#modding
1 messages · Page 74 of 1
i might start serious work on it if i figure out exactly what i wanna do with it
if anyone has any ideas or is developing such a mod, ping me
@late vector i have an idea: united america
dm?
sure
k
If I want to change the name of my mod can I just change the name of the files and then reupload it?
I believe so yeah
Thanks
What's wrong with the nudger? Does what it needs to
#challenge-submissions message mod people, locate this mod immediately.
does anyone know some mods that alter the maps texture other than fps map
stege
theres that doodle map
My friend can not start the game with any mod because the launcher says he dose not have a specific file but he has the file. Help would be nice
vsc tool
i wnated to give a country a chinese wralord tree but it didnt work and its still generic what did i do wrong?
I remember that there was a mod that made it possible for the news events give effects
anyone know?
Darkest hour had animated news event for some events
Many mods have super events like TNO and Kaiserredux
no. i meant a news events that acts like a normal country event
Then idk what you mean
normally a news event gives no effects when you click on a button, correct?
thats what country events does
but i remember a mod
that makes it so
Some do
the news event gives effects when clicking a button
4th internationale event gives Germany communism support
Komet sighted gives +1 and -1 stability
idk what mod
You just do a country event with one option with an effect no?
im not able to figure out how to send troops to afghanistan to help the dominion of india as canada, i just bought the game (kaiserreich)
nevermind i did it
Second West Russian War
map of europe is almost done
do i finish the world map, or do i make content for europe?
I think finishing the map up first so that you know how things will be once you start on the content is the best, since content might want to interact with thigns outside the continent as well.
Well I already have a bit of lore and a map planned out already, but it took me a day just to make Europes borders and the other continents might break my will to live
Well yeah, but the effects that will target specific nations wont work if they aren't on the map yet etc right? 🙃
oh shoot yeah
although idk if i am adding any more countries
I mean ultimately it is up to you since it's your hobby project so I won't tell you to do anything specific, I'm just going by how I would have done it 
nah i trust you way more than my bad self taught methods
In that case (if you don't feel like you'll burn out on the project from it), I would recommend completing the map first to have a good foundation to build the content from 👍
i am very unsure how to split china
I dont believe anything i changed would really affect them
but base china would seem lazy
very slowly getting there
I don't know any of the lore but perhaps the Jiangxi Soviet could still be around and as such the communist forces would be stuck on the east coast of China rather than in the mountains of Shanxi
I'm having a bit of trouble trying to change stuff in the game files. Looking to change up some pictures from the World News events but I'm finding it a bit hard to navigate through the files. Is there any way I can find the specific picture for a specific event and then modify it?
Open the event picture file in the interface folder, then when you find an event you wanna change, you search for its event picture token in the interface file which will tell you its path
Yeah I can't find the event picture file. What would its name be? Sorry for the basic question it's my first time working with the game files.
See interface/eventpictures.gfx
Alright, found it and it worked. Thanks for the help. 
chat whats the best mod
road to 56; old world blues; kaiserreich; great war
is rise of nations the mod also good tho?
i never played it seems like to long
Its also lacks content in some scenarios
so i searched all of them should i do road 56?
eaw is pretty cool too if you can get past the whole theme of it...
isnt that my little pony in hoi4
maybe
Does removing the blank spaces in files
make the game faster?
is compactness good?
What mod is that?
how do i make it so that a song plays only when you play a certain nation?
i know you can do some stuff with chance and factor, then just checking the country tag, but where exactly do you need to put that inside
also is it enough to put the song.ogg inside the music file? do i need to create a radio station?
my mod "the state rework and scenarios mod" on steam
thanks
1789-1839 mega campaign would be awesome
to have in a mod
is 16 years taking 2h 15m good for a HOI4 mod?
only 700 give or take errors between 1789-1836
Is that your mod?
If its yours, good job. It looks really well made
Btw, couldnt you make it so that instead of using an uncolonized territories nation , you just make it so that nobody controls those states? Then ig you could transfer it to other countries
yes thats my mod
why would you not be able to transfer the states?
if its already owned by another country
hoi4 doesnt like when any of the states arent owned by a country
Nope
does adding all the base game events file into the mod file going to downgrade the performance?
or does adding basegame files not worsen the performance
If a file exists in a mod and in basegame the Mod file will be used, if they are 1:1 there's no difference because they are technically sharing the same content
Not sure why you'd want to
I've noticed that the most likely reason for hoi4's lag are provinces
Mods with a tiny amount of provinces (Metro) run smooth as butter
Mods with a giant amount of provinces (Magna Europa) are even worse than vanilla
Magna Europa having less countries, less units, etc should technically run way better, but it doesn't likely because of provinces and states
Once the new DLC comes out i will work on a project that will remove all of the terrain except for what's in the red box
The only really important countries leftout would be USA, Japan, and Ethiopia which all can be simulated through events, national spirits, etc
This would cut the amount of provinces from 13 thousand to roughly 5 thousand if my estimation is correct
speeding up the game by a significant amount, being a wonderful multiplayer mod for people with low to average PCs
After removing all of the irrelevant terrain, i'd have to fix/change Focus trees related to terrain outside of the square
(White Russia, Imperial Federation, French/Italian Colony developments) but then it should all be good
Magna Europa uses roughly this exact cut for its map, and manages to make it work
removing provinces is a long and painful process and you must pretty much remove each one manually
but i hope i can handle it
Is there a mod that adds more division types like RT56, but just division types?
https://steamcommunity.com/sharedfiles/filedetails/?id=3296618534 The Holocaust mod has been re-uploaded.
Anyone know if it's possible to create new tank variants in the style of flame tanks?
what you guys think of the avatar mod?
