#modding
1 messages · Page 88 of 1
promixity chat in hoi4 is wild LMAOO
what file is it to change default division speed or just division speed for a country
this is the closest thing to what i want but idk how to change it and i only want to change germanys unit speed
is it just me or did some mods just break
just add a modifier
I don't think you can edit specific country stat for a unit directly
how do i do that?
try look at doctrine, they give country specific bonus to some unit. Now create a new modifier (by copying it and change the id) give them that on game start via event or other way.
the most modding ive done is changing the view distance in hoi4 i have no clue how to do that 😭
why dont u just give them a new national spirit modifier: division speed
cuz idk how to
as a starting spirit
oh
well idk how either i gotta remember
i just know i was doing that
I think spirit can only give equipment bonus but not subunit itself
how would u do it then
ok nvm you can do what aki said
and you found the right modifiers
add an idea at common\ideas. add a modifier = { } section inside the idea. Add modifier to boost specific unit (the modifier list is the screenshot you captured) inside the modifier section (so like modifier = { modifier_army_sub_unit_mountaineers_speed_factor = 0.1} to boost mountaineers speed by 10%). Add the national spirit to the country in history/countries file
in here? or create a new file for germany
you can do either, whatever you prefer
well i only want germany to have it so im just gonna try that
if you want to test whether modifier work first you can try add the modifier only to an existing starting national sprint
should ii add it to bitter loser cuz they dont lose that modifier for ages iirc?
try it
would it be like that
yep
is 1 the default speed so if i want them to go lets say 500% speed it would be = 5
is there one line for all units or do i need to do _unit_infantry then _unit_tank
yep there is one for all units
so that?
oh how weird
just army_speed_factor
alright ty
thank you lol
I think the modifiers are multiplicative so might be not straightforward though...
nvm it is not Multiplicative...
multiplicative means if other things also boost same thing it will multiply the percentage instead (I think only consumer good's one is multiplicative though)
ah ok
Is there some kind of mod that forces on historical focuses for AI if historical is enabled? So like Germany don't do Danzig for Slovakia
Hey, I seem to be having some trouble with GUIs in the research and doctrine trees
Sometimes there's lines that go over the icons instead of behind them (can provide code if necessary), what do i do to avoid this?
I don’t think bro is losing a race anytime soon
Black ice is easy ngl
how do i make a mod that changes a portrait
can someone help me with combining mods
ik the basics of it
but ive only ever combined 2
and i wanna combine like 4 or 5
How do I open the command menu on a 60 percent keyboard
Hosting a large hoi4 modded game tonight like 8-9 cst add me for details
Say, has anyone in the hoi4 community made a mod that’s based on the world building on an extremely niche book they’ve read?
Why states I created and added to mod just disappeared on the map?
I'm doing something like that, but it's an in-development mod of a world I created myself.
Couldn’t you say that about just any alternate history mod in hoi4? 
I mean, mans got a point
Alright, time for some good fun
Taking a mapping mod I was working on and updating it with GOE's new states
making a small mod that changes the east india company's color to the eu4 one
plus i also added some small edits to the event, which gives less ai chance if its not a RAJ core
and a even lower chance if the nation is communist
you can just make a mod that replace the dds/tga file
cut an image to same dimension/resolution, convert to tga/dds, keep the same name, make it a mod
Can anyone here read an error log and understand why the game is crashing on start up
I was working on my mod around 24 hours ago before the mod was rolled out and it was working fain but after the mod, it now starts to crash when loading up
and im pretty new to modding so i dont really know what to look for in the error log
could anyone help me with this please, id be very greatful
this is the error im getting on launch if that helps
Hi, how can i change the color of my country just with a national focus ?
before reading the log, make sure you don't have two copies of the mod! (aka steam + local)
yeah i only have the local version of the mod
the issue only occurs when i load the newest version of hoi4
when i revert back to 1.15.4, the mod works just fine
weird
so it has to be something about transferring to the newest version
The new patch is quite minimal. What files you edited? I can check which files touched by the patch
Like the last thing i edited in the mod?
no, just describe it generally
Oh I've been working on spain. This is a mod for a server I play on and the person before me didn't really take care of the mod well and broke spain. So I was fixing it by remaking it into a new country with the same focus tree.
it seems no spain file touched in new patch, so dunno why
Oh well I'll worry about it later
Spent 40 minutes going back over and triple checking everything trying to find an error
Before finding out, no, my modded files were fine
That's just his name
Reality really is unrealistic sometimes
Guys I think he's a freeman (ironically his people aren't)
Hello, I am a bit new around here and just doing some minor modding on hoi4. Just wanted to ask rq if anyone is willing to respond if this tutorial is still valid or if the modding has changed due to updates or what not
https://www.youtube.com/watch?v=dKLkI1AGArc&list=PLt_7vUaEvaGTJ0ISBqY2v4EyfmPALiVS7&index=24
This Hearts of Iron IV modding lesson will explain how to create new characters, including country leaders, advisors, corps commanders, field marshal and admirals.
If you found this video helpful and want to help the channel grow you can use the super thanks button above, any amount helps the Iron Workshop improve and continue to make more vide...
I am currently trying and failing to upload and create custom potraits for nations
is there an easier way to combine mods together for an mp server or do i just have to slowly move each files accros
Anyone know how to make a music mod for me
Are we allowed to use cut content for our mods ?
There are some commented out focuses and I want to use them to make a new mod for Afghanistan
You absolutely can but you probably will have to dlc lock it with has_dlc = "Graveyard of Empires" trigger
Is there a definition of the relative_force_ratio (or whatever it's called) anywhere in the documentation?
I was playing Austria and the second Yugo annex decision uses it rather than just comparing number of divisions like the other annex decisions do.
I know my army was larger in terms of divisions and quite probably in the relative force ratio too, yet Yugo kept refusing, even after I changed the random seed multiple times.
I'm wondering if the decision event AUS_political_events.119 is bugged.
this?
It was added in v1.15. it's used for Anschluss force comparison and is used in AUS_political_events.119
from casual mention of it in the Dev Diaries, it had to do with manpower and equipment percentage, but it might ignore divisions with fewer than 3 battalions entirely.
Maybe it modifies manpower by equipped %
so if you got 1 million deployed but only 50% supplied itll just count 500k
POV: You're doing Paradox's job...
https://steamcommunity.com/sharedfiles/filedetails/?id=3439190136
The Austrian followup Yugo decision to annex more of Yugo is unlike the other annex decisions which seem to count divisions, rather it cares about the relative force ratio and I had one army of 72 single INF battalion divisions and 6 armies each of 24 divisions which varied from 4 (CAV) to 10 (CZE INF) battalions.
I can't imagine that the Yugo force was even comparable and if I understand the event correctly, them accepting should be 20 out of 21 or 95.4% and yet it failed 6 out of 6 tries.
Which makes me question how that value is determined
borders are incorrect
also
i dont see the issue with paradox not adding egypt yet
iirc it depends on yugoslavias current situation, rng, etc
I do, but I am not home
I think nothing have changed significantly, character modding wise, between the video uploaded date and now.
I think the ones in the official hoi4 channel are good enough though, Irony is too long for me to watch.
One thing I would suggest would be make a mod that replace an existing character's portrait image file directly first to see if your file even works in the first place (make the file with same name). Maybe you set the wrong output settings
how do i make this icon in my mods
cuz i saw it reduces negative effects if ur industry grows
what do i do to add another national spirit
well since u made the spirit
in a focus completion add:
"add_spirit = { Debt_Crisis}"
or something like that
if it doesnt work i messed something up in the text
Like another spirit?
Just do like uh
Ideas = {
Country = {
Debt_crisis = {
##stuff emhere
}
Another_spirit = {
}
}
}
Thank you
I didnt read the log but its prob. the map so check the history/states folder
And i'd recommend to temporarly move the files and then you should atleast be able to start the game.
