a few potential ideas/changes I'd love to suggest - or I could just help maintain it through Anbennar updates?
David  [author] 19 Aug @ 2:42pm 
@Hyperspearman.Swf - TheRyuSword If you send me your modlist I may be able to help with that. As for the adventure tree, I can look into it sometime but wasn't planning on adding new functionality for the immediate future.
If Gor Burad breaks for anyone like it did for me, event flavour_gor_burad.110 will allow you to manually increase the variable associated with Steam Industry. (I don't know what's wrong with my set up, but I'm getting none of Gor Burad's events.)
Can you please add the Dwarf Adventurer mission tree to the list of mission trees?
David  [author] 13 Aug @ 11:19pm 
@4O74Y74L74J8 With some large amount of effort a compatch could be made. It changes a lot of the same files and probably changes some of the same mechanics.
4O74Y74L74J8 13 Aug @ 8:10pm 
Would it be possible to make it work with Hold of Amldihr mod?
David  [author] 12 Aug @ 4:41pm 
@Bagid Yes
Bagid 12 Aug @ 10:33am 
Is it compatibile with homebrew?
David  [author] 11 Aug @ 5:53pm 
@Lekoopa20 Newest update allows what you're requesting
Lekoopa20 9 Aug @ 5:46pm 
@David I think the nation is called Hammer home and later balgars empire
(its the only dwarfen tag in escan)
Lord_Farsight 9 Aug @ 4:27pm 
I took a look at the code, and the issue seems to be that I have a colonial subject over in Aelantir. I can't seriously ask for a change specifically for me, so I'll just remove that bit from the files on my PC.
David  [author] 9 Aug @ 1:00pm 
@Lord_Farsight That is an Anbennar question, but you just need to have a colonist.
If you meant ministry of expeditions, that needs 50 provinces (not including in progress colonies).
Lord_Farsight 9 Aug @ 10:15am 
I can't seem to find the Dwarovar Reclamation Initiative estate privilege. Are there specific conditions to get it, or am I suffering from a bug ?