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CK2 Dev Diary #49: Mods and mod telemetry

Good evening, everyone. I’m Magne “Meneth” Skjæran, one of the programmers on CK2. In the past I’ve written dev diaries about modding, optimization, and quality of life improvements, and I'm writing this somewhat belated (due to technical issues) dev diary.

Today, I return to the topic of modding, and how we work to make life easier for modders. As a former modder, this is a topic I care quite a lot about.

If you’re anything like me, what you really want is statistics. How many people use mods, and which mods are the most popular. Luckily I come armed with exactly that.

As you might know, whenever you play CK2, the game collects some pieces of information about your setup. Things like what version of the game you’re playing, if you’re playing single player or multiplayer, what mods you’re using, and similar. This is all aggregated so that we can see overall trends and consider what areas might need some extra attention.

For mods, the main thing the telemetry provides is how many people use mods overall, and what mods these people use. My data will all be from users who played yesterday; anyone who during yesterday started the game with one or more mods is counted exactly once as a “mod user”, and counted once for each mod they used.

All told, 42% of everyone who played the game yesterday was using at least one mod. This could be anything from a small UI tweak, to a total conversion mod.
On average, anyone using a mod was using 4.24 mods. Once you start using mods, most people are not content with just one.
Further, here’s the 20 most popular mods, and how many percent of mod users (not overall users; multiply by 42% to get that number) that use them:
  1. A Game of Thrones - 45.4%
  2. Ruler Designer Unlocked - 30.2%
  3. Your Personal Castle - 24.9%
  4. Sketchy Cheat Menu - 18.1%
  5. CK2 Russian Localisation - 13.7%
  6. Historical Immersion Project - 11.3%
  7. A Sensible New Family - 10.7%
  8. CK2Plus - 10.6%
  9. Bigger Interface - 9.0%
  10. Purchase Claims - 8.8%
  11. Patrum Scuta - 8.6%
  12. Unique Buildings - 8.4%
  13. Novus Graphicus - 8.3%
  14. A Revolutionary Borders Mod - 8.0%
  15. Shattered World - 7.5%
  16. Korean SingleByte Patch - 7.2%
  17. CK2Plus - India - 7.1%
  18. Damascus Steel + Ancient Swords - 6.5%
  19. Better Looking Garbs - 6.3%
  20. Abdication - 6.2%
Combined, these 20 mods represent 60% of all mod usage. Since people who use mods on average use more than just one, it also adds up to more than 100% of mod users.

That AGoT comes first is unlikely to be a surprise to anyone; it has long been the most popular CK2 mod. Fun fact: AGoT is so popular, that its most popular start date is the 4th most popular overall startdate, after 769, 1066, and 867.

What is more interesting is that in the top 5 mods, two are “cheat” mods. Since they can’t be used in multiplayer unless everyone has them enabled, the idea of “cheating” doesn’t make all that much sense of course, and should instead be seen as achieving more of a sandbox experience than what the vanilla game provides.

Beyond that, there’s two localisation mods in the top 20; one for Russian language and one for Korean. The sheer amount of work that goes into translating an entire game is impressive, and it is great to see the modders’ work recognized to such an extent. Localisation modding is actually something we recently improved; in the 2.7 patch we moved custom localisation out of the “common” folder and into the “localisation” folder, meaning that it is now possible to use the custom localisation system without changing the checksum. This is especially important for languages with more complex grammar than English, such as the gender rules in French. The official French translation has for a while made use of custom localisation to change a number of words based on whether they’re referring to men or women, but doing similar in a mod would mean changing the checksum, making it impossible for the mod’s users to obtain achievements and play multiplayer with people not using the mod. This is something I know the Russian localisation mod has had problems with, and is a change I hope will lead to even better localisation mods.