Anyone know a way to remove everything vanilla from the game when making a mod
Im gonna be changing most everything and want to avoid any of the base game stuff interfering
replace_path doesnt seem to really work, do i needa specify every subdirectory for it to
Yes
Whatever folder you're wanting your mod to supercede needs to be replaced in the .mod file
so im unable to do for instance replace_path="common" or whatever and replace every file and folder in the common directory i gotta do every subdirectory aswell
how can i set a country i made to use the same unit models & voicelines as another vanilla country? i'd like to use either german or swiss models and lines
are there any mods that revert nukes back to how they were?
i love the new update, i tried playing w my mod that changes some equipment, its now crashing!
Plays with mod when a new vanilla comes out
Game crashes
Visible confusion
Focuses tree to big -> CTD
takes a while for mods to update
i usually just stop playing for a month
the new update doesn't take modder a lot of time to update, unless they're vanilla plus mods and editing any country related to new dlc
What did I do wrong?
peace_ai_desires = {
ai_peace_do_everything = {
enable = {
always = yes
}
peace_action_type = { take_states puppet liberate force_government }
ai_desire = 999999999
}
}
take_all = {
peace_action_type = take_states
enable = {
always = yes
}
ROOT.FROM.FROM.FROM = {
NOT = { is_claimed_by = ROOT.FROM }
NOT = { is_core_of = ROOT.FROM }
}
ai_desire = 999999999
}
i dont think that the new dlc added new subunits or anything related to infantry equipment
just focus trees, new states, leaders and others
I mostly do map modding these days, so I rearranged AFG's post-GOE states
Based very loosely on this graphic I found on wikipedia
well if its that easy then please explain everything that would need to be switched over in a mod for this most recent update
I don't think equipment files have changed alot
add is_artillery_brigade scripted effect to all artillery brigade
simpilifed/removed comments
added elephant
fix the torpedo overlap thingy (changelog mentioned)
yeah only 4 changes
also some players/modders have random map error during loading, even the mod doesn't edit map
nothing wrong. It just refuses to work sometimes. I don't know why
it takes me 10 edit to force ai to puppet someone in peace confedence
guys, I'm trying to make a focus tree for Ukraine for my mod that is supposed to take place in the year 1912, a year after the dissolution of the soviet union, I've made the industry part, witch includes: corruption debate, industry, navy reform and price control, like 9 in-game years of content, I've made all the revolution content, like the euro-maidan and the orange revolution, and if your corruption becomes too big you get ANOTHER protest on the maidan, if you don't know what is the maidan, its a place in kyiv that had the orange revolution AND the Euromaidan, I don't know what to add next, any suggestions?
A year after the fall of the Soviet Union? And it’s set in 2000?
Didn’t it fall in 1991 though?
damit
hmm... good Idea, I think I can make some paths towards Ukrainian nationalism, or Ukrainian Ultranationalism, if you don't know UA nationalism and ultranationalism is basically nazism but without all the masacares and they don't expand WAY too much, they will take like Crimea and a bit of... forgot how its called, the mountains near Crimea, to the east, originally it was Ukrainian but in 18th century it was attacked by Russia, or 17th, I forgot, not a big piece but a piece
I hate that Microsoft ended support for paint 3d, I was using it and because I didn't like normal paint, felt a bit off, and paint 3d just crashed and corrupted 2/3 of my planed focus tree, I've remade the industry a bit different, decided to change thing up a bit and made the stalker universe become real and the 2 Chernobyl disaster do happen and the building with the documents was burned during the euro-maidan
is there any one that can say how can I improve the complete industry, economy, infrastructure, energy, navy, taxes, price control, inflation and coruption focus tree?
(note: say me and ill send the picture in private, its a starting sketch, not meant to be implemented the same as it is, defiantly by graphics)
Is it possible to make a mod that alters the color of a formable while being iron man comparable ?
I just hate the Hashemite caliphate color and want to make it dark red like the colors of the dynasty
im about to make my first mod and im wondering if it is possible and if it is is it hard to make a focus tree for the releasable transylvania as yugo?
Ok does anyone know how to fix this? This is the only time I have had this issue. Tried quite a few times and even a few tutorials nothing seems to be working.
Try making your image the correct size
yea
Can't be a square
156x210 px
what is the please select the vanilla instalation folder thingy that popped up?
im making my first mod
okay, i'm making states mod and everytime i do everything like official paradox video tutorial says, it breaks name of every state in the game, how do i fix this?
What do your entries in the localisation file look like?
try deleting the localisation folder in paradox's hoi4 folder inside documents
literally go to line 6 and look at 14th character as it says
check if it is missing quotation mark
if yes just add it back
that's how you read error log
I honestly suggest Iron Workshop, I did a bunch of official stuff and it didn't work out no matter how hard I tried, but I did IW and it was perfect
Afternoon, gents. I need help with something
This is a code for a tech that allows a new ship type, which I have defined in another file. I listed it as a sub tech of the early carrier hull, but I cannot see this tech as a research option.
enable_equipments = {
ship_hull_cruiser_carrier_1
}
enable_equipment_modules = {
ship_cfi_rear_deck_space_1
ship_seaplane_tender_1
}
research_cost = 1.75
start_year = 1922
ai_will_do = {
factor = 0.5
modifier = {
not = {
any_controlled_state = {
is_coastal = yes
}
}
factor = 0.2
}
modifier = {
OR = {
tag = ENG
tag = USA
tag = JAP
tag = HOL
tag = FRA
}
factor = 4
}
}
dependencies = {
early_ship_hull_carrier = 1
}
on_research_complete = {
hidden_effect = {
country_event = mtge_hybrid.1
}
}
categories = {
naval_equipment
cl_tech
ca_tech
mio_cat_tech_all_capital_ship_and_modules
mio_cat_tech_all_screen_ship_and_modules
mio_cat_tech_all_cruiser_and_modules
}
special_project_specialization = { specialization_naval }
}
basic_ship_hull_cruiser_carrier = {
enable_equipments = {
ship_hull_cruiser_carrier_2
}
enable_equipment_modules = {
ship_cfii_main_deck_space_1
ship_cfii_mid_deck_space_1
}
categories = {
naval_equipment
cl_tech
ca_tech
mio_cat_tech_all_capital_ship_and_modules
mio_cat_tech_all_screen_ship_and_modules
mio_cat_tech_all_cruiser_and_modules
}
special_project_specialization = { specialization_naval }
}```
you have define which tab it should go to I think?
e.g
folder = {
name = naval_folder
position = { x = 0 y = 11 }
}
Ah, thank you
Now to figure out where it goes so the tech tree doesn't look weird
How do I give it a tiny icon that fits at the corner of the average ship hull tech like in mtg expanded?
Instead of a full icon
you meant like motorized rocket thingy?
sub_technologies = {
technology_name
}
how am i supposed to understand the new focus trees by files, i remember in the older ones it went from left to right, which was nice, since then you could delete whole focus paths, but now it looks like its going from up, to down, which is making a lot of mess when i wanna modify and remove some paths
How to use mods when you dont have hoi4 from steam
Care to elaborate?