Incomplete, would be better as standalone game or a mod for Imperator
a little bit fun though
but yea its sadly incomplete
actually a good crusader kings could be avatar
the fire nation family drama is essentially a crusader kings playthrough
just less murder
I think supply calculations are a decent chunk of performance which you'd be affecting
But could be part of other performance factors as well
Good mods for beginner players?
Oh no, the Chinese wheraboos are able to do wheraboo things
Hello ! Anyone know how to implement a event in game ?
Basically I tried to create a very small mod for Belgium. Nothing fancy just a new leader when turning red.
I wanted to have it like that
When the country turn commie, an event trigger and then a decision appear in the decision menu to change the leader to the new one. But the event don't launch and the decision don't appear either and I don't understand what I did wrong
no
why does this not work😭 all my other ideas in my other mod worked using this
it has no effect and no pciture
do you guys know any good tutorials for modding?
iron workshop
k
i got the image to work, but still no modifer
unless stabilty/warsupport isnt valid for an idea?
ah i found it
im just stupid
So I made a submod to EAW (the funni MLP mod) and the game doesn't detect the submod at all
chat is milennium dawn a good mod
What is it about
nvm
i just need a mod image idea now
Did you say mega buff to spgs?
200 soft attack 🗣️🗣️
Per vehicle
200 soft attack per 65 width spg div
Medium howitzer doing 400 soft attack base🗣️🗣️
howitzer on tanks not made as spgs
Add_stability is an effect not a modifier
does anyone who has played tno heydrich germany know what to do after getting majority of nukes
and i have finished focus tree
I'm devving a submod and curiously it causes a SIGSEGV (I'm on Linux). Has anyone enocountered this issue before?
It's an EAW submod I created with the mod template the devver of UMC made and simply added dependency "Equestria at War"
any1 wanna recommend any mods, im sorta getting bored of base game im not too good at the game yet so it would be good if its a fairly normal difficulty mod yk, no millenium dawn type stuff
play tno
New East Asia
Lmfao randomly found this and no this isnt even accurate
You can add some extra stuff on the Y scale
Just have to move the border model up too
huh really
thanks for correcting me, that's interesting
Quick Question, How would I go to make an election focus tree?
So that it fires at the time as this above ^^^
what fires at that time?
Just a generic election event.
"the public demands rearmament"
Isn't that already an event?
Yes but a generic one.
I think you can set events to pop up after a certain date and time
i think burgundy will make a faction with its influenced states and youre gonna have to go to war with it
So you'd say pop up after this date with a mtth of 1 hour
and after you defeat it something very interestring happens
But I'm not quite sure what you want to happen with a focus tree?
You can use on_new_term_election in on_actions
So the event fires when the election happens
Thank you!
I just started working on my mod again and I never had an election system so a democratic greece could form a communist country.
Is there any mod that makes ALL events trigger on their HISTORICAL DATE ?
Events that are so rng mess my runs
What are the most common exact issues when having these errors:
[20:52:26][no_game_date][trigger.cpp:540]: Error: "Unknown trigger-type: country_event, near line: 2467
Unknown trigger-type: country_event, near line: 2532
what does your code look like at that line?
Now appears this error:
[21:16:49][no_game_date][effect.cpp:344]: Error: "Unexpected token: title, near line: 2248
Unexpected token: desc, near line: 2249
Unexpected token: picture, near line: 2250
Unexpected token: is_triggered_only, near line: 2251
Unexpected token: option, near line: 2252" in file: "events/BlueTerror Events.txt" near line: 2286
sorry for not updating
seems like a bracket error
right before that your brackets might not be closed properly
ill recheck
man, the modding wiki doesnt tell these stuff so any advice here is valuable
were the brackets the problem?
still checking
Nope. the brackets seem all in order
Could you upload the file? i might be able to take a look at it
dm pls
there's a couple more in the file as well
this is also affecting too or its like this like before?
no that's correct
this one uses the state as a scope, while the other one uses it as a trigger
ok
noted
IT WORKED
thank you so much
no worries 🙂
hell naw jigsaw 🗣️
If anyone here know how to add a custom doctrine folder and can help please! dm me!
how do you make it so (like for example im making a thing for germany to send demands to france) if france accepts you just get the land but if they dont you get a wargoal?
i can probably write that better
guys, why does this goofy ahh bug exists? i tried hours to fix it but it just won't work.
Pop an event up for France with 2 options, if they accept transfer states, if not add wargoal
The mod you're trying to play with isn't installed
It should say which mod it is with a red warning triangle next to it in playlists
If you can't see it just make a new playlist and use that
You'll probably have to change the gui to fit first
How do I make it so Jordan would be a British puppet at the game start?
but the mod i programmed is in the mod file tho
did you make the mod through the launcher?
yes
did you at some point remove the mod and copy it back in?
yea
yer so you probably have 2 versions of the same mod, one which exists and one which doesn't
For some reason my custom cosmetic tags are not getting the color they are supposed to get.
they remain with the normal colors and they do not change to the desired color I have selected.
how would i make the event be given to only france? I already have the event set up so that they can either deny or accept i just need to know how to make it only for france. I'd also like it so that i could make them selecting no or yes give germany an event
Check the code on any event which spawns for one country only, which is most of them I think. I think it'll be something like in the spawn conditions limit = { tag = ger}. In the options of the event you can trigger a new event for Germany.
Hi. its is possible to do -5% Population on any captured state
?
the wiki doesnt give any info
so i wanna start modding hoi4 for the first time in my life, what instruments or apps do i need to get first?
