#modding
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click on the event option and switch to Russia to see if it arrives
wait 1 day as you defined
No problem
you set it to happen in 10 days
When you click on the option it will take 10 days for the event to arrive in Russia
Does the debug say anything?
i wanna make some few couple or more mods to add new units and templates
@proper acorn
say what?
Where is debug?
Steam/select hoi4 game/ put -debug into proprieties
the debug tells you what is wrong
This lesson will explain what is Debug mode and how to enable it in Hearts of Iron 4.
Timestamps for this tutorial/lesson:
What is Debug Mode - 00:35
Enabling Debug Mode - 02:54
Useful links:
Iron Workshop Discord server: https://discord.gg/sSCU3WS
My twitch channel: https://www.twitch.tv/playerhoi
Hearts of Iron IV wiki modding page: https...
@plucky crystal
idk how to mod and honestly it seems like a lot of work
in debug search the file name to see errors
here?
Is there a ship modifier on incoming damage from air only?
Lol
https://steamcommunity.com/sharedfiles/filedetails/?id=3245266695 my mod is coming along decently, feel free to check it out
o cholera polak
where in game files I can find list of all regions with buildings and limits for factories?
History/states
Building limits are defined by state_category =
Within state files
Regions can be found in map/strategic_regions
hm...
I see weather and provinces id
but dont see region type
And I see csv file with terrain for provinces
Hm... I think it too late. I should leave it for tomorrow.
Thx, for help.
Can anyone here tell me the graphics mods used in this photo, I’ve spent about two hours looking and can’t find anything similar. Sorry if this is in the wrong channel but I didn’t know which one to use, thank you for any help with this
Hey do yk the name of the mod that allows you to put factories on production lines by x10
You can do that in the normal game, no?
Can’t tell you the exact mods but the shaders that would be used in this photo are all located in the FX folder
This is like the most classic alt hist lol what mod is this
Literally every single hoi4 alt hist cliché rolled into one
does anyone know where i can find the populations of the belgian provinces?
1920-1949
ish
irl?
yes
ask chatgpt
https://statbel.fgov.be/en/themes/population/structure-population#figures
Here you can at least get the Numbers for Flanders and Walloon, the two States in the Basegame. For greater Division, I would suggest looking into Major Cities in the States you want to create and to try to go from there (sum up the Major Cities, roughly, data is tough to come by, then remove that from the Basegame State)
That is about what I would suggest
no a jak bratku
tez modujesz?
Też polaczek 💪
Robię moda swojego ale mam błąd z newsami bo znikły zdjęcia i teraz prubuje się domyśleć dlaczego
Do anybody know where to get info about provinces in the game?
I mean the file
Something I can read through a programm
I found a file with strategic regions and file with strategic regions of each country, but cant find a file with provinces for strategic regions
the only data on province is actually terrain tile and port location anyway
I don't believe there is such a file. You have a number of Files in the Mapfolder, where the provinces are defined. After that the Files describing the States list, which numbers are included in that State and then those States are collected to Strategic regions
which is part of the map file
hm... thats pretty bad
What are you trying to do?
I can simulate economy but typing every province sound too much
I made a program for economy simulation and I need data about factories and provinces for each state
Oh, well the States files are in the History Folders. Factories and similar is stored there.
So history->states and then in those files
oh, I see.
It have all the buildings
and even owner
great
thanks!
now I just need a way to read this stuff in python
https://realpython.com/read-write-files-python/ Tutorial I found with a quick Google, go from there
Czy mówisz po angielsku? Tłumacze często nie są najlepszej jakości. W każdym razie podejrzewam błąd w pliku eventpictures.gfx w folderze "interface".
I know this stuff, I talking about converting txt into my objects.
But it would be nice if there are way to turn txt into dict
I think devs should use some kind of format
And it should be tranformbl
ah okay, well I can't help you with that. Currently I'm Java-Exclusive.
https://www.geeksforgeeks.org/how-to-create-a-python-dictionary-from-text-file/ is the best I can do.
Also, I think the Files are .txt, because it is a way lower Barrier of Entry for aspiring Modders. (At least that is kind of what Wikipedia implies? Other Reasons could also exist)
A Computer Science portal for geeks. It contains well written, well thought and well explained computer science and programming articles, quizzes and practice/competitive programming/company interview Questions.
I mean, sure it turned into txt for modders, but what was original format?
Idk. The Engine is based on C++
hm... so it can be C++ code
interesting...
indeed it look like a code.
I should google how dict look in C++
how can i make a cosmetic tag?
Does anybody know how to add more politcal advisors slots and new industrial companies?
Step 1: The Tag itself
In the common->countries folder there is a file cosmetic.txt. Here you can define the Colour of the cosmetic Tag and defacto create it.
Step 2: Everything else
From now on this cosmetic Tag behaves for our purposes like a normal Tag. Spefically Localisation and Flags work the same way. This, btw, leads to the fun fact, that you can use ordinary Tags as cosmetic ones, so France can look like Bhutan, if you want it to.
oh, thank you. do you also know how to make events?
Yeah, though that is a bit more involved, typically. I would start with the Basics here: https://hoi4.paradoxwikis.com/Event_modding and then ask again for specifics.
Yes i do speak English
You'll probably need these. I never did something like that before
https://hoi4.paradoxwikis.com/Idea_modding#Categories
https://hoi4.paradoxwikis.com/Interface_modding
(For MIOs: https://hoi4.paradoxwikis.com/Military_industrial_organization_modding)
hello
Good, ehm, do you have a debug.log file. That is always the best place to start with more weird issues
how do i make new units and templates
I will check when i will be home cuz now im in city
And cool profile picture
Heh, thx 😁
That may be two different Tasks, depending on what exactly you are asking.
Templatemodding and Unitspawning is typically done via oob Files (order of battle). These are found in the history->units folder.
