Closed kaiser-chris closed 3 months ago
This issue is finally caused by the game/
path prefix in plugin builtin configs which are forked from cwtools-vic3-config repo, with no more compatible processing.
Plugin should work fine if you remove these game/
path prefixes in your local config files.
This issue is finally caused by the
game/
path prefix in plugin builtin configs which are forked from cwtools-vic3-config repo, with no more compatible processing.Plugin should work fine if you remove these
game/
path prefixes in your local config files.
Sorry I'm not sure this is right, but plugin should do more compatible work for cwt configs indeed.
Like upper case identifiers (ROOT = COUNTRY
, and the possible game/
path prefix ...)
Sorry but I modified the CWT for goods. For me it is only filepath. Missed adding it to my post.
I tested modifying the CWT files and when I use texture = filepath[game]
base game images are found but not modded ones. And if I just use texture = filepath
, the mod images are found but not base game images.
Also because you mentioned it in a deleted post. Here are my launcher settings:
{
"formatVersion": 1.1,
"gameId": "victoria3",
"displayName": "Victoria 3",
"version": "1.7.5 (Kahwah)",
"rawVersion": "1.7.5",
"distPlatform": "steam",
"ingameSettingsPath": "pdx_settings.json",
"gameDataPath": "%USER_DOCUMENTS%/Paradox Interactive/Victoria 3",
"modPath": "mod",
"modExtension": "zip",
"modStubberPath": "../binaries/victoria3.exe",
"modStubberData": {
"args": [ "--mod_stubber" ],
"type": "MOD_NAME_PROMPT"
},
"isLooseFilesModSupported": true,
"distPlatformModsEnabled": true,
"dlcPath": "../game",
"ingameSettingsLayoutPath": "settings-layout.json",
"themeFile": "./assets/theme-settings.json",
"browserDlcUrl": "",
"browserModUrl": "",
"exePath": "../binaries/victoria3.exe",
"exeArgs": [ "-gdpr-compliant" ],
"alternativeExecutables": [
{
"label": {
"de": "Spiel im Debug-Modus öffnen",
"en": "Open game in Debug Mode",
"es": "Abrir juego en modo de depuración",
"fr": "Ouvrir le jeu en mode débogage",
"ja": "デバッグモードでゲームを開",
"ko": "디버그 모드로 게임 열기",
"pl": "Uruchom grę w trybie debugowania",
"pt": "Abrir jogo em modo debug",
"ru": "Запустить игру в режиме разработчика",
"zh-hans": "以调试模式打开游戏"
},
"exePath": "../binaries/victoria3.exe",
"exeArgs": [ "-gdpr-compliant","-debug_mode" ]
}
]
}
Paradox-Language-Support-1.3.19.zip
Hi, I just uploaded a pre-release of 1.3.19, please check this. (IDE should reindex after plugin updated)
Hi it seems to work and it does not at the same time:
Path working and clickable:
Warning that the file does not exist:
What I tried:
EDIT: modded files still fully work
The code logic about paradox path aka path shown in quick documentation may need to be refactored,
for, some how, there are some entry paths (so named in plugin code) in different games.
e.g, for Stellaris, pdx_online_assets
is an entry path.
Think of the file <gameRootPath>/pdx_online_assets/gfx/interface/online_feed_background.dds
,
Can it be referenced by pdx_online_assets/gfx/interface/online_feed_background.dds
or gfx/interface/online_feed_background.dds
, or by pdx_online_assets/gfx/interface/online_feed_background.dds
everywhere and by gfx/interface/online_feed_background.dds
under pdx_online_assets
.
I may need ask tboby or pdx for this question.
Worked like a charm.
Thank you as always!
Will be fixed in 1.3.19, but code logic about file path may need to be refactored in the future
Hi,
sorry for being annoying about issues, but I found another minor one.
when referencing texture assets in Victoria 3 they are referenced gfx/... but are placed in game/gfx/...
In CWT file it just references filepath. This works for mod files but not for base game files.
Example of a modded script and base game texture is:
Texture exists in: \<steamapps>\Victoria 3\game\gfx\interface\icons\generic_icons\mixed_icon_base.dds
Here an example of a modded script and texture:
Texture exists in: \<project>\mod\gfx\interface\icons\goods_icons\mana_crystals.dds
IDE Setup:
Regards,
Chris