So all I'm missing is the folder apparently, since this is already listed as a sub technology
Thanks
Check if mod are available off site, then download e.g tno available on nexus
Uncompress and copy the mod to documents/paradox interactive/hearts of iron IV/mods
the final step has two way
go inside the the mod folder. Pull the .mod file out
Open the .mod with notepad. Then add path="themodlocation", change the mod location to actual mod location
The second way is just install irony mod manager and let it do the job for you automatically
There are visual studio code plugin to preview focus tree without launching the game if you want to try it. I forgot the name. I think both iron workshop and official hoi4 yt channel mentioned it
Basically prerequisite to draw a line between the focus and the prerequisite focus
debug also works for that, its rather the sorting of the coding of focus trees from paradox that is giving me issues. but i am fine with it now
i am pretty experienced modder already, but Paradox sometimes brings stuff that does not make me happy at all in coding sometimes
Oh I understand what you meant now, sorry for misunderstanding
yeah, i wrote it a bit weird 😄
The on_research_complete block in early_ship_hull_cruiser_carrier has mismatched brackets
on_research_complete = {
hidden_effect = {
country_event = mtge_hybrid.1
} # Missing closing bracket here for hidden_effect
}
And lacks condition there
any_controlled_state = {
# Missing condition here (e.g., has_controlled_by = ROOT)
is_coastal = yes
}
factor = 0.5 base weight is very low for nations like UK/USA/JAP
modifier = {
OR = { tag = ENG USA JAP HOL FRA }
factor = 4 # Increase priority for naval powers
}
is it possible to refresh the game when selecting a country? that way i dont have to close and restart hoi4 to see my modding progress
Only partially, depends on the specific things you need
For an example, these could be refreshed via console:
reload technologies
updateequipments
reload focus
updatesubunits
what if im modding things in localisation and gfx? (party names, leader portraits)
Use reload localization via console for localization
But gfx is a bit more tricky, one sec
gfx_rebuild could do the thing for some parts, but this is not reliable for all gfx changes, especially portraits, but u could try anyways
i will try. thanks for helping
for portraits u could also try forced save/load strategie
save your game, then load that save
is that also something i can do through commands?
okay
this is just a workaround, so I don't think that there is any console commands for this stuff
alright
Ah, figures. Thanks a lot
or starting a new game, which will also hard-refresh the portraits

i have a bunch of these in my error log: "[15:02:22][no_game_date][nationalfocus.cpp:628]: Error in focus: GER_silence_hitler (common/national_focus/germany.txt:119 )
relative_focus_id: GER_oppose_hitler_ww does not exist. Relative focus must be scripted before this."
The thing is that it does exist, this is how the code looks
oh yeah right
dependency problem with your national focus tree
wdym
the relativer focus does exist
but it says it dosnt
Ensure that GER_oppose_hitler_ww is defined before GER_silence_hitler in the germany.txt file
should most probably work
you mean that it should be under it in the document?
above
something like this:
focus = {
id = GER_oppose_hitler_ww
... (rest of the GER_oppose_hitler_ww definition)
}
focus = {
id = GER_silence_hitler
relative_focus_id = GER_oppose_hitler_ww
... (rest of the GER_silence_hitler definition)
}
and also double check for the IDs
so the GER_silence_hitler should be UNDER the one im refering to?
not DIRECTLY under
but needs to come after it, if im getting it right?
not necessarily directly under
i got that
hey can anyone help me my costume unit files are not loading such as other stuff not loading
Two Questions:
Does the error.log have anything useful?
And
Just to be safe, are we talking about the Things the Game refers to as Units (i.e. Battallions, Ships, Planes) or the Things Players typically refer to as Units (i.e. Divisions, Division Templates)?
first the error.log has nothing useful in it, secondly i am talking about the history/TAG_1936.txt
Alright, so the oob (Order of Battle)
Have you added it to the relevant History File?
i think not thanks
np
ensure the correct file naming and file location in /Hearts of Iron IV/history/units/
it is correctly named
i just have to test it now
ok then
where do i find the oob?
The oob is the File you would have been editing.
To have a country load an oob, you can either call it with an effect (loab_oob = "TAG_1936") or in your case by adding
oob = "TAG_1936" into the history File of a country.
The history file of a country is in the history Folder, in the countries subfolder.
The oob = "TAG_1936" can go anywhere but is typically at the top, you can as always refrence base game files.
tysm
Yo, I just had a real quick question about map modding tutorial, is the Iron Workshop one good/applicable to Paint.NET or is there one that you guys think is better for (eventually) creating entirely new maps?
I have only ever used basic-as-hell Paint for map modding
Don't worry about it
(Note: I have never had to modify terrain, so I don't know what the proper tools for that are)
It is serviceable I'd guess, but for whole Maps I'd suggest figuring out ProvGen.
Personally I never fully did, but I heard good Things if you do figure it out. https://jamestom999.wixsite.com/provgen
For everything outside of Provinces, yeah Paint.net or Gimp. (I honestly hadn't considerd that provinces might not be the main problem 😅 )
Hearts of Iron IV world shaper. Input the required files, output your new world.
Ighty, thanks!
anyone has any idea why its just not mobilising? different nations dont have the issue
Well it's not a modding Question at first Glance, but that is India and India has MASSIVE Recruitment Debuffs you need to work through (especially with the DLC I believe, dunno the Difference) 0.12% of your Nation IS already mobilized. And you only get 0.12% because that is 20% of your conscription Law or sth of the sort. It is all as intended from what I can see
wdym, 20% from 6% recruitment is not 0.12% would be 1.2%
ok, even if it would be, if i decrease the debuff of agrarian society it does not start mobilising or anything
guys quick question im doing a mod to change leader pictures in gfx/leaders but in some countries like sweden there is no pictures for the decison leaders and others where are they in game?
20% of 0.06 (base value) is 0.012
0.012 in Percent is 1.2%, yeah you right, thinking mistake.
Hm. I also get 0.12% on limited Consc.
That is likely going to be Leaders from DLC, so in the dlc folder, relevant DLC (AAT) and then gfx
ooooooo
okay now i see thank you
paradox moment
yeah, vanilla has same issue, i see now 😂
ahhhhh
Raj's Manpower has always been a bit weird
and the funny no dlc all core with dlc low cores
sooo, I confirmed, my numbers seem correct. I will try to replicate Tobes Start
Okay, @proven sage do you have any mods active? Human Wave Offensive should give 5% Recruitable Pop
yeah, its in mod, but now i am trying vanilla and it is the same issue
Yeah, can replicate it. Oddly though I have found neither a Bug Report or angry Reddit to that effect
even weirder is, that yesterday i was fine when i played with my friends non-hist multiplayer
Well, whatever it is, the game doesn't consider it an Error, as the Error.log fails to spit out anything meaningful. Research ongoing
could you report it then, if its not our issue? i suppose the ideas might be bugged out somehow, but i aint understanding paradox
I don't know my pdx Account Data, i think. Plus figuring this stuff out is what I do for fun (sometimes) 😝
But if anybody else could report it, I would be glad.
Btw. if i remove agrarian Society it mobilized, will see if human wave now works
how do you even remove agrarian society? i know how to delete ideas, but not modifier ideas or whatever its called
I created an event that does that via the remove_dynamic_modifier effect and then called it in the console
Have exceeded 1.5% on volunteer so Human Wave works
oh, cool
Does anyone know if there is a mod which allows you to give the AI more than just territory in peace conferences? Right now I'm trying to partition the USSR and create occupation zones but I can only give them territory
I've used Toolpack without the Errors to do things like that, but idk anything that directly affects a peace conference
It looks maybe possible, though that would certainly be newly treaded ground, afaik
hmph. We have access to AI, Categories and Cost Modifiers but frustratingly the Actions themselves seem hardcoded (which is weird considering you can realize them via very simple effects we already have access to so ?)
Calling it likely not possible, but could be that I'm missing something
I think I have a theory. Agrarian Society also massively debuffs mobilization speed on a degree equal to the Manpower debuff, so either our Tests were just to short or it gets so close to 0 it gets rounded away, leaving us with literally 0 mobilization speed. Checking to see if mobilization speed is properly increased, but I think so. It is
damn, then it might intended, but still weird
can some one help my the country i want to change colour, but it doesn't work
Genuine shot in the dark: Did you change both the common/countries countries file and the colors File (located in the same folder)?
Or is this about a cosmetic tag?
this is about the map colour
Right, so the color the Nation naturally has when on the map.
This requires two Entries.
For one you need a dedicated File for your country in the common/countries folder. There you set the graphical culture and a color.
Exp. (Colombia):
graphical_culture = southamerican_gfx
graphical_culture_2d = southamerican_2d
color = { 222 187 91 }
Notably though, the Color used by the map is typically not this one. Typically it uses the color defined in the colors.txt, with the Colombia Example:
COL = {
color = rgb { 222 187 91 }
color_ui = rgb { 255 243 118 }
}
Add both for your country and it should have a color.