For creating new Types of Battalions (say Line-Rockthrowers or sth), that is more involved, here is a start: https://hoi4.paradoxwikis.com/Unit_modding
Well, then do check the Wiki. I don't think I ever did something like that before. I mostly swim on the Surface 😅
alr
Thanks :3
hearmt of iron
how do i delete a state so i get no errors?
i want to merge 2 states into one, so i gave one of them all the provinces of the second one, and now i have that one with no provinces which gives me an error
whenever i delete the state it also gives me an error saying that there's a state error in map definition
The ID of the States most follow one from another, so the State-ID you removed, must be used elsewhere or no others can follow. (You can't have States with the ID 1,3 but not 2) The simplest Solution would be to pick the State with the highest ID and change that to be the one of the State you removed
I would suggest, though it isn't necessary, to update the Filename of said State as well, just to keep track
oh so i can just copy the highest state to the state i deleted, and then delete the highest state?
Eeeeeeeffectively. Just change the ID of the highest State to the one of the State you deleted
alright that worked thank you so much
is anyone else's road to 56 not working?
In what way
when I try to use it it doesn't load my game, my game crashes about halfway through the loading with r56
Sounds typical for Crashes. This will probably be from an active mod, so try deactivating everything aside from rt56 and if that won't work, try validating local files/check the Workshoppage for rt56 (as big as that mod is, the time between broken version and reports about that probably nears zero)
Okay Workshoppage has no discussionforum (?), but the Reddit seems calm. So yeah, test whether it actually is rt56 and try validating
I did both and rt56 was the cause
huh. well then thats that. I don't think I can really fix rt56 sadly 😅
Report it to the relevant Mod-Devs, i guess. (though I could take a look at the error.log and see if I can find, what causes the crash. 50/50 on that suceeding)
alr m8, thanks for trying to help!
@full raft Better than hoi4 wiki
😉
Wanna break from the ads?
? Obviously a metaphor or joke, but I don't understand the context
:3
There Is no meaning in life but It Will be given from each Person that Will be owner of
Well, for me my meaning is (currently) the personalized "From me according to my Abilities, to others according to their needs" While demonstrably the generalization I pulled it from has yet to work on a grander Scale, it has been a positive and well functioning Philosophy for me 😁

Where are you from pok' ?
Northern Germany
Kiel?
nope, the wonderful Rostock
Jup. round that Area. Rostock is a victory point, actually
Anywho, that's not all that Modding related, so we can gladly continue this in a more approriate Chat 😉
is there any tips on idea_category icon?
i dont know its actual size to make term between each icon
To look for their size
Go to hoi4 folder and search the icon
Open It on paint.net and look at his pixels
you should do a hidden event where the prime minister goes missing in the sea if you play long enough to each 2000s
and make a emu become prime minster as a choice for true realistic australian gameplay
i should make a mod that just renames france to "fr*nce"
rozumiem
can anybody help? i have 600 errors and my evvents dont work
um
yeah
So that Amount of Errors is typically due to Graphics or similar.
Something called repeatedly
I bet, that the Eventrelated Errors are fraction of that and one will have to go digging through the pile.
I just didn't change anything in the graphics
I deleted some events and now I'll see
Okay, well other stuff can also cause it. Changing Stuff for scripted Effects is actually far more often the reason, now that I think about it. For me at least.
Well, I mean the Game IS running. So now it's time for Bugsquashing! Just go through them and fix the Errors one by one (though often one proper Fix will cause many Errors to vanish, so it should be quicker than that)
ok thx
what is that ? Trying to fill variant where none exist from type: support_equipment belonging to Carstwo Rosyjskie
Some File wants to use a variant of Support Equipment for a production line I presume (given that it is said in relation to the Nation of "Carstwo Rosyjskie") And it can't find said Variant. (I was wondering, if support Equipment can even have Variants, though with MIOs I suppose it can)
then how to fix it?
I just checked the File and now I know, why you picked that one to fix first 😅
Well, what did you mod in regards to Equipment?
... That does add up. Have you tried giving your Nations said Tech?
in the mouth? investigate yes
???
I am ninety Percent sure, this is the not the Chat you wanted. Otherwise I am very confused.
a
oui
So, that Communication should not require dedicated Action on your end. Define the Event and the Focus should find it automatically via its ID
alr
it just says invalid event id
At a guess, there is some Error in the Event File. Something like a missing add_namespace or wrongly closed {} is usually to blame.
nope im stupid
i didnt put country_event
in the events script
so how would i make this look nicer...
wait
localization
right
Not stupid, just capable of Error. Inexperienced perhaps. 👍
Either use a Gfx meant for country_events or turn it into an news_event
it is my first time yes
yeah i sensed that
country events gfx
why when i finish the focus my custom image disappears
Okay I haven't messed with custom images for Foci in quite a while, but at a guess, you are missing a shine.gfx or something. https://hoi4.paradoxwikis.com/National_focus_modding#Icon That is the only thing I would guess changes from before to after finishing the focus.
If the texturefile links to a non-existing file, whether it's the folder path that's incorrect or the filename, including the extension, the focus icon will appear as fully transparent. That should be your Error.
also just learned that apparently, if one was stubborn enough, one could animate Focusicons O.o
good god
just delete france and add listenbourg
why is my idea not working properly
i dont want this umar muammar
i didnt even put his name there
idea wthout localisation gets a random name
i gave it localisation
then check the idea file
if it is consistent, it would work
or just
debug in console
reload save
idk why its not working
ah
just debug in console
reload save
👀
tbh for errors like this the game would tell why it is not working
[08:11:16][1936.01.12.19][effectbase.cpp:730]: *Tried to trigger non-existant event: iraqnews.1
wait
wrong one
[09:32:22][1936.01.24.01][effect.cpp:785]: common/national_focus/iraq.txt:185: add_timed_idea:Invalid idea: IRQ_a_new_era. If you wanted to reference a variable, you need to explicitly prefix it with var: or temp_var:.