Either notepad++ or visual code with these extensions
alright ty
Personally I use Sublime for editing Hoi script
hey my event isnt working, anyone know why?
How to make a general leader of a political party?
I have fixed that now i have new problem.
just put a country leader role in the character file
is there a mod for after ww2 in kaiserreich?
I forgot its name but there’s a good Cold War mod with a 50s, 60s and 73 game mode
thought there might've been one not sure
Kalterkrieg
ty
Np
Iron Curtain: The Cold War
is there a mod that takes place during the 1860 - 1865, during the american civil war
if not does anyone wanna design one?
End of a new beginning sorta, but not focused on the civil war
I’d just try the 50 states mod
Pretty sure paradox has a game based on the time period
Ok I’ll look into it
Thank you!
Np
End of the new beginning have the American civil war iirc
sorry i meant like by event
the way the wiki asks doesnt work
doesnt change leader
just retire the normal leader
will test
how do i do if the leader is not leading the country yet?
same thing?
yeah
k
even if political party isnt leading yet?
k
well you'll need to make the party the ruling party ofc if you want the country leader
yeah but i will set up the leader now to get the political party of said leader later
unless im mistaken
yeah
[18:27:13][no_game_date][effectimplementation.cpp:5485]: events/BlueTerror Events.txt:2662: add_country_leader_role: Invalid ideology blueterror
[18:27:13][no_game_date][effectimplementation.cpp:392]: events/BlueTerror Events.txt:2684: create_country_leader: Invalid ideology blueterror
[18:27:24][no_game_date][trigger.cpp:658]: Invalid scope type for trigger has_country_flag in common/scripted_effects/HIP_BlueTerror_effect.txt line : 18
appears this
can i see your code
One sec. Can i do by dm?
aye
If I wanted to make it so base AA guns did way less damage but they got significantly better over time what would be the best way to go about this?
Someone knows a good anarchist mod? I feel like I have played all of them more than 3 times
ok nvm that nvm how to make a formable nation this casue this is not workin
form_Mouf_Jeran_category = {
form_Mouf_Jeran = {
icon = generic_form_nation
allowed = {
OR = {
original_tag = MUF
}
}
available = {
is_subject = no
# mouf
custom_trigger_tooltip = {
tooltip = from_country_mouf_required_states_tt
controls_state = 137
controls_state = 196
controls_state = 197
controls_state = 198
controls_state = 234
controls_state = 218
controls_state = 227
controls_state = 200
controls_state = 226
}
}
complete_effect = {
set_cosmetic_tag = MJE_UNIFIED
# Mouf
custom_effect_tooltip = form_country_norway_coring_states_tt
hidden_effect = {
137 = { add_core_of = ROOT }
196 = { add_core_of = ROOT }
197 = { add_core_of = ROOT }
198 = { add_core_of = ROOT }
234 = { add_core_of = ROOT }
218 = { add_core_of = ROOT }
227 = { add_core_of = ROOT }
200 = { add_core_of = ROOT }
226 = { add_core_of = ROOT }
}
}
ai_will_do = {
factor = 200
modifier = {
factor = 0
is_historical_focus_on = yes
}
}
}
}
whats wrong with this code
delete the OR
ok then
i sadly did not work
I dont know then
What's the problem you're having specifically?
Is the decision not appearing? Are the cores not applying?
Your information says nothing about what you're looking for
Does somebody know anything similar to do this effect? -5% Population on any captured state
Would help if you said what the issue was
its not appearing
Did you set up the decision category?
its not appearing
and this is the code
form_Mouf_Jeran_category = {
form_Mouf_Jeran = {
icon = generic_form_nation
visible = {
original_tag = MUF
}
available = {
is_subject = no
# mouf
custom_trigger_tooltip = {
tooltip = from_country_mouf_required_states_tt
controls_state = 137
controls_state = 196
controls_state = 197
controls_state = 198
controls_state = 234
controls_state = 218
controls_state = 227
controls_state = 200
controls_state = 226
}
}
complete_effect = {
set_cosmetic_tag = MJE_UNIFIED
# Mouf
custom_effect_tooltip = form_country_norway_coring_states_tt
hidden_effect = {
137 = { add_core_of = ROOT }
196 = { add_core_of = ROOT }
197 = { add_core_of = ROOT }
198 = { add_core_of = ROOT }
234 = { add_core_of = ROOT }
218 = { add_core_of = ROOT }
227 = { add_core_of = ROOT }
200 = { add_core_of = ROOT }
226 = { add_core_of = ROOT }
}
}
ai_will_do = {
factor = 200
modifier = {
factor = 0
is_historical_focus_on = yes
}
}
}
}
i think so? like in the folder
Did you put an entry labeled form_Mouf_Jeran_category in 00_formable_categories.txt, located in common/decisions/categories
shiza
yhea im doin that now cheers
its still not appearing
nvm its workin now
thanks alot
like
Permanent 5% gone?
yes, can do that
You can even scale it with damage done to the state
Stability
War support
World tension
Probably an on_action or something
How to do it then?