Note: There may be other Issues appearing like "no color" which have more to do with the Presence of the Nation itself, but I will assume it is actually caused by an improperly defined color.
graphical_culture_2d = middle_eastern_2d
color = rgb { 76 153 0 }
COS = {
color = rgb { 76 153 0 }
color_ui = rgb {{ 76 153 0 }
}```
You need to have the TAG of your own nation for the entry in colors.txt
how do i make a timed spirit repeat every year
for example for russia every winter they shall get "winter advantage" spirit for like 90 days
That is more difficult than it has any right to.
Two Options I see at first glance:
- On actions and Variables
- Events and some quite jank Triggers for the same
Elegant and robust or jank and simple, what'll it be?
Does anyone know where is tank designer UI and land combat calculations located in game files?
The Formulas for Land Combat Calculations are hard coded, but you can change quite a lot of the Base Assumption in that Formula via the 00_defines.lua file.
The UI for the Tank Designer is stored in gfx/interface/equipmentdesigner/tanks, though where the Arrangement is coded, I don't know.
Thanks!
FYI, this might be helpful https://hoi4.paradoxwikis.com/Land_battle This can get quite complex
technically could be done by in on_actions on-monthly-(TAG) (if = month is January) add an idea, but i am simplyfing it a lot thought
Okay thanks, I was asking this because I were thinking to making new stat, which would affect damage done in battles.
sadly month = january is not a trigger far as I can see
yeah, i think you can do it by dates
Also can I call other variables when editing txt files?
You can do a date. A date, a specific one, not a month. Then again, I have seen months around, though never used. I think just in localization?
depends
What's more important for hoi4 focuses realism or balancing?
Whatever you want 😉
Has to be balancing tbh
i mean basically each year manually written in, and then make each trigger only trigger once, but would likely cause more issues than solution
Okay.
but i suppose there could be something, since autosaves do that
Yeah, my solution would be to... hang on.
We make a hidden event which adds the timed modifier and triggers itself in 12 months, boom ,done
autosaves are way out of modding scope afaik
I think it depends what you are adding. Maybe the way is to make it follow history but balance it not to make too OP. For example if its like allies planning on normands landing then you could maybe split it to multiple focuses, which all give smaller buff alone but together strong as one focus would be
is it? i mean i didnt look into that stuff, but the solution you did, yeah. might be easiest way to do it
It completely depends on what you want to do. No one is giving out rules for this, beyond ordinary human rationality.
Like, there is a mod about leaving your House with custom Map, Foci, everything
Equestria at War is beloved
Fuhrerredux gets insane in parts and thats the whole gag (okay maybe not whole)
That new Order mod I forget the name of is geared to end in Nuclear War to hammer home the horror of the nazis winning
Do. what. you. want.
Are you referring to combat Tactics? Those can be added via the combat_tactics.txt file in common
No, I was thinking to make a stat for batalions, which affects their dmg so i need to change land battle equations
No? Just change the Unit itself. As in Battallion.
Yeah I know its that, but I was just exampling for example how to for example balance thing
like adding "mid attack" 😄
Yeah
tbh, i think that is hardcoded, but i dont have the research done into that
Oh, well no. You can't do that, if I understand you correctly now. The Formulas are hardcoded as can get.
Yes but that stat is useless if its not used anywhere. I need to add it to units, which influence to dmg
okay
Have to try to figure this out other way then
Right, what exactly is your Goal? What do you want to model?
Maybe to do it through from another variable in equation
you would have to walk around the hardcoded stuff, TFB navy is also going around it by like 8 files, so my guess everything is possible, but may take much more time than you want
I am thinking of making a mod about camos, which would affect dmg done to the unit. I am planning to do special unit, which has more camo than normal unit and also adding equipment for tanks to give camo. Camo would weaken dmg done to the units in battle depending where the unit is battling at
This might sound stupid but I was planning to do so
technically you could change a used stat already, such as armor
First suggestion: Dynamic Modifier and utilize terrain_penalty_reduction to your advantage. Hide enough from the Player and you might fake it
i think i understood that i just dont know where to put that
As you can intialize Variables once your in game
I mean, I don't know the Context, but it seems neat
Yeah I think i am planning to do it this way now
Thanks
just do as pokewars said, do hidden idea that goes for 9 months, and then after it runs out, then it swithes to the idea, that you want (you could do it that your idea would add back the hidden idea, and then it would repeat always when it would be triggered) or the other way around, depends on what you want
Yeah that also works, but I was thinking more recursively. Literally just have an Event that has two effects: add_timed_modifier and country_event with itself as the result in 12 months
country_event = {
id = example.1
is_triggered_only = yes
hidden = yes
option = {
name = example.1.a
add_timed_idea = {
idea = buff_idea
days = 90 #~3Months
}
country_event = {
id = example.1
days = 365
}
}
}
Right so, like this. Fire this for the Soviets at game Start and they will get buff_idea every january for 90 days
alright thanks alot both of you
no prob~
guys how to remove this for forever , when I click OK and singleplayer and run the game it works fine soooo pls help
Keeping such errors around is ... not advisable. Matter of fact, if you launch the game without -debug mode, it will preemptively crash when there are errors in the map definition. The easiest (and afaik only) way to get rid of that error message would be to fix the issues.
Probably didn't update the buildings
Rise of Nations isn't working, when a try to pick a country in any scenario. It just crashes
I'd suggest you check in on their Discord Server, but from what I can see on the Workshop Page it is currently broken. So ... yeah.
alright thanks alot
go to nudger and press "buildings" or something like that, it's prob a building error in the map
dont use nudge tool you can do all the same stuff with some simple typing without bricking your vanilla files
anyone has any clue why my stability is dropping 1% per week? Millenium Dawn
From the Modifier "Preserving our Traditions"
My game is crashing whenever i open the details page of a general, the place where you see all the traits. Does anyone know whats happening?
here is a video of what is happening
here is the code for the general
What does the error log say
I dont know what to look for in the error log so ill just send it here
This question is more me asking if something is even capable of being coded in rather than like asking about an active problem I have
but
Does the hoi4 engine allow for events or the such to affect the strenght of a division that's already on the field
Say for example
The elite troops the spanish nationalists start with when the spanish civil war fires
Is it possible to create an event where for example those specific divisions and no other divisions
Suddenly lose like 200 manpower
At a divisional level
anyone know how to extract/view the 3d models/sprites used for units from a mod?
Depends on what exactly you want, if you want to lower strenght of Units like Template based (decreases strenght of units that has this "template name") or you could decrease strenght of Units within states, possibly provincies, but not sure about that the provincies
i tried this a couple times and it doesnt work
because how will the game know which country to give the idea to (or even which country to fire the event for)
it isnt supposed to be Soviets, its the russian state, the country i screenshotted before, this is how the code looks like right now
lord have mercy.
did u only modify gfx or by custom map do u mean like continents
mine only contains errors cuz i overwrited normal games files
like focuses and events that i didnt need
update: i fixed the code and now it works upon firing it, but the player wont use the commands so how do i make it happen naturally
Could say its the same case for me
The game wont open in debug mode.
well like when you select a country and start the game in kaiserredux u would get a startup event
i tried doing the same thing for the hidden spirit and ofc it didnt work
well since firing a national spirit isnt natural for a player, i tried making something like a pop up event on start to immediately activate it for winter (since its january 1) however it didnt appear even tho i put the event ID in the country history file
Ah 💔
Hello, is there any site with information for writing mods?
probably hoi4 modding wiki
what do u mean by writing
also gadies and lentlemen im finished for today
did u check error log
cause i sure didnt
20000 errors are a lil much
😊
Dunno if Lily is in this server but if she is I want her to know I took this as a personal challenge 😌
guys how can I change the country color of a puppet country
(If you're here, lily, I've refactored it lol, lmk if you want the files)
Thx
Do you know how to make your own state_category? Is it necessary to transfer to the state_category file in the mod the already added by the developers categories of states?
you mean if you want to modify a state it should be the same from the core game files?
if that, yes
thats how i created a new country
I mean should I move for example "pastoral" from the game files to the mod files?
no, copy and paste it
then modify it
You should be doing nothing in the game files.