And moving political power gain to the modifiers has not fixed it?
ah cuz
you used it incorrectly
i fixed it
game just need a restart
ah
ye
porbably
I- Why are you even asking that? While Memes be funny, get your Shleep. It's important.
cause im so sleep deprived i need someone to make the decision for me
Continue
but also im cooking
You must cook
... That I would ever be the Voice of reason. But that sounds good
Unless it is some Megafocus
How many focuses does It have?
4...
Well
its my first mod
It depends on quality
so
Chsd
made custom thing

Iraq?
Sweet
You are gonna make the fascist coup too?
prob
Bug shawarma boy
hello, can I somehow make a modifier that would give attack bonus against fascist countries?
Kind of. The best Thing I can think off the top of my Head is that you target all countries, which are fascist. The Issue with this is, that it (probably) would lead to the Bonus staying static afterwards. So no bonus against newly fascist ones and kept bonus against no longer fascist ones. I am thinking about Method, which might allow this to remain dynamic, though that would certainly require use of "on_action"s (unless I am missing something)
and could you tell me how to target them? I cannot figure it out
Is this C++?
Idk
that's just hoi4 code
I mean, yes. I want to turn hoi4 code into python. I should be easy if I know what language is it.
it's not any specific language
Alright, I thought about it a bit more and using Flags and Events is probably easier (definitely for me to explain)
So you need two Events.
The first trigger has two conditions:
-The Nation is fascist
-The Nation doesn't have the "isfasco" Flag (you can name it however you want)
Once it fires, it sets the isfasco Flag and if the Spirit giving the Attack Buff is present, it is switched with itself, reloading the Targetlist.
The other one is the inverse. If the Nations isn't fascist and has the flag it fires and removes it and if the Spirit giving the Attack Buff is present, it is switched with itself, reloading the Targetlist.
To build the Spirit... Have a ALL and if Block, which selects all Nation with the isfasco Flag and then target those with targeted modifiers @worn moth
I will need to transform it myself
Paradox made the coding language for it
yep
Idk what they call it
thx for help anyway
I call it Paradox-Code but I don't think there is an official term
the actual coding is done through clausewitz the coding for modding is closer to plain english
I'm pretty new to modding and I really don't understand this, I would be happy even if the bonus would be staying static, but I cannot get this
targeted_modifier = {
target = {any_country = {has_government = fascism}}
attack_bonus_against = 0.025
defense_bonus_against = 0.05
}
to work, I just want to know how to select all the fascist countries
i don't believe that works to target more than one nation
You'll have to work with limits and ifs
Alright so I found out how bulgaria did it
So
every_country = {
limit = {
has_country_flag = isfasco
}
effects
}
roughly. FBKongs Solution is probably better.
bulgaria has a whole heap of hidden ideas, each one containing a targeted modifier with an attack and defense bonus against a different european nation. then as a hidden effect they add the hidden ideas to bulgaria for all the nations that apply to the trigger (in bul's case the trigger is is_major and in europe)
so it would just take a tedious ammount of effort to work
and how does the flag work?, I guess from what you told me it's a group of specific things and you can name it so I guess you must add it first, how do you do that?
Oh, its super simple. You just use the effect: set_country_flag as an Effect. There you give it a name and thats it. No creating Files or Code or anything.
so, like this?
set_country_flag = isfasco
isfasco = {every_country = {limit = {has_goverment_fascism}}}
flags aren't scopes, they're just a way to store information as a boolean
... I think I messed up somewhere with my Explanation.
It would be lovely, if it worked like that, but sadly we (probably) need that badness with two hidden Events.
tbh, I (would?) have a hard time myself getting this to work somewhat neatly.
So create two Events, like explained here
guys
I need help with my mod
I've been making a mod to play with my friends
which includes a custom nation
everything works fine for me
however, whenever one of my friends try to play, the country's history file jsut doesnt work
did you upload to the workshop?
like no leader, no party popularity, no ideas
First guess: You made some changes to your Vanilla Files, which make it work, while your Friends don't have such changes.
both steam and paradox workshops
already checked
can you send a link?
100% file integrity
idk how to do that
I can give you the mod reference
What is the Name of the Mod?
Krakozhian Dream II
oh do you have visibility set to private or friends only?
it'll be on the paradox one
no ☠️
waiy
"Cet article n'est visible que de vous, de l'équipe d'administration et de toute personne faisant partie de l'équipe de création"
which means only I, the administration and the members of the creation team can see it
why
yes
jup
easy
Can one of your Friends send an error.log? (or you too for that matter)
I'm sorry but you'll have to explain what that is ahahah
When the Game notices Errors, it logs them, in a File called, well, error.log. This is stored in your local Documents (not game File) for Hearts of Iron in the log folder and is frequently very helpful in figuring why the Game is being huffy.
it's working for me
neat reference tho haha
🙏
I'm sorry guys imma have to log off
thanks for the advices
I'll read whatever you have written when coming back

We'll pick it up, when you get back 👍
thank you !!
How does this work?
Scripted Effects and scripted Triggers most likely. That is how the Influence Mechanic implemented in the first place, afaik. I suspect the Text itself is also scripted and not what would usually be displayed.
So I just have to wait till one of the other countries activiate these things
Oh, you meant mechanically, not how it is implemented. I would hazard a guess, that you'll have to meet the Requirement of either Influence or Population and given my limited knowledge with Millenium Dawn, I would bet, that getting your Influence up is what you should try to do.
I've tried like a million things. Even most of the National focuses for EU Are completed by me
Well, have you tried using the Influencemechanic in the Decisions
?
