Can I change mod folder path? ( like D:\paradox mod\vic 3\it's Ohio! )
OneDrive make my documents folder to 2 bytes strings with spaces , and that make mod folder invisible from stellaris lancher.
I think the mod folder defaults to wherever the launcher keeps saves stored. I haven't mucked with that much myself tbh, so I'm not too sure.
Great Dev Diary, that I'm definitely gonna save for the time when I'll be doing modding.
but I have questions:
1. Considering that you have so many provinces in states, is there a tool that gave you faster way of defining states or we will have to define ach prov to each state by hand?
Yeah, there's an in-same map editor that you can launcher through the console- there's nothing planned, but I hope a more comprehensive guide to modding can be provided once the game's released and nobody has to worry so much about commenting on unreleased stuff.
2. How does defining Decentralized (aka unplayable) nations work? What if I just have couple of country entries, will the world fill up with decentralized nations by itself? Or will it crash without me defining a tag to each state? (To clarify, I want a colonizable world, but I have a feeling that this game is just like CK3 - doesnt have an option for unsettled land)
Decentralized countries are just a country type. Using the example in the first post, in the little country definition I gave OSU, replacing "country_type = recognized" with "country_type = decentralized" is all that needs to be done to flip Ohio from a recognized country into a decentralized one.
3. What other tools we will have at our disposal, besides usual Notepad++ editing and Map Editor that was in the games since Imperator? Because I already see that this game will have some intence modding, and while doing intricant things is cool, but making some steps faster would be helpfull.
Gonna be honest, I'm so ingrained in my old habits that I mostly just truck along with a lot of unautomated scripting without thinking about it. But I believe I've heard of a couple mod-minded tools being worked on, although I'll leave it to those folks to talk about it when they're ready.
Can pops be deleted/created through events now? The inability to do this in VIc2 modding led to some issues.
There's a create_pop effect.
Can we in fact use alpha values for non-rectangular flags?
And can we mod things like rivers to change in game? The Yellow river, if I remember correctly.
No, alpha values don't work on flags.
In the example, Ohio's state religion is shown as Protestant. But it's using Belgium's history files, so you'd expect it to be Roman Catholic. Why has that happened, please? Is the state religion always the most popular religion in a country? Because that wasn't always the case in real life (e.g. in the T'ai-p'ing Heavenly Kingdom).
Ohio's religion is protestant because its primary culture is defined as Yankee- it's got nothing to do with the country history file. Cultures are defined with a primary religion, so you can write up a database and have, like, "create_pop = { culture = spanish size = 2000 }" in the history database and the game just knows that spanish culture's primary religion so it defaults to making that 2000-sized Spanish pop Catholic. Yankee, in turn, is defined as being Protestant.
Both pops and countries can have religions specified otherwise, mind you, it's just that the game will default to whatever a culture's primary religion is unless stated otherwise. "create_pop = { culture = spanish religion = shinto size = 2000 }" will create 2000
Shinto Spaniards, and
Code:
OSU = {
color = { 206 15 61 }
country_type = recognized
tier = principality
cultures = { yankee }
religion = mahayana # NOTE THIS LINE
capital = STATE_OHIO
}
will create a Buddhist Ohio.