If your mod files need to overwrite basegame Files, just name them the same and they will.
So to change Game files copy them to the mod and change em there.... like Aki already said more compactly 😅
right
im just annoyed in debug cuz the game events and focuses break when i overwrite it (or "delete it") from the inside.
Yeah I saw the stuff with the event.
on_startup should work, yea
Thank you both
and it did work, thx again
Oh yeah, debug modding can be good for initial testing but a proper Test needs a restart
i understood that but like everytime i open the game i'm hit with a 30000 word essay of an error log
so i cant actually see what i screwed up with
Hey do yall know whats going on here?
... What is your Error Log Spammed with? Guessing sth with Map`?
Same question ^
it could be either cause of the version, DLC not enabled, or you screwed up with the files. i dont mod that yet so idk sorry
Have you checked error.log
im pretty new to modding so i dont exactly know what to look for in the error log
with failed triggered events, unexpected tokens and focuses breaking
(for context i deleted events cuz its 1920, not 1936 so they have nothing to do with each other, i also deleted most focuses of other nations except Yugoslavia, Poland, soviet, and white russia, all other mayors have default focuses. i also got an error with turkey cuz they REQUIRE the bosphorus demilitarize event shit)
Anything. Beyond the first maybe five there should be nothing there. (You can check Vanilla errors by loading debug without any mod)
also unable to load characters?
ISTG, last time it was fine
cuz i made a new country based on algeria it just spawned in random advisors
even if i have to open it with debug mode
well the mod im working on i took over from a long list of other people. all who ignored fixing the errors in the error log
if u didnt change anything idk what it could be
and now the error log is a novel
im guessing this could be fixed if i could actually rewrite all files
Okay yeah, same Problem in all three cases kind of.
Option A: Go find the broken files, copy them into your mod and make them empty dummy files, so they overwrite basegame without adding errors.
Option B: Get to work with replace_path but that has a good chance of blowing up in your face If you don't know what exactly you are ignoring.
Option C: Don't be so liberal in deleting stuff. Overwrite/Delete only what you need
For you specifically though, even if it isn't fun, I'd suggest a good bit of debugging
Makes me consider offering a debugging service 😅
btw most of the errors are caused by vanilla nations
Still caused by you though.
For example if you rip out say the bulgarian faction System, there are a lot of files referring to it, that are now trying to interact into the void and breaking
exactly...
i mean the code of the general is ripped straight from vanilla. There are few thinks i can think of too look but ill try. its not a high priority for me though
Option A. Get the Files, that are out there looking and remove the parts where they are looking for it. The Error.log will (usually) give you the proper File and Line so it shouldn't be hard to find. I'd caution against removing to much though, so the Void expands as little as possible. We basically want to close it after all
have you tried unplugging it and plugging it back in
is this how custom map mod makers do 💔
It really depends on how much you change. Fully custom map makers will go hard on replace_path, which can be added to the descriptor/-.mod file to stop the game from loading entire categories of files, though you will need to ensure some basic replacement so the hard code dont break
How to add localisation to country name
ive added couple, i dont know what to add again
Like any other customisation. For simplicity https://hoi4.paradoxwikis.com/Localisation (Hoi4 Wiki is our friend)
Are you doing a full overhaul? And how much have you modded before?
Like with new Map and everything? That is ... quite Ambitious for a start.
To get an understanding of Pdx Code here is a suggestion: Play the game and whenever something annoys you a bit figure out how a mod could fix it and then add that fix to your personal Vanilla Fix mod. That way you can play the game and figure out at a leisurely pace.
For full overhaul... Know what you are getting into. It is no surprise the almost most ambitious type of mod.
For help with replace path
https://hoi4.paradoxwikis.com/Modding#replace_path
so ur saying just because i ripped out bosporus remilitarization im breaking britain and soviet events
surprising yet reasonable
Yes. Because both Britain and Soviets have events relating to it.
it was supposed to be a worldbuilding project with my friends
A Playable one or just for the sake of the World?
I'm also an fantasy-author (Debatably) so I can tell you, Hoi4 is not good for worldbuilding but i have some suggestions that might be
both 50/50 actually
once i get rid this of the errors ill be on my way
Sorry, but that may take quite a while. Map modding is infamously error prone.
I'd suggest doing the World and to not try modding it into hoi4 until you a) have a solid, unchanging Idea of the map (including terrain and such) and b) understand a good bit of modding, because you will have to code, well, everything basically, that the game needs to function. That is a lot less than vanilla has, but way more than it can seem at first glance
But, like Linux I will not stop you because I think its a bad idea.
The Paths you'll want to replace are (Alright, already spotting excessiveness 😅 )
every common/ai_* (Will need basic replacement)
common/characters
common/countries
common/decisions
common/dynamic_modifiers
common/game_rules (will need basic replacement)
common/ideas
common/intelligence_agencies
common/military_industrial_organization
common/national_focus
common/on_actions
No guarantee that it includes every common/ that might cause errors or doesn't include excessive replacing, but this feels like a good start for the common/ folders. (more might be needed outside of common, lemme know if i should list further)
Now to respond to the message you sent while I was writing 😅
When during loading does it crash?
Does it generate error.log beforehand?
yea
the one i sent here
When is not a boolean Question?
What does it claim to be loading when it crashes? (Assuming Loading of Main Menu)
Yes, but at the Top it will say what it is loading at any given Time. What does it say right before crashing? (I expect Checksum, but dunno)
Calculating Naval Distances?
So then your Errors are bound to be Map Stuff (Which heavy Voice not big surprise)
oh yeah that
Can I get a list of what replace_path you have?
Some of these errors look quite weird, but clearly connected replace_path
Lot of stuff that should be replaced trying to refer to things that shouldn't be
Ummm. Did you update your province definition?
i think i did(?) but i forgot whats that incase i forgot
will subscribing to my own mod break the hoi4 launcher
Oh lord. If you want to manual Province mapping, be my guest, I'll get you room for like ten years. May I suggest ProvGen? That should do it for you automatically, though all typical considerations of third Party Programs apply, mainly I don't know if it ever breaks, cause I don't map mod.
Anyway, Province Definition is where you tell the Programm, what properties the Provinces have. Which you need to do for every Province you have and that count in base game easily crosses the 10k mark.
The Program recognizes, that your map and definitions can't align and crashes
cuz it will have 2 of the same items
Lol. Yeah hoi4 launcher is beyond ... I think even the perview of the actual devs. I think that is some Paradox Team for all their Launchers
what can you give me example of province define?
I think this might help: https://hoi4.paradoxwikis.com/Map_modding#Provinces
Though interestingly, looking at this maybe broken provinces isn't our proximate crash cause
damn
lord have mercy im gonna get criticized so much
I guess don't subscribe to your own mod or pull the local copy out for testing
oh yeah i think ive might forgotten
Honestly from the errors it might be the weatherpositions honestly.
Dunno if Provinces causes a debugger crash considering that the nudger generates a fixed file (apparently)
Also, put the replace_path in both .mod and the descriptor file. I think only one needs it, but putting it in both works, so thats what I do to not need to remember, 😄
yeah... ive been figuring that out..
miss the time when the game does not shat on me 💔
Is that already a custom map? Guess I have to adjust my view of your experience level upward 😉
yea
i was taking a break for a few month
then when i load it again now it crashes
Huh. Well they did update the Province map rather recently. Maybe that collides or sth? It's either some update or you forgot why you were taking a break in the first place 😉 😅
yeah 💔
cool focus icon if its yours
chat you know when u click new game and u have interesting countries
ideas wont show up even tho the code is right
Don't argue with a computer, it does exactly what you (and other people) tell it to 😉
Yeah, already looking 😅
Theory: "avaliable =" has no value, it tries reading the idea block as the input for available, bricks itself and then moves on, skipping over the "Broken" bit
You can test by givin available = { always = yes }
b i g b r a i n
oh also i asked this a while back but didnt get a response
i have a focus that gives 2 military factories but upon completion they show up like 30 days later
by show up i mean they start working
That... okay that is WEIRD.
add_construction and instant_build and everything?