Okay that sounds condescending 😅
Sorry
It is all I can guess at
Ive tried these things
Yeah, I never played MD. But also: Doing both pro and anti European Campaigns? That should even itself out and resolve to nothing. Furthermore that doesn't appear to be related to the Influence on the individual Nations, which I have seen in Videos. You want to influence the Nations, not the EU
Like these?
No, also not. Through Investment or something.
hm
someone should make a game of thrones mod
Well, do I have some news for you. https://steamcommunity.com/sharedfiles/filedetails/?id=948843478
are there any better flags mods for like, communist flags? I noticed most of the eastern europe communist flags kinda look like shit, but they could be cool or real
Woo! pogg
Hi again
I suspect some broken {} somewhere. Weird that it is so User-specific
The focus Tree File also has similar Issues. Unexpected Tokens
yeah that's normal ahahah
I'm still working on it and have done some trial and error
which doesn't affect the game but doesn't work
Yeah, Focustrees have to be really broken to cause crashes just by being loaded. (I don't think I ever heard of such a case before)
Well, this Error is what lead me to that Idea:
[19:08:40][no_game_date][effect.cpp:432]: Invalid effect 'set_convoys' in history/countries/KKZ - Krakozhia.txt line : 108
(the following ones are essentially the same in Structure)
Metaphorically it gets out of step likely around this line and never gets back into proper computation.
i don't understand why
I litteraly copied it from the USA file
moved it somewhere else
Weird. Yeah, I found "set_convoys" there as well and also in the Yugoslavian Tree (to make sure it isn't somehow US specific)
But I cannot seem to find it anywhere on the Wiki
seems to have fixed it
Oh, so it was in a wrong Block
I put it in a custom one I had made called ###Ideas###
so I moved it to the very top
right under the capital
Right, so all Areas included between { and } are evaluated as Arguments for whatever opens the Brackets. If you put something in there, which it can't evaulate, it is going to get annoyed.
I... don't know. I guess how many Trains they start with or something? Would have to look it up. (notably this seems to only appear with economically powerful Nations like US and Germany)
okay
well I'll ask my friend to try again
I'll tell you if it worked
you were truly of great help
thanks for taking the time to help me
No problem
any working mod that gives your units veteran experience?
if not, is there a way to mod the savegame files to modify their exp? (im not talking about commanders btw, im talking about divisions)
is there a mod that lets you put line artillery in all slots
It doesn't appear possible to give the Divisions themselves a direct Wisdom Juice.
Best I could offer is this: https://steamcommunity.com/sharedfiles/filedetails/?id=2876460669
There are a lot of Mods doing something with Unitexperience though, so good hunting 😅
ill check it out, thanks
The Basegame already allows this, I believe. Unless you are referring to Support Companies which a Mod could be made for, theoretically, but I don't think has been.
It doesnt
you can only put troops in most slots not artillery, only the rightmost columns can have artillery
No? I literally just created a Division purely made of Line Artillery. It has literally 0 Org, but it is possible to fill every slot. Check your existing Mods, whether one of those causes that.
My mods dont interfere in that. It only lets me put marines, mountaineers, infantry, and those types of troops
the only mods i use are for graphics and PLC
Well, the (generalized out from my own) Basegame doesn't interfere with the Artillery-only and Artillery-total Divisions.
It only lets me put artillery in these slots and none of my mods interfere
anything else needs to be a troop
Not in the first three rows?
or tank
That is bizarre.
thats the max i can do
maybe check your mods
I am certainly, fully, Vanilla
Aren't there Divisiontemplates in Basegame, which break this rule? I would have to go hunting, but I....
Oh. Do you mean the three at the Bottom there? Since a recent update Inf and Arty are different Categories and per Column only one Category is allowed (which I think has always been that way? Don't qoute me on that)
Try replacing the Inf at the very top of the Column
No i mean in any slot besides the last 2 column
i click the top it makes me do an infantry unit of some type
So, for example, you can't make a new Division with only an Arty Battalion in the top left?
yea
im not on rn but this was an issue a couple days ago since i can only rlly play on weekends
The only two things I could think of, is that it is somehow limited because that is a special Unit, spawned via Focus (Nordic Defense Front) or something is wrong with Files, in which Case I would try validating those via Steam.
anyone know any mods that make the map bigger, not just magna europa but that with more spice
magna europa
jk lol
The problem with that is that the default hoi4 map is already the max size so mods that increase the map size aren't technically possible
They are
there’s so many of them
They make the northern and southern extremities visible by shrinking everything else down
that was a problem faced when developing magna europa, and it's definitely unfortunate
I suppose technically the "resolution" could be upped, by dividing up the Provinces even further? But I think mostly its graphical Flair, unless you actually remove parts of the Map or squashing some parts, like the Pacific. I do know Mods exist, which for example scale up Pacific Islands to more indepth simulate Pacific Warfare (though tbf, that obviously breaks Proportion)
Could it be possible that the presence of technologies available only with dlcs is what is blocking my friend's game from accessing the country file ?
You don't really need dlcs, all the content for them is available in the base game, purchasing the dlc is basically just a check along with gfx for units and leader portraits etc
i mean that all the content is in the base game files
Oh
purchasing them basically tells the game "yeah this dude has the dlc"
potentially? but people way smarter than myself have tried upscaling and failed so i'm not sure
It's like buying a key to a room in your house
The room was always there, you're just buying enterance to it
bro is onto nothing 🗣️🗣️🗣️🗣️🗣️🗣️🗣️🗣️
Well, no it comes with the Free updates into the files.
