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Hi, I've spent months working on a tool external to CK2 that creates random maps and histories as mods for CK2, and these rules have only just come to my attention and it seems due to rule 1) and rule 10) If my tool is classified as a mod I'm unable to advertise it or make it available at all outside the Paradox CK2 modding forum. To clarify, since this is not actually a mod, does this still apply? Only there is no way I can put this on the Steam Workshop given it's not actually a game mod, and basically I'm just coming to the sudden realization that the potential popularity and attention the tool I've spent months on may be almost completely killed off, considering such a tiny fraction of the CK2 player base visit the modding forums or even the Paradox forums and unlike actual mods that could have the exposure of the entire steam userbase, this seems to be the only place I'm legally allowed to distribute it, and while I've appreciated all the feedback and support in here, it's had vastly more attention in the two days I made it public before discovering these rules and removing the links, than it had in months on the Paradox forums.

Could I get some clarification on this because I obviously don't want to break any of the terms of service, but then can't help notice that these rules haven't been enforced in other circumstances.

Thanks
 
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Castellon said:
Below are the rules you must follow if you want to Mention/Discuss/Plan or otherwise Market your User mod on our forums and or list it in the steam Workshop.

The rules only apply to Paradox's forums and the steam workshop.
 
The rules only apply to Paradox's forums and the steam workshop.

The issue @yemmlie101 has is that his is not a mod, but an utility. At least in theory, these rules should only apply to mods and not to external programs -even if these are an aid to modding) right? So external applications should be allowed to be diacuaaes and siatributed both here and elsewhere, one would think, unless the devs would make their rules' nterpretation even stricter than their current formulation.
 
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The issue @yemmlie101 has is that his is not a mod, but an utility. At least in theory, these rules should only apply to mods and not to external programs -even if these are an aid to modding) right? So external applications should be allowed to be diacuaaes and siatributed both here and elsewhere, one would think, unless the devs would make their rules' nterpretation even stricter than their current formulation.

My 2 cents: since it's a tool that generates mods, it would likely apply...

What is painful is to have to explain to users how to link their steam account, where to post if it doesn't work and/or how to contact moderators...
Maybe some kind of summary somewhere (wiki ?) of the reason behind it, the steps and FAQs in case of trouble would go a long way.

It would also be good that the forum hosting of files be improved (7MB is considered too big - some mods are much larger !), it has been reported for almost a year now, but no news. (https://forum.paradoxplaza.com/foru...ur-mod-files-on-this-site-new-feature.882792/).

Finally Steam Workshop bugs and upload limits that have been going on for 4 years, and caused mods like CK+ or Warhammer: Geheimnisnacht to move out of the workshop this year, and many big mods in general to be unknown to 95% of CK player base !

TL;DR I understand the intent of these rules (and I think they are way smarter than DRMs), but the tooling that is behind makes both players and modders hate them...
 
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It would also be good that the forum hosting of files be improved (7MB is considered too big - some mods are much larger !), it has been reported for almost a year now, but no news. (https://forum.paradoxplaza.com/foru...ur-mod-files-on-this-site-new-feature.882792/).
I had a recent update from TinyWiking...it's still being worked on. The change they tried to make to increase the upload sizelimit seems not to stick for the moment.

Finally Steam Workshop bugs and upload limits that have been going on for 4 years, and caused mods like CK+ or Warhammer: Geheimnisnacht to move out of the workshop this year, and many big mods in general to be unknown to 95% of CK player base !
Workshop upload limit is 1Go. From my experience (though i've long thought it wasn't the case), the limit seems to be the quality of the modder's connection. MEIOU and Taxes is 550 Mo and is easily uploaded/updated on the Workshop.
 
I had a recent update from TinyWiking...it's still being worked on. The change they tried to make to increase the upload sizelimit seems not to stick for the moment.


Workshop upload limit is 1Go. From my experience (though i've long thought it wasn't the case), the limit seems to be the quality of the modder's connection. MEIOU and Taxes is 550 Mo and is easily uploaded/updated on the Workshop.

Thanks for the info.
Yes for EU4 the workshop limit got increased, but sadly it hasn't been the case for CK2 last I checked (it's between 40-50Mb zipped).
 
I have updated the rules slightly specifically rules 1,4, and 7.
 
I have updated the rules slightly specifically rules 1,4, and 7.
I can't really tell what's changed in 4 and 7.
Would it be possible to post the sections as they used to be so that they can be compared?
 
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I have updated the rules slightly specifically rules 1,4, and 7.
Interesting that you now allow open, external forums. What is the reason for that change? And do the mods still have to be hosted solely here and/or the workshop?
 
I have mentioned before that ModDB pages were fine as long as you could not download it directly from there. The same still appies.
 
1) Although we will no longer absolutely forbid having an external forum for the mod that is open to the general public (You have always been allowed a private one for the internal modding team), we strongly encourage you to keep your feedback discussions here to both benefit our members and to benefit from them. If you choose to have an external forum you can still use ours but normal rules against posting/direct linking/ or writing out external links without approval still apply.

10) The Mod should be exclusive to the members of this forum and or Steam workshop.
How do 1 and 10 correspond? Aren't those in conflict?
 
How do 1 and 10 correspond? Aren't those in conflict?
If I am reading them correctly 1 says "you can use a forum to discuss and direct the development of your mod with the community at large" and 10 says "mods should be hosted on steam for general distribution or download links should be kept on the forums for direct distribution." @Castellon should correct me if I am incorrect.
 
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If I am reading them correctly 1 says "you can use a forum to discuss and direct the development of your mod with the community at large" and 10 says "mods should be hosted on steam for general distribution or download links should be kept on the forums for direct distribution." @Castellon should correct me if I am incorrect.
Yes, that is how I interpret it too, but I wanted to ask to be on the safe side.
 
That is the correct Your site cannot host the files or link to them directly.
 
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I posted this originally to Divine, but thought I'd post it here to for some opinions.

I had an important question pertaining to modding rules. I'm the development lead on Meiou and Taxes 2.0 and I wanted to make sure I wasn't breaking any rules with my dramatically revised estate mechanics. Basically, I'm tearing out the old estate system wholesale, building my own internal politics system from scratch, and then using the old estate interface as a means of listing important stats. I'm still using the terms "estates" because that's what people are already used to. However, because the system is made from scratch and doesn't conform to any of the old rules, this means that the new system can technically exist completely independently of the DLC. If you own the DLC, you get the nice interface to work with, but there's no reason why interaction with the system can't exist through the decisions menu if someone doesn't own the DLC. In fact, all of the necessary components for that already exist without any extra work.

Is this okay? I can intentionally ban mod users from interacting with my new system, but it would be more work to prevent them from using it than it would be to just let them use it. On the one hand, the new system doesn't require any DLC what so ever, but on the other, it could be interpreted as me supplanting a roughly similar feature which customers could otherwise be paying for.

What is your opinion?

Here is the first half of my developer's diary for my new system with a video:

https://forum.paradoxplaza.com/foru...00-dev-diary-06-estates.971851/#post-21900540
 
#7 I understand the DLC rule but I assume this means I cannot use any art assets from another PDX game e.g. Ck2 art into EU4. Would modifying said asset make it ok?
 
#7 I understand the DLC rule but I assume this means I cannot use any art assets from another PDX game e.g. Ck2 art into EU4. Would modifying said asset make it ok?
For EUIV, you need to edit EUIV (or DLC) assets... not CKII assets.

Basically, when modifying something from a game or a DLC, you need to ensure the player will have the game or DLC you edited the file from.