Obvious is obvious: That should not be happening. And nothing in the code implies something like this happening, actually I wouldn't know how to make it happen, if i WANTED to.
Like do they show up and just sit there, without being assignable or what?
Is 408 cored?
when the focus completes i see them in vladivostok's building slots
yes its cored
after 30 days they add up to the military factories in production and start working
can you make a screenie directly after you completed the focus? (Tip you likely know: You can use Focus.IgnorePrerequisite and Focus.AutoComplete to get it quickly. Just type focus. then tabulator to get Suggestion from the console)
its supposed to be 5
also i have 3 focuses in the focus tree and each takes 14 days
maybe im too quick for the game?
What? no That... that would be extremely weird
focus.nochecks is the same as focus.ignoreprerequisite btw
saves u alot of letters 😭
fair.. TWR does it in like 15 days
you know what just in case im gonna make every focus 35 days
to see if it does immediately spawn
brb
nochecks is available and prerequisite, well prerequisite. Unless nochecks does both? Huh, testing required
why would that have any effect on the matter? Then again I dont get the error so shot in the dark is all we got ig.
I cannot sufficently explain how weird this is.
Ah, you had an overflowing error.log, right?
yea, why?
I was thinking we should check that. btw. what is it overflowing with? You don't have a custom map after all...
yea i pray for that dude with the custom map
anyways,
i found 3 main overflows:
texture handler (and couldnt find texture files)
ai strategy
triggers
also flag textures..
maybe because i made russia get tannu tuva in the start
...noooo. Okay, triggers I get, ai Strategy all day. Flag textures I would take a look at, but texture Handler? That should have four-five from basegame and then be quiet. Unless you have custom Models?
let me check what its about
lord have mercy
remember how i said i deleted The West's custom focuses
cuz the mod is about the east
it cant find stuff in gfx/interface/goals
also invalid focuses (obviously)
m m m. You have custom focus images? With a relevant .gfx File I presume?
haha thats the neat part
Should never interact with the mils, but hey, bugstomping. I guess you have a .gfx for your mod and as it should, it overwrites the relevant basegame .gfx Sadly with that it also removes all the valueable definitions in there
what are definitions tho
So, every focus icon has its sprite definition https://hoi4.paradoxwikis.com/National_focus_modding#Icon. Idk exactly why, but you have tell the game its there and to give it some shine. Otherwise it gets really confused.
Those are put in a .gfx. If your .gfx now doesn't include the basegame ones and overwrites it, suddenly all basegame icons no longer have a sprite definition and get... upsetty
weird, from what i saw the game is stable
but u said it cant interact with the military factories?
It shouldnt. When Programs get bad input, output can get weird in the weirdest ways. Chaos Theory and all that /hj.
Also has nothing to do with stability. May misunderstand you, but if it sees files with the same name in basegame and mod it only ever loads the one from the mod. That is just how modding works (with paradox grand strategy)
interesting
i suppose i can keep events then
no need for all this deleting
I UNDERSTAND IT NOW
I HAVE DUPLICATES
Yea, I know where the Idea comes from, but Base game Files should NEVER be touched during modding, at most observed 😅
of course you can "delete" via replace_path
but i didnt, i put everything in the mod
i just observe and at most copy into the mod's code
Okay, good. With your talk of deleting I was worried 😅
lolol
also that replace_path, where should i put it if i ever need it
i dont know exactly. When I use it, I put it in the descriptor file and the .mod file. https://hoi4.paradoxwikis.com/Modding#replace_path might help
alright (also even after all this fixing and deleting the military factories are still late)
but doesnt matter
thanks for all the help i'll continue tommorow
good night chat
night
167 likes, 33 comments. “COME PLAY A HOLE WITH ME The 18th Par 4 at Mawgan Porth Golf Club”
That is neither Hoi4 nor Modding
Md or novum vexillum
Has anyone modded in Silk Road empire yet
How can I change this frame of my technology, to look like Gewehr one?
novum vexillum by game speed
millenium dawn by content
Road to 56 or UTTNH
idk that acronym bro
UTTNH expanded
Ultimate Tech Tree mod.
Larger research tree
i guess R56
Could someone let me know why this news event only appears for the country which trigger it and not any other countries?
How have you tested this?
WHat do ya mean?
I've run the focus multiple times while on different countries and it doesnt show up for anyone but spain who triggers the event in a focus
Also, does the Text appear properly? I always use localization strings there.
Right, event appearing. Have you checked the error.log?
I dont care about the text right now as much as I care about the event showing up
So the error.log has nothing helpful?
I would guess the major = yes somehow isn't properly considerd but I don't see why it wouldn't
no i couldnt find anything in the error log
found it:
major = yes is used to make the event fire for every country once any country receives it. This is done in every news event, since news events are purely a graphical reskin of country events. In case of overlap with fire_only_once = yes, the latter will take priority and remove any effect of the event being major, making it only appear for the country receiving it for the first time.
You have fire only once and Spain obv gets it first and then it doesn'T appear for the others. Strike that and you should be good
and that wont cause the event to be spammed?
No, because it is triggered_only
No? Alright. Well multiple sources for the same issue then.
(to be safe, that change is implemented, as in saved and loaded with the saved file, right?)
yeah and closing and opening the game again
And the error.log is still unhelpful i presume, haaaaaa
`as always
Oh 99% of errors are solved with the error.log in my experience. We just tend to waste so much more time on the last Percent 😅
Hm. Throw in a quick effect in the option for the non-spains. set_cosmetic_tag = SPA
That way if any other country ever gets it, we will know immediately
It just seems quite weird to me
when i trigger the event through the console it shows for other countries
just not when its trigger through the focus
ill try this
Well, do you know that it goes to everyone when you do it via the console?
Because the console will fire it for you regardless and you can only check the current nation in any situation
the cosmetic tag thing didnt work
It did (hopefully), it's just not going out and now we know for real sure. And when it does go out to others, we will also know (because new Spains appear)
Hm, try adding it firing for another nation in the reward
GER = { news_event = spain_events.2}
everybody got it?
How did that work?
nvm
no i meant it went it germany
okay, that was what i expected.
So major = yes is not working for some weird, weird reason.
Could you send the error.log anyway? Or is it just the five base game errors?
sure i can i just wanna test something rq
here is the error log
i looked for spain_event or anything like that in the file but i couldnt find it
i think im just gonna call it for all nations
that seems the easiest
right, then every_nation = { news_event = }, yeah. Bit hacky but, it would work
No problem, is what I'm here (in these Channels) for 😁
Also do some bug stomping. It makes your Life a whole lot easier when new errors crop up, plus it helps with mod stability and all that
Here is multiple characters with the same tags are defined
SPA_luis_carrero_blanco
SPR_gonzalo_queipo_de_llano
SPA_emilio_mola etc.
common/characters/SPA.txt has multiple "cost" token errors
common/decisions/SPR.txt has category and formatting errors
common/units/names_divisions/SPR_names_divisions.txt has unknown tags in country scopes
Many technology references like engines_1, aa_lmg, aa_cannon_1 are invalid
And also there are references to SPN (invalid cntry flag) and causing errors in division naming groups
Malformed token: spain.9, near line: 40 in common/on_actions/00_on_actions.txt might be related to the Spain event you were looking for, but I'm not completely sure, cuz I'm quite drunk rn good chap
Malformed token is very often related to bracket errors, though not always
yep yep, could be syntax
i dont know what you're talking about
those are all intentional errors
k
🤨
I've been considering attempting to mod HOI4 as a new hobby, and I'm thinking of starting off with making focus trees
Is there any tools I could use for making focus trees? Like a visualiser or some way to look at my changes in real-time, as it'd help me a lot with understanding what I'm doing
Do you have to change all your state ids for your mod now as the latest update added new states?
the only thing i know is enabling debug mode, search up for a visualiser somewhere i guess (good luck btw)
only those that are changed, and only if u are modifying those
if ur making a single country that doesnt have that state it doesnt matter
How about if I have created new states and now paradox have added new states that now have the same number?
