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Update:

- Added folder structure for defines

This one will work a little different than other folders though because of it being in lua. The game will still keep its define.lua file under common and it will always be read first. But there is now a folder called defines in which users can add any number of lua-files which overwrites only those values specified.

So for instance you can add a file called GarsDefines.lua that only changes the value of DEMESNE_BASE_MAX_SIZE. The syntax for overwriting a define will look like this:

Code:
NDefines.NDiplomacy.DEMESNE_BASE_MAX_SIZE = 2.0

So in short, every mod can have their own unique defines file containing only those defines it alters.
 
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This is a great! Any chance of this being ported to EUIV when you back working on that game?

I will port it to EU4 as soon as possible.
 
Update:

- Added folder structure for defines

This one will work a little different than other folders though because of it being in lua. The game will still keep its define.lua file under common and it will always be read first. But there is now a folder called defines in which users can add any number of lua-files which overwrites only those values specified.

So for instance you can add a file called GarsDefines.lua that only changes the value of DEMESNE_BASE_MAX_SIZE. The syntax for overwriting a define will look like this:

Code:
NDefines.NDiplomacy.DEMESNE_BASE_MAX_SIZE = 2.0

So in short, every mod can have their own unique defines file containing only those defines it alters.
I've restored the "implemented in upcoming patch" section on the wiki page, and moved the folder exports to there.
Is this description for the section fine?
"The following suggestions have been implemented by Captain Gars in an upcoming patch, and should thus eventually be in the game. Do note that this doesn't necessarily mean the next patch, just a future one, and that delays sometimes happen."
 
That's fine.
 
Update:

- Added folder structure for defines

This one will work a little different than other folders though because of it being in lua. The game will still keep its define.lua file under common and it will always be read first. But there is now a folder called defines in which users can add any number of lua-files which overwrites only those values specified.

So for instance you can add a file called GarsDefines.lua that only changes the value of DEMESNE_BASE_MAX_SIZE. The syntax for overwriting a define will look like this:

Code:
NDefines.NDiplomacy.DEMESNE_BASE_MAX_SIZE = 2.0

So in short, every mod can have their own unique defines file containing only those defines it alters.
What happens if two different mods try to override the same value?
 
What happens if two different mods try to override the same value?

The later one will just overwrite the value again. So whatever file is loaded last will decide the value of the define.
 
The later one will just overwrite the value again. So whatever file is loaded last will decide the value of the define.
Makes sense.

Using dependencies will ensure the mod calling the dependency will always get loaded last, right? Or is that only for actual conflicting files?
 
One question, will there be a folder structure for scripted triggers to enable better mod compatability?

Yes, both scripted triggers and effects will have their folders.
 
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Update:
- Added folder structure to modifier_definitions
- MAX_WARDS_PER_GUARDIAN
 
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Update:
- Added folder structure to modifier_definitions
- MAX_WARDS_PER_GUARDIAN
With max wards, will that screw with the interface as usually adding extra wards via events makes them hang off of the edge of the character sheet.
 
With max wards, will that screw with the interface as usually adding extra wards via events makes them hang off of the edge of the character sheet.

I haven't changed anything regarding the gui, I've just added the requested define.
 
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Update:

- Starting the game with "debug" commandline argument sholud now give a more detailed error log
 
very interesting. What kind of additional info can we expect to retrieve?

Hell yeah, that's about time :)
Will it be as detailed as the beta logging is?

I haven't added any additional logging, but there were an error keeping a lot of the stuff that should end up in the error log from doing so. Realized this yesterday as I was debugging a broken event chain and basically got no info in the error log when running the released version.
 
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dont think so, when you add that to the commandline and then look at the error.log in mydocuments after a CTD it tells you nothing particularly helpful.

Well, it doesn't guarantee you getting any useful information in regards to a CTD but it should give you a lot more errors (asserts) that the game detects.
 
Update:

- Possible to append to cultures from several files
- Possible to append to on_actions from several files
 
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Update:

- Possible to append to cultures from several files
- Possible to append to on_actions from several files
So this means you could expand a vanilla culture group from a separate file? E.G., adding Norse-Gael to the North Germanic group without actually editing the vanilla culture file.