on_action = { on_state_control_changed = {
Now comes the hard part
Hmm
Well, you use variables
Im not home but I can probably send the image of an example
It looks like this
you use set_temp_variable to generate new var
Set it to the population of FROM.FROM
Multiply it by 0.05 or divide it by 20
Then multiply it with -1 or whatever negative var or just add a minus before 0.05
then add_manpower = variable

So every time state control changes, the state loses 5% population
That image there includes population division to move them from a state to subsequent state, based on various scaling factors, so it is a little longer
Ah makes sense
I will test at home
Thx for the info
The wiki didnt make it very clear
you can make it more complicated, of course
my population change file has eh
threat factor
state damaged factory ratio factor
stability factor
state to state population flow, state to foreign state population flow based on a % of existing convoy in the source country as well as based on targeted country's stability or infrastructure
the whole thing sorta failed to work in the end 
and we never discovered why
actually
probably better
oh wait
I made mistake
ah not
that is fine, but this might work slightly better
when i did my custom formable nation the name for it is not appearing when i press the button it keep the same name it should rename to the Mouf-Jeran Empire
heres the code incase someone can tell whats wrong with it
form_Mouf_Jeran_category = {
form_Mouf_Jeran = {
icon = generic_form_nation
visible = {
original_tag = MUF
}
available = {
is_subject = no
# mouf
custom_trigger_tooltip = {
tooltip = from_country_mouf-Jeran_required_states_tt
controls_state = 137
controls_state = 196
controls_state = 197
controls_state = 198
controls_state = 234
controls_state = 218
controls_state = 227
controls_state = 200
controls_state = 226
}
}
complete_effect = {
set_cosmetic_tag = MJE_UNIFIED
# Jeran
custom_effect_tooltip = form_country_jeran_coring_states_tt
hidden_effect = {
137 = { add_core_of = ROOT }
196 = { add_core_of = ROOT }
197 = { add_core_of = ROOT }
198 = { add_core_of = ROOT }
234 = { add_core_of = ROOT }
218 = { add_core_of = ROOT }
227 = { add_core_of = ROOT }
200 = { add_core_of = ROOT }
226 = { add_core_of = ROOT }
}
}
ai_will_do = {
factor = 200
modifier = {
factor = 0
is_historical_focus_on = yes
}
}
}
}
how to update an old mod to latest patch?
2 questions for yall
1: What is the Modulo something and is it possible to do for hoi4
and
2: Are there wait or reset_variable triggers or something like it?
What do either do?
It aint too difficult, it just takes alot of time and research, if you are getting into it I recommend looking at the hoi4 wiki and watching the iron workshop on it, I'd you want to be on discord, join hoi4 modding den 
Make it yourself either way, makes it fun tbh. If your doing this idea though I recommend starting with states and stuff since it is really the easiest part.
my event isnt loading ingame, can anyone help?
what command are you running
event [event id]
and what event id are you putting in
Ok, so I believe I have screwed up my game by using the nudge tool incorrectly. I was messing around with the nudge tool with a map changing mod (EaW) active, and when I turned EaW off and turned on a mod of my own, I get this error log, which contains tags, state IDs etc, of EaW. I have also tried turning off all mods, as well as verifying game files. Anyone know how to fix this or do I have to do a full reinstall?
clear the hoi4 > history > states folder
first is just documents
thank you so much 🙏
I installed mods on my hoi4 like, the grate war and Kaisereich but when I open hoi it’s vanilla why?
Check the playset.
after road to 56 what mod would you lot recommend?
Iron Curtain
aight ty
Does anyone know where the Reichskommissariat decision translations are located?
global_defense_council.1
Its the remainder of the Euclidean division of x/y
That doesn't help.
heyoo, whenever i change a ocean province to land, it doesnt work because its not assigned a continent, but game still starts, but if i change it to a one, the game crashes, so how would i make a new continent?
The remainder of a division
10%9= 1
Because
10/9=1.1
1*9=9
10-9=1
The remainer after 10 is divided by 9 is 1. Aka the modulo, or the % sign
you basically get a sequence which personally I've only used outside HOI to group elements
modulo 3 counting upwards gives you 0, 1, 2, 0, 1, 2, 0, 1, 2...
Any number % 2 = 0 is an even number because there is no remainder, if it's 1 its odd
Hi. does somebody know how to apply it as an effect of a national spirit? The way I did just crashed the game
So how do I use something like a temp variable, and how do I reset a variable
I don't think there is anything specific for that but you can just set it to what you want it to be
Or make a scripted effect for it if you are doing it often, makes it easier
What were even the flags of the states back in the day?
when they were territories
Idk if this message was for me but thats what i tried and crashed the game
It was directed towards you yes
Oh k
I will try to find another way without the game crashing
Tomorrow i can send the error.log thoigh
Though
can someone help me with my question
on how to change the name of the state for a custom formable nation
Wouldn't it work to have the territories not be cores instead of them being puppets?
No tbh
i like the 1857 mod
which has them as countries
Does anyone know some mods that can make it difficult playing a the Soviets again?
everytime it's just so easy to curbstomp Germany
even with Expert AI
is that one like, world ablaze levels of difficulty?
I need help whit geting changes to Railway guns if anyone can help plese do
yay im getting ignored
Would this be unaccurate?
was the part of the Loire bordering the ocean reasonably big?
dark blue means the river is thick right?
Btw, maybe giving more context will help. The red line says that it asks for a float despite other not bothering with it.
Invalid scope type for trigger has_country_flag in common/scripted_effects/HIP_BlueTerror_effect.txt line : 18
theres the error
How can I store and use a tag in a variable
I want an event option to depend on what country was targeted by a different event
you can use save_event_target_as = event_tag
as an example
then you can use that event_tag or whatever you put there in place of another tag
I don't think that would work if it's two different events/decisions/focuses would it?
Ohh didn't know there was a global version
it can be pretty handy
can someone please help me with my code on how to change the nation name for a custom formable nation
cosmetic tag
cheers
what does this mean?
