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Schattten

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Jul 3, 2016
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So, I wanted to md out that annoying influence cost for defensive pacts, since I usually acquire vassals without integrating them.

Since I'm completely new to modding, I just followed the instructions for gameplay modding on the wiki (since I figured out I had to change something in the defines.lua). So far, so good.

But when I start the launcher, the mod doesn't even show up. Why?

To reiterate: I used the "Create Mod" button, created <mymod>/common/defines/removecost.lua via copying defines.lua, then emptying it save for the one line I wanted to change. Correct?
The mod folder lies in /mod/ instead of the folder for workshop mods. Correct?
I didn't upload it, since nothing mentioned it needing to, and I manually installed mods before. Do I need to?

If someone can give me a mod that removes that cost, that would be fine, but at this point I'm intrigued enough that I want to know how t fix it in case I want to mod some more. Thanks in advance for your help.
 
To reiterate: I used the "Create Mod" button, created <mymod>/common/defines/removecost.lua via copying defines.lua, then emptying it save for the one line I wanted to change. Correct?

I think that the game could be having trouble with the .lua filename. The main defines name in the Stellaris Common folder is 00_defines.lua. Could you change it to defines.lua (so that it references the main file) and see what happens?
If you're still having trouble, follow this guide on steam, then you can use it to change whatever values you want in 00_defines.
 
Did you change the code line?

From this (original defines:)
Code:
NDefines = {

    NCamera = {
        FOV                            = 35, -- Field-of-View
                ..... rest of define code
        }
}

to this: (needs to be done for the game to read and overwrite the specific defines values)
Code:
NDefines.NCamera.FOV    = 35

Important things to notice:
- NDefines.NCamera <- this tells the game to read defines camera settings. To change a value from gameplay it needs to be NDefines.NGameplay.<value>
- make sure the ',' is removed at the end.

This wont work:
Code:
NDefines.NCamera.FOV    = 35,

This will:
Code:
NDefines.NCamera.FOV    = 35

..
NDefines.NGraphics.DEFENSIVE_PACT_INFLUENCE_COST = 0
 
The way I understodd it was that the filename doesn't actually matter that much. Tried changing to defines-lua anyway, but no success.

Did you change the code line?

From this (original defines:)
Code:
NDefines = {

    NCamera = {
        FOV                            = 35, -- Field-of-View
                ..... rest of define code
        }
}

to this: (needs to be done for the game to read and overwrite the specific defines values)
Code:
NDefines.NCamera.FOV    = 35

Important things to notice:
- NDefines.NCamera <- this tells the game to read defines camera settings. To change a value from gameplay it needs to be NDefines.NGameplay.<value>
- make sure the ',' is removed at the end.

This wont work:
Code:
NDefines.NCamera.FOV    = 35,

This will:
Code:
NDefines.NCamera.FOV    = 35

..
NDefines.NGraphics.DEFENSIVE_PACT_INFLUENCE_COST = 0

Tried that too while I was at it, even before I read your post, but still nothing.


Since I'm new I may be wrong, but wouldn't the fact that I can't even SEE the mod indicate something wrong in a more basic thing? Like, if just the file wasn't formatted correctly, I would assume the mod would be activatable, but not functional.
 
Considering you latest post, it could just be a pathing error. In the Stellaris/Mods folder (from the Documents menu) you'll see a bunch of .MOD files. Open <yourmodnamehere>.MOD and make sure the path name correctly leads to the folder your mod info is in.
 
Use notepad++

Start in...
..\Documents\Paradox Interactive\Stellaris\mod

Create a folder called giraffe and a text file called giraffe.mod file

In the .mod file write the following text...
Code:
name="Schattens DefPact change"
path="mod/giraffe"
tags={
    "gameplay"
}
supported_version="1.2.*"

In the giraffe folder create a new folder called common, in the common folder create a new folder called defines
In the defines folder create a new text file called giraffe_defines.lua

In the giraffe_defines.lua file write the following text...
Code:
NDefines.NGameplay.DEFENSIVE_PACT_INFLUENCE_COST = 0

Launch Stellaris and check that your mod is available on the launcher and that it is highlighted.

ps. you can replace the name giraffe with anything more sensible, like schattens_defpact_change or whatever you think is more appropriate.
 
Use notepad++

Start in...
..\Documents\Paradox Interactive\Stellaris\mod

Create a folder called giraffe and a text file called giraffe.mod file

In the .mod file write the following text...
Code:
name="Schattens DefPact change"
path="mod/giraffe"
tags={
    "gameplay"
}
supported_version="1.2.*"

In the giraffe folder create a new folder called common, in the common folder create a new folder called defines
In the defines folder create a new text file called giraffe_defines.lua

In the giraffe_defines.lua file write the following text...
Code:
NDefines.NGameplay.DEFENSIVE_PACT_INFLUENCE_COST = 0

Launch Stellaris and check that your mod is available on the launcher and that it is highlighted.

ps. you can replace the name giraffe with anything more sensible, like schattens_defpact_change or whatever you think is more appropriate.
Thanks, that worked.
And after I took a quick look on how that was different than what I did (since I pretty much did those exact steps, except I let the mod tool create the folder and .mod file) I even found what was wrong:
*drumroll*
The wiki told me to copy the .mod file into the folder and rename it descriptor.mod. Guess what? Instead of copying, I apparently moved the file. Derp. After recreating it, my original mod shows up as well.
So, I guess my original assumption was right: there wasn't a problem with the mod contents themselves.^^

Anyway, thanks all of you for your help.
 
The wiki told me to copy the .mod file into the folder and rename it descriptor.mod. Guess what? Instead of copying, I apparently moved the file. Derp. After recreating it, my original mod shows up as well.

The old move instead of copy. The arch-enemy of the programmer/modder :p