Also that is necessary to allow the whole "Hosts DLC are everyones DLC in MP"
😑 if you do a ctrl f for all the has_dlc checks in the base game files and remove those lines, the game works as if it has those dlc
don't do that tho cause it sucks
i might get banned for saying that lmfao
Actually, I don't think it would. Many GFX would be missing. Those are in the DLC-Files. Furthermore I think there are some more advanced Checks (though honestly not sure)
how fuel silo named in the game files? I cant find provinces which have it (I mean their files dont have same name as a province name).
gfx would be broken but it would work pretty normally and there aren't advanced checks
oh, wait, I can find it myself
fuel_silo
Thx!
no worries
I thought about just finding all buildings names
https://hoi4.paradoxwikis.com/Building_modding#Types this might come in handy
do it also have slots limits for different state_categories?
I mean like town or large_town
scroll down a bit they're there
hey does anyone know any good 1v1/2v2 mods for me and some buddies got like 2k hrs and legit dont know any
I heard about gangir duel mod
ill check it out thanjs
Hm... ok thats all types of provinces:
['town', 'large_city', 'rural', 'wasteland', 'large_town', 'city', 'small_island', 'enclave', 'megalopolis', 'metropolis', 'pastoral', 'tiny_island']
Now I need to figure out their limits
ready
Check the state_category folder in common (Basegame) All Statelevels are listed there with their respective Local_building_slots
found it on wiki
oh, that works to
Nice
Except provinces names arent really that great
Especially "Some mountains"
Yes it is a province name xD
But I'll take it
Okay, I don't want to rain on your Parade, but: https://hoi4.paradoxwikis.com/List_of_states Have you gathered more data than this List? Or the Monster which is this one: https://hoi4.paradoxwikis.com/List_of_provinces 😅
Well, actually you have it in Python now, which could be helpful, idk
Yes, it's was the point, to have it in python.
Now I can simulate any country
And optimise all shit out of hoi4 xD
Ah, okay
Probably I should make some gui too. Mb some people will want to try.
But it is a story for another day.
is this division even usable
i mean 0 org
can it even kill anything at all
i imagine it's totally useless
if this was to fight a 1x1 infantry division i would bet money on the infantry division
... likely not, no. But thanks to ISP we know with some cheese you can give it minimal Org via the Support Companies and then they are oddly effective in Parts.
Zero org
That units gonna see the enemy from a distance and die from a heart attack
Bro gotta get his pervetin out of his desk
Alcase Lorraine have 3 factory in the game but 1 in the files O_o
I don't get it, data is just incorrect and I have more factories for France in a simulation than in the game.
But for Soviets its look ok
Germany is fine also
Hm...
Guess I'll take it for now.
Have no idea why there a difference between data in the game files and in the game itself. It definitely not fixable by hand.
Where are you looking in game for that?
I see what happened here. Confusingly The Statefile named "Alsace Lorraine" is for the State of Lorraine. For Alsace-Lorraine, you need the File named "Alsace"
nvm "Alcase" Even spelled it wrong
yeah there are some very uncreative names for the states ahahah
like china 1 through china 19
Below Zero however is a cool Name. Even if inaccurat
is there any mod that gives me an earlier start date than 1936. maybe 1930 or even earlier?
Rise of nations has start dates for 1919 and 1933
I do suggest the subscription however
like 10$ per month?<
Why are you asking this on the modding channel?
hi
Yo got a question
What do the numbers after it mean
:0
:1
etc
Idk what it means
and when I tried my event
The only option to click was "ok"
Instead of the one I set
nothing
that's localisation right?
the number is basically just internal paradox jargon
you can omit it completely if you want
I'd recommend using localisation
I have a little problem
With a thing im working on
What does this mean?
Before it was worse but i managed to fix some part but now im stuck with this problem
What does your code look like at line 109
Or are there any related errors before that
For what I understand it was some error with the baltic states and poland
Im doing a total conversion mod and im stuck with the fixing of the map because of this
Are there any more related errors before the line 109 in the log?
Errors that say the same thing
Nope
Have you modified the BLT_scripted_effects file?
The tutorial i was following came out before the 1.14.5 update
I was just following instructions
And yes. I modified the BLT_scripted_effects
There could potentially be a broken bracket a bit before that
Let me check
I think I found it
It was in the 192. Its a end bracket
.
No it was not
It was attached to something
Maybe this space?
Spaces won't cause errors
Did you remove anything from before that line in the file? I'm checking the file myself and the line numbers seem to be mismatched
Yes. In the tutorial I had to delete specific parts of the code
What tutorial are you following?
This video covers the rest of the parts from the previous series and some extra error fixes not previously done.
Timeline:
0:00 - Introduction
1:16 - Buildings
2:47 - Fixing Bitmap & Definition Errors
7:03 - Buildings (continued)
9:02 - Trees
26:39 - Cities
38:45 - Touching up Trees
45:53 - Fixing All Other Errors
54:11 - Conclusion
Resources:...
The video came 2 months before de 1.14.5 patch
I already did part 1
Without any errors
Is there a way to add a bunch of states any quicker than going into every file individually and fixing it like that
Nudge tool is the only way really
Its Better file becaue with nudge you can make a mistake and Need to reinstall the whole game
Ok
i saw a youtuber who had an extension to automatically select and build whatever should be built aet that time, does anyone know what mod this is? it was dankus memecus's "Germany But I Beat Russia in 6 Months" video at around the 1 minute mark
idk if its a script or a mod or anything
hm... There no such file at all
oh, I found it: it's "28-Alcase.txt". Windows can't find it for some reason, I searched through all lands of France in python.
And it is endeed correct province, it have 3 factories and a bunch of bunkers.
hm... ok, but it still don't solve problem with 2 extra factories from the game files
I think I will just check all 23 provinces which have factories and look is they have some amount.