The mod failed to upload
EAI Germany is weaker than fully buffed vanilla Germany anyway
the modder knew how to make reasonable improvement on the AI but didn't know the game enough to matter
hmmm, both yes and no
WA technically isn't hard, it just rigs both side in order to get a roughly historical game
BICE is more of it forcing you to relearn some aspects of the game
you can try CA mods if you just want to die 
Tommykay couldn't even survive as the Soviets 💀
it like, makes it so you can't retret fast enough, and all your divs end up deathstacking on a single tile
Attack first clearly Kappa face
you get a -30% attack debuff
Oof, doesn't operation barbarossa give you +10 or 15 percent attack boost though
Either way, I still have yet to beat Sheep's Soviet as Germany yet
And Sheep made the AI smarter without direct buffs
Wonder if I can beat expert ai
Probably not
Did beat Sheep's Germany as Soviets so there is a chance
why not?
just ape it with pure infantry
why hold yourself lower than TommyKay?

have some confidence
WA simply rigs you either way
play along with it and suffer casualties then you will hold eventually
just hold with org and guns 👀
even if you take 2-3M casualties, it is fine
deploy the reserve
WA heavily nerfs infantry compared to vanilla so you will need tanks either way
I like to keep casualties sub 1 million
And I suck at setting up industry
unless I enable Dynamic Reinforcement,
I can stroll through them at Impossible difficulty with sub 300K losses
Turns out, mid 37 switch to mils doesn't always work
Well, having to import like 30 civs of aluminum does that to you
the only question is whether I fully strengthen SOV AI as well
🤔
if I do it is +30% stats and +30% production for them so it can be a little sloggish
otherwise still no problem
Make it where SOV only thinks it can attack when it has offensive divisions
And not just atrack with defensive infantry in red air
Roach moment
I took less than 300K losses still
since my infantry had like 10 times more stats than EAI SOV
🤔 idk,
I know it works so I simply rely on it
Sheer numbers and reinforce rate?
pretty much
you have more HP, org, break, attack than them
MA is extremely lethal vs EAI stuffs
So basically have gun 2 in 1937, mass produce, battleplan with 3 army groups of infantry
Win
yeah, then gun 3 in late 1940 or sth
train your generals in Spain
heck, I can breach Maginot with only infantry even if I don't make railway gun

I have no clue why I can't grind general traits in Spain
EAI doesn't have gun 2 til 1940
so like
if you have it as Germany
you are just invincible until late 40
Wonder if space marines would work
probably
Or too pricy
should be fine
EAI doesn't have enough stats to kill spacemarines
if they really want to defend, they would have to stop civgreeding
but og modder didn't understand the game so
Civ greed cool
15/15 is life
Any less is painful to the soul
More civs to get more 15/15

I should play a larp USA game
Just build civs until Japan declares war on me aside from the mil here or there
1 mil 1 dock every 5 civ
make sure to build some infrastructure and airports
gotta make the civilian economy looks real

I max out infrastructure before building stuff usually
I sell the national guard, build mils from the proceeds, then infrastructure spam
anyway
https://steamcommunity.com/sharedfiles/filedetails/?id=3265939166
looking for playtesters for Sino-Japanese War, both on China and Japan side, for our AI mod
need to find out where the AI is exceptionally vulnerable
What did you change for playing as China
Since last time I tried
I played twice, gave up on my 2nd one as I got a silent naval invasion on the 1 port I forgot to garrison on Guanxi and I couldn't hold both fronts
China does have a buff now
I hate when I don't get a notification of getting naval invaded
at the start of the war
you can get -30% production cost on 1918 guns
👀
even more manpower
I noticed for guns 2 there was like a mass production of guns
I prolly need to give minimum training level reduction as well
yeah
it only reduces cost on gun 0 and gun 1 anyway

I need to try a Japan game
How hard could it be...
I had to carry the Allies against the Axis and Comintern as Chile
Japan in your mod, should be just as fun
I would like to create my own mod which had to add new country instead of one province of soviet union. I do everything by steam guide and whatever I did I have this error.
p.s. translate from russian sounds like : the system cannot find the specified path
After several tries to launch my mod, I launch mods which work successfully earlier and now they also give me this error.
pls help. I really need to create mod for my friend's event
my file path
I can playtest
wow that would be awesome
I need more people on China because I don't have much experience with it myself, so my samples alone wouldn't be very representative of the whole population
Is it possible to have an event fire in a specific amount of time rather than MTTH
Does anyone know any good old England mods? Like 1066 or stuff around that period?
They just called you a spammer lol
Idk why this happens lol
oops it did it again
What are some good achievements / ironman mode compatability mods that's like a mist have?
Don't know if it is ironman comp but definitely some of the complete overhaul mods and or graphics mods
Any suggestions? Like i play as germany ive got some portraits and some more added icons n that
Would not reccomend RON, but Age of Imperialism I think is good for alt history and ironman comp
Is it also achievement compatible 😅
Yes, I am pretty sure ironman comp meant achievement comp and vice versa
id of thought anything that changes game files like tech tree and that would disabled achievments .... ive just been digging around for the german reich stuff to add
How do I bold characters in my files?
just wondering but is it possible to change out the loading music for your mod without like re-engineering the whole game?
I have a feeling its something very simple I just believe im overthinking it
okay
Does anybody know how I can contact the dev for "Pulchritudinious states Beta"?
Can I ask a question?
which youtube channel is the best for learning modding
of course
Iron workshop easily
thanks
do you realise I asked to ask a question ironically?
is there a mod that removes the painful UI in TNO
yeah lol
unfortunately not one that has been updated in the past 3 years
its the main reason i dont play the mod and i want to try it out but the UI gives me a headache after some time
yeah... you get used to it (mostly)
?
I've never actually really played with BOP mechanics, how do they work?
