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One of the small help functions we’ve put in is the console command “trigger_docs”. This will print a list of all the triggers and effects we have in the game along with a small description of how they are used. We hope this can be a useful tool for new modders to find what they’re looking for and old modders to discover hidden possibilities.
This is amazing. While I know most of the bigger tools would be hard to backport to CK2 and EU4, would it be feasible to give us this? There are far too many bits of code that are not well understood in CK2, and having a list with explanations, if only to fill out the blank spots on the wiki, would be fantastic.

Also, please tell me that this will be in its own window, or ideally, a separate text document, not the tiny little console window.
 
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if you're able to mod the time and settings but not the 3d models it could be kind of immersion-breaking. if that was able to be changed it would be great

Yes, we really want to implement models and skins for WW1 tanks, uniforms/headgear (like German Pickelhaube), bi-planes, zeppelins etc. Please make sure we can do this Paradox, we believe in you!
 
@podcat or any1 @devteam
Hi!
Is it possible to make a 'tree' out of different mods?
Or to be more clear,....
can you "add" a couple of mods on top of each other...?
(and perhaps pack it into supermod - modception?) ?

Example:
At root level add mod that modifies provinces.
At root+1 level add a mod that modifies different states.
At root+2 level add a mod that modifies different armies.

tree;
--------0----------
-----1----1-------
--2--2---2--2----

An additional benefit of modularity.
It would be a lot easier to modify something without compromising everything.


Edit:
btw, pls make error dawg t-shirt!!!

Thanks for your time!
trombe
 
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Is it possible to make a 'tree' out of different mods?
No, each mod has it's separate own folder. But you can load more than one mod, providing they are compatible. There is no reason why you can't load one person's Japanese Naval Bomber's mod and someone else's US Tanks mod.
 
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One question, if it wasn't asked before - what are the opportunities with this modding tool for creating so-called "Language packs" or unofficial translations? I know it should be possible but - will it be easier too?
You could create new localisation files, and replace all of the English with another language. So you could do a Portuguese mod, for example.
 
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No, each mod has it's separate own folder. But you can load more than one mod, providing they are compatible. There is no reason why you can't load one person's Japanese Naval Bomber's mod and someone else's US Tanks mod.

So if you load US tank mod and German tank mod no1 would get hurt.
But if you load 'Japan tank mod' + 'Japan events' + 'Japan tech trees'
...
things may not go as planned 'cos they all try to modify the same file.
 
Great to see Paradox putting the effort in to make HOI4 as easy to mod as possible. I'm glad to see the extra tools :)
 
super cool! plus easy access to the steam workshop is awesome!
 
So if you load US tank mod and German tank mod no1 would get hurt.
But if you load 'Japan tank mod' + 'Japan events' + 'Japan tech trees'
...
things may not go as planned 'cos they all try to modify the same file.
Event files, equipment files, etc are separate. But there is only one tech tree for all countries. You can't have two mods that change that. You could have a mod that gives Poland it's own unique focus tree and another for China. But not two mods that try to change the generic tree. Or at least you might get them to load but how it would turn out would be unpredictable.

In the past, there were mainly massive mods that changed just about everything. I hope that Steam Workshop encourages lots of small self-contained mods, where the authors limit themselves to only one area/country. Cities: Skylines was exceptional for this, you could load many different small mods done by different people, without any issues. That's the way forward to engage as many people as possible. The additional tools are very welcome, but still a full map rework, or scripting hundreds of events, is going to be a major undertaking. Hopefully, someone with an interest in providing more portraits for generals, can do it, without being concerned with compatibility issues with another mod changing flags.
 
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Do you mean changing to play as a different nation? Yes that's in there. change_tag_from

He means something like this:

GER change_tag_to HRE

Where all references to GER now reference HRE, including name, flag, parties, foreign relations, factions, techs and so on. Such a change would also invalidate Germany's special decisions and events (no more Anschluss decision, for example, if the HRE tag does not have one).

Similar to the Dual Monarchy Decision for Austria in Vic2. When you fire it, Austria becomes Austria-Hungary. She keeps relevant cores, changes parties, names, flag, keeps her techs, loses access to Austria's special decisions but gains Austria-Hungary's special decisions.

If actual tag switching is not possible (due to tech tree/NF issues), could we at least have name and flag changes possible through events/NFs/decisions?
 
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Does this mean even I, someone with no modding experience, could mess around with stuff and make an actual mod if I wanted???
 
What about adding new resoures or factory types?
 
This is probably pushing it but what about portraits and art? Will there be anything to aid us in adding flavour content to the game?
The way things like companies and ministers and generals have been done in HOI4 is very beautiful, but also means if we want to mod or add it will look terrible by comparison.

I was really hoping to hear about something relating to the art modding.
 
Does this mean even I, someone with no modding experience, could mess around with stuff and make an actual mod if I wanted???
It means that:
*If you do not have any modding experience: It will be easier to begin.
*For more advanced modding: You still will need to know a lot of hoi4 specific text editing and formats of different textures/pictures etc.

What we want by doing this is to try and lower the threshold for start modding the game, just as in a OS you will have better and more control by editing everything in external editors specific for that fileformat.
But if you do not need the "full" control or just want to get started without the need to know everything at once, we provide this alternative.
 
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This is probably pushing it but what about portraits and art? Will there be anything to aid us in adding flavour content to the game?
We missed this in this dev diary, but I think @Sideburnout will give a take on that in the next dev diary about 2d or we will get back to it before release.
But overall is that you can mod everything in the GUI (both layout and pictures) as it is, that is: nothing is hidden so you cannot hook in more things (in most cases), but you are free to remove and redesign everything you can see (with some limits).

And we also have something called country specific art/localization that will be hooked in depending on the tag of the country, so if you add tag "RMS" as country the different systems will look for the "RMS_" prefix for files and objects in certain cases, ofcourse backrolling to a default if it cannot find it.
 
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