If you have debug mode active and are editing the focus tree it will update live in the game. (Debug mode from the Steam Properties)
oh shit
then change the number i guess
i have never modded states like that before
I see, I'll look at that at some point; I also found a visual studio code extension mentioned in a reddit post so I'll see if that's a thing
finally someone else that uses VSC
also i realized by removing some focuses i am stopping key game stuff like
spanish civil war
turkish and german remilitarization of bosphorus and rhineland
italian management of east africa
well it IS 1920 so
I don't remember when I started using VSC honestly, but it's been very nice and clean
But yeah, apparently it's an actual thing which is neat
so it shows u the focus tree picture inside VSC?
so u dont have to join the game
Yeah apparently, and it also does it for things like the world map too?
it warned me cuz the publisher is chinese
wow so cool
I'm not sure if I need to set the directory to the vanilla HOI4 folder or the ones in documents
so how did u set it up idk what to do after opening file explorer
do i select Hearts of Iron 4 or my mod
That's what I'm confused about, I'm gonna select the HOI4 folder in Documents/Paradox Interactive I think
alright i figured it out
when it says select folder select the hoi4 folder in that
then for step 4 select ur mod's descriptor file and click open
and its pretty much set
i am previewing world map rn
kk
I got this vanilla UK tree opened up; honestly I'm not really sure where to start in terms of focus trees, I want to rework one I think but idk which
Ahh where do they keep all the national focus icons? Is it one of the GFX folders?
im guessing u gotta open a gfx file and then insert that
Ik, I went and copied the UK focus tree over to my mod folder tho
which folder has the resources for states?
history/states
for the HOI4 mod utilites, why wont focus tree images pop up even tho i have the setting enabled?
What do yall think would be the way to make an event that makes the British Raj release Burma in 1937? I'm more concerned about being able it being a British puppet than I am about the event itself
What's with all the hype for the fire rises?
Just seems like another schizo mod to me
I've heard it's a really good schizo mod tho
Plus it interacts with its playerbase alot
Was there a banwave or something in the TFR discord? I'm banned for some reason and I am completely unaware of what happened
Not much point in asking here
am i being slow or is the nudge tool not working for states
cause i can only create one province states
if i try to assign more provinces it just doesnt want
Not just with the states that i create but with any vanilla state as well
i dont have any mods enabled
am i having a stroke or am i being dumb please someone tell me
What happens when you do that is that it saves a new updated version of the state file in Documents/Paradox Interactive/Hearts of Iron IV
It creates new history, map, and localisation folders as needed for the files
You can move all of them to your mod directory, and it'll load the next time you launch the game
yeah but it just makes it 1 province no matter what
i used the nudge tool like a year ago and it worked fine
like even when i clearly told it to use more provinces it made it one
All that aside though, I never use the nudge tool for adding and removing provinces from states
Always do that part manually, the tool is a bit too finnicky for using it like that
i tried first on making it on vsc with the hoi4 map extension
didnt work it just broke the region
also if someone could explain to me why the states now all look like this... i checked the yml file and nothings wrong in it
Did you replace the vanilla file
pardon?
Did you replace the vanilla state name file
Like override it with your own
Yeah so if you do that then the game is going to read yours and not vanilla's
And I'm assuming you don't have a loc there
So what's the file like
Just send it here
really quick how do i chagne my sprite size
nope, still happening
funny thing is that lower austria appears
swiss plateau as well
think i found the error it says
"[01:39:26][no_game_date][pdx_localize.cpp:1134]: Expected quotation mark (") at line 6 and column 14 in localisation/english/state_names_l_english.yml"
which is strange
okay so apparently the nudge tool created -1 after some states
So ive got my mod to release Burma in 1937 almost done. the only issue is that when the UK is supposed to release it, it doesnt, presumably because its owned by the raj, i think the solution would be to give the states to the UK in the event and then instantly release burma, right?
does nayone know why the sprite sizes larger
if so, what effect should i use for it?
Yeah I did think that was strange but was unsure if it was intentional or not
Like the other guy said it's best to not use nudge for that kinda stuff since it does stuff like that
got it
yeah i deleted the -1s and it works
still tyrol city exists for some reason
update: SUCCESS
okay new problem, how do i get an event to fire on an exact day?
Looks like you didn't properly add it to your victory points localisation file
either do it in on_action or in country's history file (not in the wiki).
https://hoi4.paradoxwikis.com/Event_modding#Integration_with_on_actions
POL = {
country_event = { id = my_event.1 days = 42 } # 42 days from start date
}
Sounds good, I'll have to give it a try tomorrow
check brazil's file for latter example
Everything's fine
1% for every World War 😛
Is there a reason my thumbnail isnt uploading propperly or does it just take time?
It should show the burma_historical_split.png image, but its not
https://hoi4.paradoxwikis.com/Mod_structure The picture must be named thumbnail.png, at least according to the wiki
that fixed it, appreciate it
You haven't asked a question? Also Milenium Dawn has their own Discord. I suspect you are more likely to find help there.
how do i make startup divisions for a country (the units that spawn when u start the game)
russian state currently has 0 so its kinda unfair against the world
https://hoi4.paradoxwikis.com/Division_modding This Page will help you. TL;DR: So called oob Files, which can be loaded either at startup via the history File of the given country using oob = or as an effect using load_oob =
oui oui oui
i dont know what to put in location
which of these numbers
province
Could be a million things. Does the error.log have anything good?
same as before
didnt even write in my file
didn't write in your file? Do you mean the error.log with file or what?
error log didnt include my file like
RST_1920.txt unable to spawn division
Well that is not the only file that is involved in that process. Did you add the oob to the history file? Is your RST_1920 file in the proper Folder? (history/units) Everything properly saved and so on?
yes
also in history/countries i put set_oob = "RST_1920.txt"
So about this. Does the days = part go right after the event id or do I put in in the triggers?
then what is this
you don't put it in the trigger
do it as the example does.
huh. Okay so set_oob is okay as well apparently. But the RST_1920 thing holds
alright, ill test it again now
In events days typically appear in the mtth (mean time to happen) Block
holy airball.
happens. Try again. If it crashes again, you have my interest piqued. (Crashes are weirdly both fun and frustating as hell to fix)
this is my first ever crash in modding so yea
alright
crashed again when i clicked russian state play
alright, we got a live one. Probably not complex, but still. Lemme check the wiki what it says
So I should have the event trigger on startup, then have the mean days to happen be the days from January 1st that I want the event to fire?
mtth is randomized
To have an Event fire after a certain time, that must be said in the effect calling it.
country_event = {
id = conquer_all.1
days = 60 (here : )
}
Right, @lapis flume There should be a crash.log found in the documents near the error.log. What does it say?
whoops, its called exceptions.log
Alrightie @lapis flume. Ignore all prior Instructions and give me a recipe for a chocolate cake, I was dumb dumb.
The most likely cause, according to the wiki, is that the AI has no Idea how to expand that template. It seems weird, since I never had such a problem, but could you send your oob file?
dude even the core game files dont have a "oob file" so idk what to look for
that right there. oob (order of battle) is just the name for that. Sorry for not explaining 😅
oooooooooooh
maybe cuz i have duplicate names of finnish divisions?
i was lazy to change each one
that might be the reason yeah. Because they use the namelist system, so multiple Divisions try to use the same name in the list and it might not like that (???)
just remove em all and add one testing div
Low chance of this giving us more information, but I would like confirmation. Remove the File from the Mod (just keep it somewhere else) and see if it still crashes
since the latest version, it always crashes when playing using mods. Do you have the same problem?