Thinking about creating some sort of BOP system for Vichy France with a push and pull between axis and allies
not to shot down an idea but creating a BOP for a collaborative vichy regime? how would it make sense
collaborative as in with germans
Basically ATM I have a bunch of events where the allies and axis do nasty things to the Vichy regime
nasty as?
Allies invade their colonies, attack at mers el kebir, sneak their generals out of the country, Germans demand "guest workers", Italy steals their territory, axis demand fleet basing rights or mill access in various ports/ colonies
No, Vichy now has a bunch of colonial subjects which can be attacked by or defect to the allies.
cool shit
Tyvm
Historically Vichy also did some nasty stuff to allies and had plans/did nasty stuff to the axis depending on who pissed them off.
So I was wondering if I could have event outcomes be dependent on that BOP then like if Germany goes too far the fleet sails to allied ports and defects to free French or if the allies go too far Vichy joins the war on the German side.
I want some reason why especially Germany wouldn't just immediately demand everything from Vichy.
didnt know that
really good ideas
well then
yeah
If anything it's more.like the Dutch cave to Germany Vs UK thing
Just don't know if BOP is better suited to it. Can other countries see your BOP, because if they can't it makes it pretty pointless.
I dont believe so
BOP would work good I think
that is if you can suit decisions/focuses that depend on how BOP looks at certain moment
how to make so a group of divisions gets retired?
so just like with caving in
August 7 – Whiskey Rebellion: President Washington invokes the Militia Acts of 1792 mobilize a federal army of 12,500 men. The force would later be put under the command of General "Light Horse Harry" Lee to be led into western Pennsylvania against the insurrection.
As in delete them?
yeah
want to make two undeletable divisions get deleted after xyz thing is failed/succeded
delete_unit_template_and_units = {
division_template = "Infantry Division"
disband = yes #will refund equipment and manpower
}
there is anyway to give an ideia to every single nation that exists and can exist in-game?
What do you guys do when you are researching for a historical focus tree and theres blank spaces?
does anyone know a good place to research USA history?
wikipedia
or
other academic stuff for older stuff
search on national stuff
Ok what do you mean by "can exist"
i look at the 1789 etc in usa pages
like releasable nations
Obviously civil war countries and things like Vichy don't even have cores
apparently The first Black American Masonic Lodge was founded in 1791
search deeper
The history of U.S. foreign policy from 1776 to 1801 concerns the foreign policy of the United States during the twenty five years after the United States Declaration of Independence (1776). For the first half of this period, the U.S. f8, U.S. foreign policy was conducted by the presidential administrations of George Washington and John Adams. T...
ohhh
You can add them to the countries files at game start or do every_country = {add_idea = my_idea}
OMG THANK YOU
I will make mod to add an ideia of ai Focus on aggression hehehehehe
You can add an on action for on startup
I only know simple coding
so I create an ideia
There's a file called on action
In there are files for things that happen on actions. You can create one that says on startup add this idea to everyone
Just edit the Italian one and give it to everyone
thanks
so I go on the ideias files and give it to everyone using every_country?
is there any mod that lets me buff countries like poland?
what one
ty
so you go into the idea files, find the italian idea that gives focus on offence, you increase the offence value. Then you copy the name of the idea, go to the on_action folder, create a new on action text file and put into it
on_startup = {
effect = {
every_country = {add_idea = focus_on_offence} #or whatever its called
}
}
}```
that should work
Game crashing when trying to validate states, custom map btw
I copy pasted it thx
if all of these are 70 day focuses you have 19 years of focuses here
those are 30 day focuses
I want 30 day focuses for the majors britain usa russia france austria prussia ottomans
fair enough, though generally I'd say don't shoehorn in focuses as filler.
i hope to not do that
if theres not enough stuff
there will be 70 day focuses
nothing happened in Poland 1789-1795 so you have to give them 70 day focuses
I'd also say feel free to just make stuff up too
do the other mods that take place 1700-1900 do that?
1700 mod has so france can take corsica early in the 1700s
I've not really played any but pretty much all mods and paradox make stuff up or at least bend the truth to make a more enjoyable focus tree
im going to add 3 starting national spirtis extreme poverty spirt of the american revolution and american patriotism
Do they look Balanced?
Maybe instead of extreme poverty it should be fragile economy which gives -10% construction speed +10% consumer goods
The American economy back then was wacky due to each state doing their own thing
give patriotism a defensive war support penalty of >70%
How come? Only the Federalists disapproved of the War of 1812. Not sure about overall support but there wasn't extreme outcry from it.
Or am I misunderstanding what you mean of defensive war support penalty
defensive war increase war support
by 30-70%
idk how much patriotic they were
Do not organize your national focuses like this
he knows it
he is still working on it
Ok good
im playing the russian civil war as Kaiserredux rn
im playing as the socialists
how do I fight a 3 front war with 40 divisions
you should be able to get militia with the decision
Is there interwar mod yet?
Name mod Bro?
"the state rework and scenarios mod"
Thanks bro
How can one make their own releasable countries
gfx/flags gfx/flags/medium gfx/flags/small localisation/countries history/countries common/countries common/country_tags common/countries/colors
you need these files imo
look at a tutorial imo
Hello, me need help
i saw youtube videos of your mod
i'm very impressed by your ultravisionarism
but people struggle to do mods half the size of yours with a team
i don't want to destroy your motivation but i don't think you'll finish it
so many things to do, to test, to balance
"finish it"?
what do you have in mind
like
develop it to the point where the majority of features are fully completed and tested
take it to the 1.0 version
finished as in focuses for at least 10 countries and a vienna congress system?
