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Showing developer posts only. Show all posts in this thread.
1) Can make buildings require alternative inputs, or alternative jobs? In other words, suppose I want a magic car factory that uses fewer resources if it has a magic job. Is that doable?
Scripting production methods is probably the route you'll want to take there. Production methods can change all sorts of inputs and outputs for production, along with required workers for the buildings.
2) Can you stop cultures from interbreeding? IE, Elves and Halflings, or mutants and humans?
I'm not sure I understand. Do you mean, is there some way to prevent a pop of a particular culture from moving to a certain place?
Is the UI moddable? I, personally, don't like the look of the 3D portraits at all - didn'tlike them in the first PDX games with them, didn't like them when V3 revealed them, and they haven't grown on me by now. Is it possible for me to just hide them by removing all portrait elements of the UI, since character depictions don't really affect the game at all? Or is the UI off-limits?
I think it's doable- we used 2D images as placeholders way early on in development, so we had functionality at one point, but I'm unsure if it still exists in that form still. Otherwise, it's more or less the same sort of GUI scripting you can find in CK3- if it can be pulled off there, it very likely can be pulled off in V3.
 
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finally my favorite topic, most of my question will be fantasy focus since that were crazy modding happens.

1) is it possible to have pops consume different good that other won't? for example i want in my fantasy mod of certain race to consume iron as food while other races use it as industrial good, is it possible to do such thing?

2) could you also have PM or professions could only be employed by certain culture or race? e.g mages could only employed elves or PM could only used humans.

3) is it possible to have a new technology tab that is only exclusive for nation or culture? e.g nation with certain culture that has dwarf heritage could research tech that make mining faster or unlock pm exclusive to them.

4) is it possible to have interbreeding? so humans and elves pop in the same state could have potentially half-elves pops
1) I reckon the most you could do is assign taboos and obsessions to culture at game start, and amplity the consumption effects so that a culture with the X taboo will not touch that good _at all_. That's the immediate hacky solution that comes to mind, but I don't think even that would fully go for what you're after.

2) Pop _types_ can be specified for production methods, but not pop _cultures_, no.

3) It's possible to script techs that only appear in the game for certain countries at least, yeah. There's a unique silkworking tech in V3 which isn't available for all countries, as a vanilla example.
Assuming the Imperator & CK3 Terrain editor makes a comeback and with colours for provinces being changed to hex from RGB, does the editor now feature more than exclusively a (much better) nudge tool when e.g. creating new provinces? Are you potentially even going to be able to manipulate province borders in-editor now, making terrain editing that much easier?
Pretty sure you already can do that in the CK3 editor. A nice functionality for the editor would be the possibility to designate state regions or even manipulate some history files - is that in?
There is a map editor in-game (you can run "map_editor" in the console to open it), and it has functionality for painting new provinces and for assigning them to different states. It doesn't have any history manipulation, though- you'll have to crack open the modded map files after you've used the tool in-game to get the new province assignments for each state region and then go to "common\history\states" and plug in the new values where needed.
 
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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.
 
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About the debug mode - what about filthy cheaters like me? I sometimes like to play around with the console, but when I tried to to this in CK3 I was annoyed with the pink debug text everywhere without any option to turn that on/off in game and keeping the console. (It was only possible to turn debug mode off via console, but this also locked access to the console.) (At least that's how it worked around release I haven't played CK3 since then.)
Pink debug text is simply the price you must pay for your sins.
 
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Do you think it is possible to make a pollution mod, where combustion using production methods create global pollution (that accumulates and is not a "capacity") which lowers food production?

It's a mod I have been dying to make, and if it is impossible I would rather find out now.
There is likely a few backend systems you will find that will help you do such that with buildings and product methods. The difficulty I can think of is going to be how to create a global statistic that applies the modifier. Theoretically doable.
 
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