There’s also a number of graphics and interface mods, plus several other mods that change the graphics or UI as a part of a larger package (E.G., the optional revamped interface in the Historical Immersion Project). People have done a lot of interesting things with the UI, but I know from experience it can often be somewhat tedious work. In the hopes of making it a bit less tedious, we’re making a console command that’s before only worked in the debug version of the game (which is not publicly available) available to everyone in a future patch (not 2.7.1). This console command is simply called “guibounds”, and what it does is that whenever you hover over a UI element, the area it covers is highlighted, and the name of the element, its size, and the file and line it is defined on is shown. This functionality is actually available in the release version of the game right now in a somewhat obscure fashion: if you try to open the console while on the main menu, it’ll be enabled. However, once you get into the campaign there’s no way to actually disable it since the console command isn’t available.
Below is an image showing what the guibounds functionality does:
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There’s also a few large mods beyond AGoT in the top 20. CK2Plus even manages to take two spots on the list by including a mod that toggles the existence of India, while being pretty much tied with the Historical Immersion Project; some days HIP leads, other days CK2+ does.
The rest of the mods are smaller, adding small pieces of focused functionality.
Both types of mods we’re always trying to help by making the game more moddable. One changelog entry I think a lot of modders will find useful is this, which will be included in 2.8:
- Most effects and triggers that take a number can now take a variable name instead, and will grab the variable from the current scope. E.G., "wealth = test_variable"
This should allow mods to do far more interesting things with variables than is currently possible.

As a final note, modding is something we on the CK2 team take very seriously. Mods have the ability to add a lot of interesting alternative ways to play the game, and therefore helps keep the game fresh even for veteran users. In general, improvements to moddability also opens up new possibilities for our content designers, or can save them time by making their work simpler.
We’re therefore constantly considering how we can ensure new additions to the game are moddable, and we often go back and tweak existing functionality to open it further to modding.
We would love to hear your thoughts on what we could do better in this regard.
 
Yeah that's never happening, the author of The Witcher hates the video games and believes they cost him readers.
If anything the games have been nothing but a boon to his popularity, esp. outside Europe and are the primary reason the witcher is even well known outside of Eastern and Central europe.

http://www.eurogamer.net/articles/2...r-of-the-witcher-books-thinks-about-the-games

http://www.eurogamer.net/articles/2...-sapkowski-the-writer-who-created-the-witcher

Huh. Bit whiny. Doesn't know the history of his own books publication, but sure, why not. He chose to accept no royalties so thats on him
 
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Yeah that's never happening, the author of The Witcher hates the video games and believes they cost him readers.

Even though the mod follows the books ? I'd think the author would jump at the chance of additional revenue.
 
The Witcher Kings mod would certainly be among the top 20 if it had a stable dev team. That said, Paradox should consider making a deal with the author of the Witcher books to incorporate a CK2 Witcher DLC.

That would be an entirely new game... not a DLC.
 
Even though the mod follows the books ? I'd think the author would jump at the chance of additional revenue.
He's a bit of an odd fellow. Very proud, and has a strong vision for his creations. He has been known to be outright dismissive of fans at times, had some peculiar thoughts about translations of his work that delayed the Witcher series being published in English by probably over a decade and, as mentioned before, has strong negative opinions about video games. If I were to point to a Polish fantasy writer to forgo revenue for sake of what they consider author integrity, I'd bet my money on Mr. Sapkowski ;)
 
It is not about the money. Gamers read less than non-gamers, purely because of how time consuming gaming is. Sapkowski loves literature so that makes him a natural enemy to gaming. But he lives (or at least lived) from publishing so he had every right to take money for the games.
What you live from is one thing. What you believe in is another. And what other people do is completely different.
 
Paradox should develop moding tools and release them with small price. Like dropdown menu, for moding religions, cultures. buildings, opinions. and others modable items. Would be nice if we had a moding tool, where we instantly can add like 20 buildings of type, just by adding medifers. Lets say we add KEEP. ANd chooce there will be 10 keeps. We can choose how many by % or ammount, time will be increased with each adional level, and money consumed. And what stats they add. And instanly greate localisation fail for it. I think such a moding tools would be far nicer and add replayability, than new DLCs
 
Paradox should develop moding tools and release them with small price. Like dropdown menu, for moding religions, cultures. buildings, opinions. and others modable items. Would be nice if we had a moding tool, where we instantly can add like 20 buildings of type, just by adding medifers. Lets say we add KEEP. ANd chooce there will be 10 keeps. We can choose how many by % or ammount, time will be increased with each adional level, and money consumed. And what stats they add. And instanly greate localisation fail for it. I think such a moding tools would be far nicer and add replayability, than new DLCs
Modding tools? Sure always useful to have.
Paid modding tools? God no.
It is perfectly possible to mod nearly everything in the game anyway, making a tool and then charging for it when it can and already has been done many a time would be utterly awful...
 