Thats what i would view as 1.0
with everything tested and balanced
yes
given how many years of content you're planning might be tough
also technology
are you remaking technology
well you must given the time period
dont really plan on changing the technology
submarines artillery and infantry will make do
pre-1936
you can't have radios, nukes, and tanks in that time period can you
no
you need to research nukes anyways
so it will be impossible unless you wait 200 years
so the most basic research given the time penalty will take 190 years
production 1 is 1936 after all
you just won't be able to do research
is that the plan
everyone has the same guns, same artillery, etc throughout the entire game
any research slots, research speed buffs/penalties are just useless
what about planes
you can't have that either
they need to be researched so they will be impossible to have
anyways
the first metal ship was built in 1839
your ships shouldn't take metal to make then
idk what they would be made out of then
wood
maybe there's some minor steel used for the cannons
with no technology it's gonna be a destroyer and submarine spam
since that's the basic tech for most countries
and sumbarines don't make any sense
also the mine mechanic
you can lay mines on the sea
that makes no sense in your time period either
have those so countries can do naval invasions
what ship would be more accurate in the game?
that allows naval invasions
well i'm not really a ship expert but you could look up what ships were used by the british and such
if you want to simplify it i guess you can make it so there's only 1 ship and it's made of wood
also remember about the ship designer
adding a new material is not on the radar for me so to speak
well i guess then you can make them out of steel (cannons) but make them cheaper or something since a ship that isn't made out of metal shouldn't cost so much metal
i don't remember how much the basic ship costs
i think 1936 destroyer is 2 steel
so you can make yours 1 steel perhaps
wait should your ships use fuel i don't think so right
theres a 1936 scenario too
well i guess you can make the basic ship really cheap and not use fuel
but remember that your naval domination is based only on the amount of personel you have in your fleet
like literally
spamming huge carriers gives you no combat potential but gives you magic naval domination
it's insane
so the cheap ships should not have much manpower in them
<@&846894118219022336> also here
u chillin
How do I add countries to a custom map made with mapgen v2.2
In the launcher there should be a button that says create mod or something
You can then upload it to steam or pdx mods
yeh
n_actions = {
on_startup = {
effect = {
every_country = {add_idea = ai_focus_aggressive_factor = 10000 }
}
}
}
does this code work?
Put on_actions
sure
i havent made an ideia but will it work?
i put it on_actions
the code you sent was wrong, it should be on_actions at the beginning of the code and you put n_actions
on_actions = {
on_startup = {
effect = {
every_country = {add_idea = ai_focus_aggressive_factor = 10000 }
}
}
}
like this?:
Yeap
thx
The idea has the focus on aggression in it.
So it's just on_actions = {
on_startup = {
effect = {
every_country = {add_idea = ai_focus_on_agression}
}
}
}
The idea is in a different folder, you give the idea the values it should have
oh
ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
how to i make idea
There's a file with a bunch of ideas in them.
name?
ok
a friend sent me his mod so I could help him with it
but paradox keeps telling me somethings wrong with the descriptor
and the primary descriptors path is right
chat, what do i do now?
same exact issue for me
what do i do then
How to fix the game crashing when doing validate all?
for buildings
[15:11:44][no_game_date][strategicregiontemplate.cpp:735]: map/weatherpositions.txt is empty.
[15:11:45][no_game_date][pdx_entity.cpp:324]: Failed to find entity "ITA_mechanized_vehicle_1_entity" for attachment in vehicle
[15:11:46][no_game_date][equipment_graphic_database.cpp:57]: Entity referenced in equipment graphic database does not exist: "SOV_modern_armor_entity", associated with SOV modern_tank_chassis
[15:11:46][no_game_date][equipment_graphic_database.cpp:57]: Entity referenced in equipment graphic database does not exist: "SOV_super_heavy_armor_entity", associated with SOV super_heavy_tank_chassis
[15:11:46][no_game_date][equipment_graphic_database.cpp:57]: Entity referenced in equipment graphic database does not exist: "FRA_light_armor_2_entity", associated with FRA light_tank_chassis_3
[15:11:50][no_game_date][parser.cpp:942]: Error: unexpected token in file: "map/adjacency_rules.txt" near line: 2 ( From )
[15:11:55][no_game_date][gameapplication.cpp:796]: The game has loc key collisions. Check logs/text.log for more details
And i dont know which error is ruining the map
reload it
is it possible to add new division Officer with specific portrait and character through focus?
forgot to include the .mod file outside the folder perhaps?
You mean like those?
really quick and dumb question, what is or? like if i said: every_state{limit = is_owned_by = USA (or) is_core_of = ITA}
ok well 1. that syntax isn't correct but 2. an or statement just means that if any of the triggers are true, return true
ik, what is the or statement in hoi4 modding? is it ||, or is it just the word or?
OR = {}
so just do OR = {x}?
k thank you
dont accidently delete state files kids
still doesnt work
like i can load it ONCE when i create a new mod files, buf if i reload the launcher it malfunctions
is there a mod that allows you to equally distribute civ factories for building projects?
is there a mod that is historical immersion the ai is very good but not too op and isnt like black ice
hello, does anyone know how i can make my custom coutnries ai always attack no matter what?
any way to make it ignore low manpower / organisation?
Didn't we already do this or was that someone else?
Yes it was someone else lol, just scroll up
ive asked around but not figured it out yet
nobody seems to know
at least on the modding discord, so thought it ask here
oh damn
Take the Italian idea focus on offence, increase it, give it to everyone you want to be more aggressive
oh wait i coudl take code from that idea and add it to my custom idea surely?
You already know how to use on_startup, just create a new idea and add it to everyone on startup like you did with technology.
Yep just copy and paste it and rename it something different. You can even hide it if you don't want it to show up as a national spirit
this is amazing
ill look into this right afte ri fix my indenting
o
i cant find it
in Italian ideas right?