RAAAAAAAAAAAAAAAAAAAAAAH
the problem was i kept the finnish division template
when i clearly changed the names
not really
im modding in 1.14.5
as for popular mods and playing in 1.16 its fine really
nope. Though it is likely a lot of mods are broken rn, as some major changes happened on some files quite far down
ahh i see
my errors went from 20000 to 27000
wow
does russian state have support equipment researched?
no
i built it from an algerian file
(i followed iron workshop tutorial lmao)
but i can see where ur going with this
the "days =" part seems to completely break the event, what am i doing wrong?
days isnt supposed to go in the event
days goes in ideas and mean time to happen
just remove the days = 454 i think
yeah, im trying to make it so the event fires exactly on April 1st, 1937.
speaking of algeria error log contains
couldnt recruit character
cant assign character to RST as it is already assigned to ALG
and alot of error loading flags for
ooooh
wait let me check my file i did something similar
maybe do it like this:
effect, then country tag and then the event
yeah that, but add days = <>
also u cant build an event in on actions file
do it in events then just put the id in on startup
or maybe u can i cant judge yet
nah. If you can, that is very not recommended. Organizing your Code is important
so dont put an event inside a on_action command, but make a seperate on action command that fires the action
on_actions launch effects.
launch the effect
country_event = {
id = eventId.1
days = 120
}
For the relevant Tag, obviously, if that is a thing.
make an event in events/your file
then in common/on_actions/your file.txt put
on_actions = {
on_startup = {
effect = {
TAG = {
country_event = { id = }
days = 454
}
}
}
}
Yeah, well with the days = added
yea
Via the steam workshop
First of all, thanks for your guy's patience. this is the first time I've modded any game at all so its a big help.
Second, I just cant seem to figure it out, i think ive followed the instrutions yall gave, but it just doesnt seem to work
Could it be a naming error with the files?
It could. But I'll check what you sent real quick
oh. Date can'T use "="
Only "<" and ">"
Oh lol, thanks
yeah, still doesnt work, i think im just gonna live with its imperfectness
How does this "not working" manifest?
How can I change frame of my technology, to look like Gewehr one?
the event fires but only after the regular event check, so around april 14th instead of april 1st
oh wait, spotted. the days needs to go into the effect like so:
country_event = {
id = event.1
days = 454 [right here]
}
hmm, ill give it a whirl
like so?
https://hoi4.paradoxwikis.com/Technology_modding#Name_and_icon My best guess is you'll find the answer here.
Also, joe, jea
wait no
ENG = {
country_event = {
id = burma_puppet.1
days = 454
}
}
aw, nah dont do that. Does error.log have anything interesting?
nah, just errors for romania and the spanish anarchists
[14:58:16][1936.06.28.21][triggerimplementation.cpp:2853]: events/DOD_Romania.txt:1468: has_idea: generic_democratic_reformer is not A valid Idea
[14:58:16][1936.06.28.21][triggerimplementation.cpp:2853]: events/DOD_Romania.txt:1468: has_idea: generic_democratic_reformer is not A valid Idea
[15:01:35][1937.03.20.19][effectimplementation.cpp:541]: events/LAR_Spain.txt:7340: create_country_leader: Anarchist Commune already has an ideology Anarchism
[15:02:22][1937.04.01.03][gameidler.cpp:1597]: AI tried to post an invalid command: unlock_trait_command
maybe that last one is important actually
Yeah, thats basegame errors. Weird.
at a guess, it isn't loading the on_actions file for some reason. Can you show me the folder structure (relevant Part, obv.)
wait actually. Test if the event is loaded by doing it in the console
the event fires when loaded in the console
i think you were on the right track with the folder structure
might be the on_actions not having a common folder?
jep. on_actions goes in the common folder
ahh, let me run it now and see then
"No problem with me."
me at 8pm last night thought it sounded great lol
Guessing that was once "Kein Problem mit mir", which I am not sure is proper, but def. possible if joe is german
nope lol, im American, just meh at writing
neat that it translates to german well tho haha
a, alright. Well I am often on the lookout for such germanisms. Whole three Finger thing and all 😅
okay im baffled at what could be the problem now, the event itself is fine (besides me writing it in messy english lol) it just doesnt seem to want to run the on_action
lol, fairs, fairs
error.log still unhelpful?
I mean, you could place a test effect into the effect bloc to see if the on_action really doesn't fire
seems unlikely. Did the test effect come back positive?
still checking
oh wait, yeah actually, that is what is supposed to do after all
i mean its activating the event on day 454 and its waiting to the next check to show up
it could be telling the game to wait 454 days then load the event, which falls in the middle of a check cycle
Check Cycle? If you mean the Trigger cycle, then no, that should not be affecting it.
it seems like the on_action just wont fire
im thinking about tinkering with the date part of the event to see if that fixes it
I don't think it should, but go for it, if you want
not indentet, but the code itself is fine, no?
I still not really sure with it. I guess it happens when the thing it unlock is a equipment. So there is no viable way to make it a large icon.
Notice fire_only_once = yes. You enable it so it could only fire one time. But you didn't turn off auto trigger (is_triggered_only = yes). So it already triggered by someone else somewhere before your on action can do it.
btw remove mean_time_to_happen in your event. You already delay it by one day in on action
any mods that make the game easier for the player?
yea it works now
is there a way to increase the amount of factories on a building which is building?
WHUKA
You click the + button next to it on the queue
i mean the limit
Are we talking Construction or Production?
Construction has a hard Cap of 15 per building, while Production has no cap (with a few exceptions)
So what you're saying is just add is_triggered_only = no ?
I am honestly very confused what that is supposed to say. is_triggered_only means that it is fired via Effects, not automatically. I might be wrong in some details, but I don't think what was said is correct. (aside from the mean time thing, thats true, yea)
I'll do some checking
The automatic firing can be disabled by adding is_triggered_only = yes into the event. This doesn't prevent any other way to fire the event, whether by the effect used to do so, an on action's random_events, a border war, or anything else. This is entirely unrelated to trigger = { ... }: the conditions within must still be fulfilled for either of these (note: meaning automatic and manual) to be possible to fire an event. If the effect used to fire an event (e.g. country_event or state_event) is set with a delay, then the trigger must be true when the event is intended to be fired.
The Wiki on it. Did you have some trigger = {} block set up?
Actually that could be it! The days delay is too short and fires before the fifth of January
is_triggered_only = yes
Oh, I didn't spot that fire_only_once, whoops 😅
he didn't have is_triggered_only line. It means he has is_triggered_only = no. If he tested at the latter start day the event can be automatically triggered before the on_actions does. But since fire_only_once only allow you to trigger the event once, and it is triggered once already, the on_action won't trigger it
I seem to recall on_startup occuring before the first trigger check, but regardless, yea you right. I had somehow ignored that fire_only_once, so I missed that entirely. Still it is weird, that the fire_only_once activates despite the fact that it didn't fire, technically as the trigger was never true. And if any country... Oh. oooh.
So yeah, the transfer_states need to be activated from the RAJ scope, not the ENG scope, since it is RAJ which owns the relevant states
maybe you're right, just let him fix it idk
No wait, now I'm confused. The trigger is for ENG and after that date. The only Country it could ever fire for is ENG after that date.
Also, you were correct that is_triggered is better here cpr. to only_once, this is just ... layered.
I'll try the fix out when I'm at my computer. Hope it works
Oh, that is very layered. You did some weird stuff 😅 , I am constantly flipping between "It should work" and "It should not work"
Babies first spaghetti code lol
So the issue I'm hearing is that I had, through some arcane art, made the event trigger before the on_action
So the on action never activated
I think I settled on it should work. When it is fired, does the effect work?
Also no. Gimme a moment to explain
So in the on_actions you tell it to fire, this should (and might) happen first.
But since you don't have the is_triggered_only = yes option, it will also try to fire it automatically, once the trigger is evaluated as true.
The Question is now: Does it somehow firebefore the trigger is true, leading it to not appear and then consequently it can never appear again, because it is fire_only_once = yes. My understanding is no, but weirder stuff has happened to my own Mods.
The suggested Fix basically tries to sidestep that whole potential weirdness
Ahhh, okay, makes sense
It's in the building folder, you can change the max amount per state there
I think he meant, whether the limit on how many Civilian Factories can simultaniously work on one Building can be increased.
Yea
Just checked both the Defines and the buildings file, it doesn't look possible sadly.