It's very weird, other countries doesnt have this problem
It say it should have 28 steel and be core of France
Also have victory points
state={
id=17
name="STATE_17" # Lorraine
manpower = 1517500
state_category = city
resources={
steel=28 # was: 48
}
history={
owner = FRA
victory_points = {
9642 5
}
victory_points = {
11516 5
}
buildings = {
infrastructure = 4
industrial_complex = 1
air_base = 5
}
add_core_of = FRA
}
provinces={
521 698 3646 3666 6698 9642 9658 11488 11516 11642
}
local_supplies=0.0
}
but I dont see such a province
Check for a certain "Lorraine"
The State directly west to Alsace-Lorraine
Right, Franche comte is the proper Name, not Lorraine. Let me check miself
20-Franche-comte.txt is not for Franche comte
it have only 1 factory
and Alsace-Lorraine is Franche comte
But what is Franche comte then?
Yeah, the Lorraine File you posted is for Franche comte.
the Franche Comte is for Rhone
^
It very much seems like there was a bunch of State reshuffeling during the time, in which they added these French States.
{
"france": 1, # corsica
"normandy": 2,
"ile_de_france": 4,
"champagne": 1,
"franche_comte": 2, # rhone
"bouches_du_rhone": 1,
"roussillion": 2, # languedoc
"poitou": 1,
"centre": 2,
"bourgogne": 1, # Auvergne
"champagne2": 2, # Bourgogne
"alcase": 3, # Alcase Lorraine
"indochina": 1, # Southern indochina
"pas_de_calais": 3, # Nord pas de calais
"loire": 1,
"midi_pyrenees": 1,
"tunisia": 1,
"northern_morocco": 1, # casablanca
"lebanon": 1,
"annam": 1, # tolkin
"cameroon": 1,
"picardy": 1,
"alcase_lorraine": 1, # france comte
}
It is 35 fabrics anyway
...
I dont get it
In the game France have 33 factory
I literally found 35 on the map...
I am out of ideas
Yes, but some of those States aren't cores, so they don't give all Factories. And Franche Comte (ingame) for example has 28 Steel base, but 50 thanks to Infrastructure
oh, interesting, I didnt knew about this mechanic
But how can I get amount of factories state give?
oh, I see, it from controll
hm... I need controll data then
wait... wait... I need simulate entire controll system to get factories in a correct way ?!
bcz it not a constant
Basically. Also this ignores stuff like National Spirits and Advisors. I think the best Way to check how much Factories a Nation can build is to actually try it in game, after Theorycrafting.
Oh and Trade
I think, I can approximate it to the 0.5 factory per non core factory
Trade is vital for the Economy of some Nations
trade is easy, I'll just add ability to controll trade factories for the user
hm... how advisors affect factories?
They affect only construction, aren't they?
Yes, but you won't have the Influence of how the Game is going. For example, recently Germanys Steel Production got a considerable Nerf, so if Germany decides to go for Navy, all Nations producing Steel have a decent Chance for more Factories, which they otherwise lack. Or if a sudden early game war pops up, people might scramble to build Aircraft, pumping up the Indonesian/Malayan Economies.
Also Advisors can do SO much. France, Vincent Auriol modifies Consumer Goods. (Also how will you simulate Tradelaws and Economylaws? Their PP Requirements?) Pierre Pucheu gives research and civ construction speed, changing both how fast Factories are built and how fast new Industrytech is researched, Devalue the France affects Consumer Goods, but only for a Year. The Industrial Expansion Focus gives different amounts of Factories depending on which Foci have been completed before. And France is one of the less Complex Nations regarding Economy. USA has the Congress Mechanic, incentivising adding unplanned Buildings to get other Boni, Turkey has the Investment Decisions, Uruguay and paraguay get Automatic Industrial Development through Events (if you have the relevant DLC and finished a Focus)
A total Economysimulation is a very tall order. To test this sort of stuff, I would either actually play the Strat I want to test or program the Ingame AIs to test them for me and run it with the history_logger
I just added basic advisers like +10% factories and infrastructure construction and +10% military factories construction
And also just added ability to add construction bonuses and consumer goods directly
I also simulate entire law system (law, trade, conscription), but only part about factories
since there things like stability
Stability give consumer goods
And I dont want to simulate stability system.
Yeah okay, but as they say: Assume a can-opener
(Context: https://en.wikipedia.org/wiki/Assume_a_can_opener)
I won't deny that it couldn't give some helpful Information about the Way one should handle Economy, but the real Game has so many Factors affecting the Industry, any knowledge gained will be fairly theoretical. I am talking under the Assumption, you want to use your Program to minmax Economybuilds. If you have a different goal, do tell.
I mean, I will need to take trade from the game anyway, so I will do it as a user
It is not job of a programm
I will just run a game a take amount of trade factories each 3 mounth or so
It should be close enough
Same for not basic advisers and stability
Oh, so its a Program, which runs alongside the Game itself. I thought it was purely independent.
But then I have to wonder: What for? What do you want the Program to do?
Programm independent. And taking data from the game (I mean by running the game) in my plans, but it not a part of current step, for now I just need to simulate economy correctly
Then I can add mod part which will collect better data for simulation.
And probably I will also need some kind of iteration for testing best way of constructing
But for now I need correct simulation and thats it.
Oh, okay. I still don't get, why you wouldn't just test this stuff out in game.
And what is your Limits for "Correctness?" Because if Things like Stability aren't implemented, its most certainly not "Just like it functions ingame"
It is exactly "Just like it functions ingame", dont forget, even if I dont have stability, I have ability to change consumer goods any day of the calculation.
I can change laws any day, as well as promote construction tech and industry tech
So, I just add this things as events and simulate the game.
By Hand? Or is there some Algorithm defacto simulating Stability?
Just to get Info straight for myself. What is the Input for the Program and what the desired Output/gained Information?
yeap, for now it by hand, by I have next part in plans, where I will take it from the game
So almost everything that now by hands should be done by the 2nd part of programm later
Okay, but if you are planning on taking the Info from the game already... what extra purpose does your Program fulfill?