Ruler designer unlocked in 2nd, maybe a sign the vanilla ruler designer point buy system might need to be less 'balanced' :p

It is also due to the fact that the Vanilla Designer
IS OUT OF DATE and hasn't been updated since they added in the ingame haircuts option.

Paradox has neglected to add in any of the newer traits from the past few DLC. All of Reapers Due and M&M traits are missing as well as several traits from even earlier DLC for example the Norse specific traits from Old God.

So players must resort to mods to fix this issue but by doing so Paradox seems to be labeling them as cheats and I find that a big slap in the face to their loyal customers and to the people who took the time to update the designer which Paradox has woefully neglected to do.
 
It is not about the money. Gamers read less than non-gamers, purely because of how time consuming gaming is. Sapkowski loves literature so that makes him a natural enemy to gaming. But he lives (or at least lived) from publishing so he had every right to take money for the games.
What you live from is one thing. What you believe in is another. And what other people do is completely different.
it actually is about the money, in the interviews he's super salty about how he's getting none of the profits of the games because he didnt think anybody would bother buying them.

He also does't think video games are that impressive, has had no relationship with the games being made, and thinks that games cannot compete with books for story telling.
 
Speaking of the Ruler Designer, it would be utterly fantastic if I could pick *any* combination of faces and hairstyles. For instance, I routinuely use the Langobardo/Lombard female portraits because it's great looking especially in combination with the hairstyles from the Byzantine culture group.
 
Considering the popularity of AGoT, I'm surprised that CK2 has so little modding support for fantasy mods. For example, trying to add things such as non-human species is a massive headache because of hard-coded marriages, pregnancies, etc.
 
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Modding tools? Sure always useful to have.
Paid modding tools? God no.
It is perfectly possible to mod nearly everything in the game anyway, making a tool and then charging for it when it can and already has been done many a time would be utterly awful...



Right now i am working on my own mod, for months. Do you know how annoying is to add 5000+ buildings, then add localisations for everyone, then make table of depencys. The reason hy moding is so limited is there is no helping tools for them. Take a lux invicta mod, do you belive ta making it was easy that has over 2500 buildings. All made manually.
 
Right now i am working on my own mod, for months. Do you know how annoying is to add 5000+ buildings, then add localisations for everyone, then make table of depencys. The reason hy moding is so limited is there is no helping tools for them. Take a lux invicta mod, do you belive ta making it was easy that has over 2500 buildings. All made manually.

If you feel like that is the case you should ask for the devs to make it easier (but don't hold your breath). Paid modding tools itself, however, for a game that derives significant value from mods, is backwards from the developers' perspective. Modders are the last people you want to make things more expensive for. Forcing modders to pay for a tool that will help drive further sales of the original game (that is almost certainly much more profitable) is counter-productive.
 
What is more interesting is that in the top 5 mods, two are “cheat” mods. Since they can’t be used in multiplayer unless everyone has them enabled, the idea of “cheating” doesn’t make all that much sense of course, and should instead be seen as achieving more of a sandbox experience than what the vanilla game provides

it's because the points system in the ruler designer is stupid. it doesn't need to be 'balanced' or whatever in a single player game. if I want to roleplay a super human warlord then that's what I'm going to design and being restricted or having to game it by giving the dude easily curable traits like stressed is stupid so a mod comes to the rescue. I don't always use the designer and when I do I often don't create a super human, sometimes even a terrible flawed character, but I always use the so called 'cheat' mod because I don't want the artificial constraints. I can see how it can be useful for MP but let's be honest here, most people play SP.
 
Right now i am working on my own mod, for months. Do you know how annoying is to add 5000+ buildings, then add localisations for everyone, then make table of depencys. The reason hy moding is so limited is there is no helping tools for them. Take a lux invicta mod, do you belive ta making it was easy that has over 2500 buildings. All made manually.
I do in fact know. And yes making buildings is easy, time consuming but still easy. Making a tool to do that and then sell that tool is an awful idea. Make the tool and give it out for free is perfectly fine, charging for it when it can already be done is just a bad idea.

Also modding PDS games is not that limited, if you just focus on one aspect like buildings then maybe more so but calling it limited when you are only trying to add buildings makes little sense.