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Vricklund

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Jan 13, 2002
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Say I wanted to force a mod to use a specific interface, how would I go about setting that up? So far I'm thinking I would have to make a folder for each interface mod installed and then make copies of my interface files for each of those folders.

Why are mods spread out all over the game directory like this? Is it to make it work with the settings dialog in the game? I can think of no other explaination as to why one would make it so cumbersome?
 
I am not entirely sure I understand your question, but you can define specific languages, shields sets, interface, font and colorscales for each mod in the mod_modname.txt files in the Mods folder. Here is what I use for DoK:

Code:
#Dawn of Kingdoms 0.44

#-----------------------------------------------------------------------------------------------

mod = {
    name = "Dawn of Kingdoms"
    dir = "DoK"
    language = { "english" }
    shields = { "enhanced" }
    interface = { "classic" }
    colorscales = { "glory" }
    remark = "Medieval Historical Mod 888-1291"
}

#-----------------------------------------------------------------------------------------------
 
Ah, thanks! Sorry for being so incoherent. :)

Another completely different question: There are alot of AI files in ftg compared to eu2, are they used in a "no mods" game? How's the change from one AI file to another done?
 
I am not sure there are more files in FTG than in EU2 but I no longer have the latter installed so I cannot check it.

Anyway, AI files are swapped by ai-only events, check \Mods\AGCEEP\AI\AGCEEP_AI_Events.eue to see a sample, I do not know where they are for vanilla. Each mod must have its own AI folder, or the game will use the vanilla ones.
 
If you are modding on vanilla, AGCEEP files should not interfere. :confused:

He might be using vanilla but many many AGCEEP files went to vanilla as well which can cause an issue.