Is it supposed to be some Predictor or Indicator of how much Output your Civvies have?
It can calculate like 5 years in a second so I can do hundreds of runs
So the Program takes the current Economy and given currently active Modifiers and Civilian Count, it suggest what you should build?
for now it is not. Now it take your orders and simulate outcome. In the end it should take your orders and suggest best moment to switch from factories to the military, for example.
Or how many infrastructure you should build
For gathering Info, I think you might be interested in the History Logger. If that is running it logs massive Amounts of Info about the Game, which you could then read into your Program.
Hm... thats definitely interesting
Wait, it not even a mod, it just a part of the game?! Nice!
Yup. Sadly there is scarce Information about it out there, especially on how the files work, so you will have to do some exploring and experimenting
Still way better then creating entire mod.
Hm... But guess I will need to get a lot of modding knowledge anyway. Like every link to the province is a number and all other stuff require understanding of the game code.
Anyway, I have pretty good simulation for now (I will avoid non core territory problem for now), I think I will try to turn program into something usable first (I definitely need some kind of interface or something like this even for myself) and will do everything else later.
I can turn data from the game into events anyway, so collection of the data can be done later.
Thanks for help!
No problem 👍
hey guys I ran into a problem where a bunch of states (that I havent modded) are just showing up as their state id. ex: london is STATE_126
guys can anyone send me the link of great war (i want to install manual)
Sounds like Errors in the localisation File. What does the error.log say?
does anyone know why
initial_show_position = { ... } is not working
Not without further Context, I don't. Do you happen to have the error.log handy?
i dont think the error log says anything about it but ill check
Some error Messages only appear, if the Game is launched in Debug mode, so be aware of that as well.
i am in debug
it says nothing about the initial_show_position
wanna see the error log anyway
yes please~
Well, while the initial_show_position {} shows no error, the Focus Tree itself does, so perhaps those Errors cause this. (For Example, maybe the closing Bracket is in the wrong Place or something?)
Are the Errors in the error.log fixed?
no but theres no need to fix them
they dont afffect this
and they take too long to fix
and in game everything works but this
You would be surprised, what affects what. And if no other Avenues of Repair are present, this is all that's left to fix.
(And believe me, I have had that Experience before, where some Fix should have done literally nothing to thing I am trying to fix, but somehow it turned out to be the Solution.)
Also some of those Errors are near line 4, so around the Area, where I would expect intial_show_position. Could you perhaps send me the relevant Focustreefile?
focus_tree = {
id = syrian_focus
country = {
factor = 0
modifier = {
add = 12
tag = SYR
}
}
default = no
continuous_focus_position = { x = 50 y = 1000 }
initial_show_position = { focus = political_reforms }
Well, if the focus "political_reforms" isn't working, then the intial_show_position will also not work most likely. Also some of the Errors do no match up with what you sent me, so I would really like the file itself, not just what seems relevant at first glance.
Oh... No problem, I guess 😅 👍
I think I checked a BLT_scripted_effects yesterday and you said again soo. But I can't recall you.
Anyway. Did you change anything in the BLT_scripted_effects file?
Did the tutorial say why you needed to do that?
Also if you did change something there, do send the file. The last one didn't, so I guess it really was someone else randomly having trouble with the same Files.
Yeah, some Brackets are broken. For example (may be the only, maybe not) the LIT_iron_wolf_down_effect Bracket closes in the middle of the Bloc describing it (Line 107)
Delete the bracket directly at line 81
and then add a bracket at the bottom of the same section, below the LIT_iron_wolf_idea_good_2 has_idea check section
huh?
Like this?
But now 67 has no end bracket
The attatched one is fixed
So thats it?
Test it
Ok
Alternatively you can just override the vanilla folders that are loading by including replace_path lines in your descriptor files
Which means you wouldn't have to fiddle around with removing specific lines
Its my first time modding the game btw
This is a collection of all the replace_path lines you may want to use
ah, dw. I didn't know that specific Info either 😅
you may want to not include some that you'd want to keep, but you'd put all the lines of paths you want to override (basically like they don't exist even if you don't have those folders/files in your mod) and put them into your mod's descriptor file
oh you might also have to put it in the descriptor that's just outside of the mod, as in the folder called mod. the file will be named something like yourmodname.mod
it's named after whatever you put as the folder name when you first created it
I think I'll do this
this one?
potentially
you can open it in notepad though and see
it should have a path directory to your mod's folder
right
Now i have to paste this in there?
Jup
In the mod folder or in my mod folder? The one I modify is the one that is in mod
you'd need to change both
And where is the other?
In the folder there
in your mod like poke showed
Did you create this Folder by Hand? The Launcher has a Feature to set up a Mod with Descriptor premade
I used MapGen and CMS
But i was thinking to move the map mod to the folder i created with the launcher once I finished fixing the map thing
And yes I have the folder made with the launcher here
Then there should be a File called Descriptor there (or descriptor.mod with File extensions)
as I said
Its in the other folder
I want to think that there wont be any problems if I move the folders from one to another
Yes, then do that. For testing purposes as well, I would always maintain the best and fullest Version I can. Say no to technical Debt
lets hope anything brokes
So then I have to do everything of the replaces in the descriptors again
Do I put it bellow the path= ?
I suppose so, yes.
Alright. I will test it to see if it works
My game crashed 💀
Brilliant 😅
Well, you know the drill. Has the error.log updated?
oh my
guys, i have a question, i would like to create a mod which is "10x", who could help me?
God
There are many Tutorials and the Wiki also explains many things well:https://hoi4.paradoxwikis.com/Category:Modding
For more specific Questions, you can always return to here 🙃
thanks mate
We're still in the Kilobyterange, nothing major here 😄
Ye
I would guess you are ignoring too much or too little. Effectively, this is large Chunks of the Game wondering, where the f the rest has gone.