I believe so, not at pc rn
so the units are saying organization too low to advance, i basically jsut want it to ignore this.
I'm not sure that's possible unless there's something in the defines
bruh
ive tried using this modifier but it doesnt seem to have had any effect
I think all you've done is set it to 100%, or maybe increased it by 100%
try 1000 and come back to me 🙂
ye ingame it says +100%
still nothing 🥺
(off topic but paradox sets different numbers for "absolutely do this ". Anywhere from like 40 to 100000 and that can cause problems with AI behaviour)
no idea, might as well try it
can I ask why exactly you want this incase there's a better way to go about it?
similar to a zombie apocalypse scenario. its a swarm of self replciation killing machines which have gone rogue
If you want them to just be zombies then you could probably just give them a load of org so they never retreat
or like 1000% org regain factor
i have given laods of org lol. issue is the custom units dont use manpower
at leasat i think its because of that
what do you mean they don't use manpower?
units spawned via repeating event
(cusotm unit models will ceom later)
im not sure how the game will treat a unit that uses 0 manpower
Do they actually attack?
they start in teh red circle and seem to advance untill where the line ends
It might be the game is saying "I have 0 manpower, therefor I must not attack"
it seems to be behaving nomrally. not aggressive enough. ai thinks the terrain is not worth advancing into
OHHHHH is this a supply thing
ive given them modifiers to do with supply, so they always have supply
average strength is 90 = 100
No but the game is saying don't move there because you have 0 supply
oh even with the modifiers?
so its not that they're affraid of enemy units, they just don't want to invade the outback
ye lol
jsut sitting there menacingly
Ah right. hmmm. I think the aggressive battleplan thing might do it, no clue if you can force the AI to use that tho
could low manpower make them not want to attack? they are always at 0
How to make so every state owned by france except 21 (provence) gets transfered to another country and provvence gets demilitarized?
I believe its transfer_state_to = VND
This is my code which transfers all of north africa to a new country if this helps
limit = {
is_controlled_by = FRA
is_owned_by = FRA
OR = {
is_core_of = MOR
is_core_of = TUN
is_core_of = ALG
#is_on_continent = africa
#is_core_of = VIN
#is_core_of = CAM
#is_core_of = LAO
#is_core_of = LEB
#is_core_of = SYR
}
}
VNA = {transfer_state = PREV}
}```
ahh yer so VNA is the person who is getting the state, PREV is the person you are taking the state from
So from france to provence its PRV = {transfer_state = FRA}
Thanks it worked
you need to set a state to be demiliterised too, so I think it was be 22 = {set_demiliterized_zone = yes}
Nice, gl to you
hey you familiar with events?
could i change this to if TAG owns state id?
Yep, tho there's different versions of owns
ok nice
i think for now i mght jsut spawn units in regions if TAG owns a certain state
I think own just means it technically belongs to them, so it'll fire even if someone else is occupying it in a war
liek scripted offences / naval invasions
oh
Realising I'm dumb here because I'm pretty sure there a command for own and control
wait what would the code thing be for that? i still dont even know waht the proper terminlogy is for this lol
trigger? is that the word?
command?
Trigger determines if something is true to do an action
o
The wiki has a list of all triggers https://hoi4.paradoxwikis.com/Triggers
You can combine lots of them together so you could say fire the event if any country which is in a faction with any country which is at war with you has units in any state which borders you.
which one would i use for if TAG ownes XXstate id
Do you want owned, controlled or owned and controlled
jsut controlled
if tag controls
then ill want to load an oob if TAG owns a certain state
Xxstate = {is_controlled_by = tag}
That would go within the trigger block of the event in order for it to fire
If you want the event to fire, but you want the outcome to depend on certain factors you would put it within an if statement.
So in the effects it would be
if = {
Xxstate = {is_controlled_by = tag}
}
Load oob
yo
Also within the even you can give the options triggers so certain options only appear if the things are true
im stupid, ive got it all over the place lmao
the load oob code is jsut checking if the coutnry alreayd has that oob so it doesnt create a million of teh same divicion tempaltes
You can lock templates so they can only be spawned via effects
Then you can just load the oob on country creation with all your templates and not have to worry about it.
but im loading a different oob to teh one on gam,e start
this oob thats loaded will spawn troops in a specific laoction to simulate a naval invasion
But why?
troops in different locations
Ok you don't need to do that, events can spawn units automatically
And you can even tell it to spawn the units dynamically
wait so my event could jsut take an existing unit and spawn it in a lcoation?
Yep.
Search for create unit in here https://hoi4.paradoxwikis.com/Effect
Apparently you can even have it spawn in enemy territory
Just Ctrl f create_unit
ye thats what im lookin for lol
The effects and triggers wiki will have pretty much everything you need. Have a read through them to see what you can do.
this look right?
as in my indenting
I don't think indenting matters, it's just good practice
I don't know what country score does tho
not needed?
oh also is tehre any base stuff requried for events?
like to make them actualyl fire
or will they just work if they are in the events folder?
They either need a trigger and mtth, or be triggered only and have something trigger them
How to make so all french divisions get deleted?
delete_units = {
division_template
disband = no #will refund equipment and manpower
}
or how do i do it?
Should just put the division template name in there
but theres multiple division templates
I think delete_unit = {} should delete everything
is teh id for state or tile? this doesnt seem to be working
oh wait im an idioit
theres no actual event tied to it
I think the I'd there is just used later for deleting units if you want
oh
wait i think im confused
i dont want some popup text
im jsut lookng to spawn troops in x tile if x state is controled by tag