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Johan

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Playing Multiplayer with Mods

This issue have been solved for 1.1.


The Defines not loading for Usermods.

This issue have been solved for 1.1


Launcher not loading mods if userdir is on different drive.

This has not been fixed for 1.1, but is on our roadmap.


Musicmodding almost impossible

We are working on technical solutions for this for the future.
 
Glad that 1 and 2 have been fixed. Those are the most important ones. Item 3 is quite important too, hopefully that'll be fixed soon.
I've seen this workaround being posted around, for those who are having this issue, hopefully it helps:

  1. go into the "game" folder
  2. With the notepad, open the "launcher-settings.json" file
  3. Change "gameDataPath" to match the real path to your folder. Example : "gameDataPath": "C:/YOUR USERNAME HERE/Documents/Paradox Interactive/Imperator"
 
When you announce the roadmap, you said there would be more modding tools. These are just fixes. Is this all there is to 1.1 when it comes to modding?

Well, those are incredibly important fixes in and of themselves. That said, here's the user mod section from the patch notes.

##############################
# User Modding
##############################

# New Functionality
- Character-Interactions can now have province and country select targets.
- TimedModifiers now keep track of how long they have been active, to be used for progress bars.
- Omens can now have triggers, so different countries can have different omens.
- Tyranny, Warexhaustion and Aggresive Expansion can now be set in prices (together with power, manpower, gold & stability.)


# Effects
- added 'add_breach' siege effect.
- added 'divorce_character = char' character effect.
- added 'set_state_capital = <provscope>' state-effect
- added 'show_animated_text = <locstring>' effect for provinces.
- Added 'remove_building_level = building' effect to province
- Added 'remove_holding' effect for character effect
- Added a 'start_civil_war = <char>' effect to countryeffects.
- Added an 'add_holding=<prov>' to character scope.

# Modifiers
- added 'add_and_extend' to modifier modes.
- added a scaled holding modifier for characters.
- added available_holdings modifier for provinces
- added civil_war_threshold & rebellion_threshold modifiers for countries.
- added power_base modifier for characters.
- added holding_income_modifier modifier for characters.
- added holdings_possible_for_character modifier for characters.
- Separated population growth and population capacity into two separate modifiers.
- Added unique modifier to use for army/navy weight modifiers. (as original tooltip claimed attrition did)
- Added 'naval_damage_done' modifier for country/commander/unit.
- Added 'naval_damage_taken' modifier for country/commander/unit
- Added in adjacent-to-major river and contains minor river modifiers for cities.
- Added 'ship_capture_chance' modifier.
- Added 'ship_cost' and 'cohort_cost' modifiers.
- Added 'non_retinue_morale_modifier' modifier.

# Triggers
- Made strength_percentage & morale_percentage consistent with other percentages
- added 'has_co_ruler_government' country scope trigger
- added 'has_holding_in = <prov> trigger for characters.
- added 'has_minor_river' province scope trigger
- added 'is_adjacent_to_major_river' trigger to provicne scope
- added 'is_co_ruler' trigger to char scope.
- added 'is_isolated' trigger to state scope.
- added 'max_amount_of_holdings ' trigger for province.
- added 'max_holdings_owned' character trigger.
- added 'non_loyal_power_base' country trigger.
- added 'num_holdings_owned' trigger for characters
- added 'is_state_capital' trigger for province-scope.
- added 'current_amount_of_holdings' trigger for province.
- added ' power_base' trigger for character scope.
- Added a 'ship_category = light/medium/heavy' trigger for subunits.
- Added 'has_breach' siege trigger
- Added 'heritage = xyz' trigger for country scope.
- Added 'possible_holdings' trigger to country scope.
- Added percentage_characters_below_max_loyalty.
- Removed num_characters_below_max_loyalty

# Scopes & Lists
- added 'XXX_neighbor_area' lists.
- added 'XXX_neighbor_region' list.
- added '_holdings' lists from character to province list.
- added 'current_co_ruler' link
- added '_holding_owners' list from province to characters.
- added 'siege_controller' scope switch from siege to country.
- added 'sub_unit_type = heavy_infantry/trireme/etc..' subunit-trigger.
- added 'subunit_strength_percentage' and 'subunit_morale_percentage' subunit triggers.
- added 'total_holdings' trigger to country scope.
- added 'total_power_base' country scope trigger
- added primary_heir, secondary_heir & consort event-target links from country to character.
- added siege scope switch from unit/province
- added location switch from siege to province

# UX
- added GetTimedModifier('NAME') promote from country/states/unit/province/character.
- added HasTimedModifier('NAME') promote from country/states/unit/province/character.
- added a "GetBuildingProgress" to the UI in "Province"-scope.
- added functions for getsecondaryheir
- Added 'GetInverseProgress' for timedmodifiers, so they go from 100 to 0 as well.
- Added a debug mapmode for climate

# Other
- Added support for morale_damage_done & strength_damage_done attributes on sub unit types.
- Different heritages can have different opinions of other heritages.
- Moved a few more hardcoded defines to prices.
- Moved all the logic of getting stability hits from declaring war at various states to be using prices.
- You can now define co_ruler in the setup file.
- Added some more defines to use for battle impact on warscore.
- Added support for _co_ruler and _consort titles per covernment.
- Added support for historical regnal number from start as well.
- Areas now know if they are adjacent to another area.
- Less likely to crash game while editing omens/military traditions etc.
- Hooked in on_action for holding lost.
 
Will you add in the future the possibility for modder to add bookmarks, even if you don't add bookmarks yourselves ?
Actually you need to create one mod for each bookmark, so it could be quite heavy for players to manage.
They have removed the structure that existed in all previous games on purpose, so it coming back when it was removed consciously is unlikely.
 
Actually you need to create one mod for each bookmark, so it could be quite heavy for players to manage.

Given that the "bookmark" is a handful of setup files and changing the dates in defines (as opposed to previous PDX games that have a bookmark definition file and then a whole folder of history files) bookmarks are much easier to manage in I:R as simple submods than editing thousands of province files in their previous titles.
 
Given that the "bookmark" is a handful of setup files and changing the dates in defines (as opposed to previous PDX games that have a bookmark definition file and then a whole folder of history files) bookmarks are much easier to manage in I:R as simple submods than editing thousands of province files in their previous titles.
Not really, you have to edit as many lines for history, just that they are in the same file rather than spread out across multiple.