And also, obviously this can lead to unhappy little accidents
Maybe because the map has no countries in it?
Could be a Factor. Launch in Debugmode, then all crahes bound to Mapdefinition are prevented
Well kind off. Are you ignoring the technology folder?
Wait, no. Are you ignoring the scripted_effects folder?
And are you ignoring that via the descriptor&other one?
With the replace thing
Yea okay. The technologies Files evidently need some of the Files in the scripted_effects
So I have to do what exactly?
Stop ignoring the scripted Effects or start ignoring the technologies (I wouldn't recommend)
Also get rid of your modified BLT_something file. If this is your first Mod I advise against touching anything scripted_x
So. Deleting the BTL in my mod folder
yup
Then the folder is now empty
You can remove the Folder as well, but it changes literally nothing, besides stopping you from wondering, why you have an empty Folder.
That is fine. I am personally more interested in the error.log
(Also don't forget to stop ignoring scripted_x)
I still dont know what you mean with the ignoring scripted_x
The lines you added to the descriptor and that other file
Only the ones regarding scripted_effects, scripted_triggers and the like
Yes, I don't have any other Changes I would suggest before testing this.
And how about the crash? Does that still occur?
Im still waiting if the game loads full or if it crashes again
It crashed again
aaand back to the error.log we go 😅
Megabyte range, lets gooooo
Im seeing some baltic things
Im seeing a lot of things...
Okay, remove any replace_path, which doesn't refer to a folder you have in your Mod
Yes and also not in your subfolders.
common/autonomous_states for example includes vital Info for the Puppetsystem, so it missing causes concern for your Game.
So ignore
common/ai_strategy
common/countries
common/country_tags
common/decisions
common/national_focus
And so on for the other Folders. The Game will still throw a Million Errors, but hopefully not one that causes crashes
eeeejup
Like swatting flies
I do not have any file or folder named autonomous_states in my mod folder
Yes, that is why I said, you shouldn't ignore it
that's why you should ignore it
@elder tundra do you have a copy of the luthuanian focus tree in your mod?
? No the basegamefiles are fine. No need to tell the Game to ignore them.
I have a copy for:
baltic_shared
estonia
latvia
lithuania
poland
If you're doing a total overhaul map change, you're supposed to override the vanilla files in order to ignore the specific references they contain
Wait, is this a total overhaul map change?
Ambitious, if that is a first mod one does.
Remove those copies and keep the old replace path lines you removed
and remove the other copies the guy told you to make for things in the common folder
I guess, that is some Egg on my Face. Yeah, like Kong said, ignore away. And as much as possible 😅
So I delete the national_focus of my folder?
Yeah
No worries, everything is a learning process
decisions folder too?
what's in it?
EST
Yeah remove that too
I believe those can go as well for now
There are neither Countries or AIs currently after all
Did you make custom countries?
Not yet
yeah remove the content of them you might want to keep the folders themselves for later
No content and only the folders?
In common
One of you said something of the descriptor and the replace_path
What I was meant to do with it?
We both did at various points.
Keep them. Here is where we tell the Game, what parts of the Vanilla Files to ignore (being effectively all of em)
So I again paste all of the replace paths in both descriptors?
I suppose so, yeah
this part is always a pain in the ass haha
go for it
Do you plan on making new technologies?
Okay, so a lot of these Errors are consequences of ai_will_do blocks. On first glance, it looks like slowly ripping out any parts out, where the Ai_will_do blocs refer to now ignored Parts of the Code, is the solution to those errors
But I dont have any of that in the folders now
Copy the relevant Folders into your Mod and edit on those files
Mmm the Edit of the files sounds like going to my game files and doing things that could crash the game directly
Don't. Edit only Files in your Mod. If your Mod doesn't have the File you wish to edit, copy it in from the Vanilla Files (+putting it in the proper folder structure, obv.)
Let me see what do I have to copy
The technologies folder in common is what I would start with
Yeah and now the fun part. Check the error.log and go through the errors, removing the terms in the technology files referring to, say, completed Foci in the lines mentioned.
Tip: All of these terms should be within the AI_will_do blocks and if you move from the bottom up in the errors, you ensure that the Linenumber stays accurate, despite your edits.
Yup. Total Conversion is a lot of work.
You can start with whatever File.
from bottom to up
Bottom to top, yeah
Yeah, the modifiers gotta go. There may be some that work, but a clean cut will hardly do major damage.
Yes, as there is neither a Germany nor an anti_submarine_strategy_required_trigger anymore
That closing Bracket beneath the selected Line still has to go, but yes
Remove the if bloc (Line '53 to '75, inclusive)
Okay, you can also remove on_research_complete { }
Done
And? How are the errors looking?
Crashed again let me see the log
Now there is little errors in the NSB and MTG
On to the next Files 👍
Oh, I misunderstood.
But the error log did shrink by 8 kb, so you are doing something right
less kB?
126 kb
And on we go 👍
remove_core_of = TAG
Oh ok ty
Ok fix the electrical mechanical, industry and land doctrine. Now the test
how the hell do i get rid of these errors i cannot find this anywhere
Are those checks within Statescopes?
i wish i knew how to answer that
Are they in Brackets following a State ID?
For example:
1 = { is_controlled_by = FRA }
I ask because the Error Messages look weird and I am wondering, if the Syntax is correct
Crash
well i mean neither the states, nor the countries in the errors exist
and i'm currently trying to find a file in which something causing this could be
i checked all scripted_triggers files
the error itself does not cause any problems, but i just hate the thousands of spam errors
The Problems would appear eventually. What kind of Mod are you making?
a map overhaul with custom countries
Hahaha
