#modding
1 messages Β· Page 89 of 1
I don't think that is likely, here's why: Equipment Conversion seems to be from one Variant of an Equipment to another, but notably the producer is not saved as part of the Variant, but rather as a seperate Info about the Equipment.
Technically speaking, it is possible to create a sort of system, maybe, which takes foreign Equipment away and spits out homemade replacements, but that might be quite complex for such a minor result and it would never be able to eliminate foreign Equipment, while it is being gained (would remove foreign equipment every midnight) and could in no way Handle anything with MIO bonuses or subject to designers. Plus I don't know about performance.
Soooo technically maybe possible, but given the caveats prolly doesn't exist.
Bet, appreciate the answer tho!
so heres the code now, it look right?
It is very much worth a shot, yea
You have trigger and is_triggered_only, which contradict each other
If you want it to trigger under those conditions then you need a mean time to happen
Not according to the wiki it doesn't.
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 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.
trigger only blocks it from happening if not true
That's not how it works
It needs to check whether the trigger conditions are true or not
Right, I'll test ingame. Both you and the wiki are Sources I would trust implicitly so I know need to confirm which way it is.
i might as well get a fresh look at it, this on_actions code is solid, right? it should fire the event 454 days after the game starts
is there a conflict between the trigger section in the event code and the on_action? ive said it before but maybe its making the event itself trigger on April 1st, but because April 1st 1937 is in between trigger checks it instead fires on April 13th 1937
and one more thing, it looks like the is_triggered_only script breaks the event itself
The Wiki was right.
The event Filecode to test it for any interested Reader:
add_namespace = tester
country_event = {
id = tester.1
title = tester.1.t
desc = tester.1.desc
is_triggered_only = yes
option = {
name = tester.1.a
every_country = {
country_event = {
id = tester.2
days = 1
}
}
}
}
country_event = {
id = tester.2
title = tester.2.t
desc = tester.2.desc
is_triggered_only = yes
trigger = {
tag = GER
}
option = {
name = tester.2.a
set_country_flag = got_test_event
set_cosmetic_tag = BEL
}
}
Launch Event tester.1 via the console. Germany and only Germany will get the got_test_event Flag and change their name to rexist Belgium
Oop. Didn't realize how long that message would be... π¬ π
Which doesn't help us figure out why Joes Event isn't firing, sadly.
what do you mean with this?
when i add is_triggered_only = yes the event doesnt fire, even after the trigger check
wha...? I know I am a broken record here, but does the error.log have something? It is usually fairly reliable, if sometimes unintuitive. Also while we're at trigger, since you fire at a set time in the effect itself and in a scope as well; you can remove the trigger. As evidenced it shouldn't cause Issues, but maybe more complex Situations have ... arcane interactions.
the error log is clean
okay, heres my event code as it stands if you want to look at it yourself,
add_namespace = burma_puppet
country_event = {
id = burma_puppet.1
title = burma_puppet.1.t
desc = burma_puppet.1.d
picture = GFX_report_event_generic_read_write
mean_time_to_happen = {
days = 1
}
fire_only_once = yes
is_triggered_only = yes
option = { # Split Burma from the Raj
name = burma_puppet.1.a
ai_chance = {base = 100}
hidden_effect = {
transfer_state = 288
transfer_state = 640
transfer_state = 993
transfer_state = 994
transfer_state = 995
transfer_state = 996
transfer_state = 997
transfer_state = 998
transfer_state = 999
}
release_autonomy = {
target = BRM
autonomy_state = autonomy_colony
}
}
}
maybe having it in your own desktop will bring an epiphany
Heres the on_action too if you want it
on_actions = {
on_startup = {
effect = {
ENG = {
country_event = {
id = burma_puppet.1
days = 456
}
}
}
}
}
Does anyone know of a warhammer40k unification wars mod
It does exist, I have seen Videos of it. Don't know if it is still supported, cause that was years ago.
There is a mod called "Unification Wars" based on Warhammer, yeah
it is multiple, just search on the workshop
just about to test it myself
alright, the files you sent me work, confirmed.
Finally!
adding tag = ENG as trigger hasn't broken it. So it must've been the whole date thing. Somehow
thats so odd cause i swear i removed the date a bit ago
it might just be devil magic
Question not the Machine God. Give humbly what it takes. Accept graciously what it gives.
real
im gonna make the smallest adjustment and see if it'll fire exactly on the 1st
just removing a single day from the on_action
Testing with days = 454 in the on_actions. I want to see what day it hits.
It has been achieved
WAR IS OVER
im gonna shout out yall in the description, youve all been a massive help
n'aw, thanks
π
And now I also know the Cause, @echo flume .
454 days after start is the 31st of March. The Trigger wanted a date wholly later than the 1st of April. Nothing was ever broken, the numbers were just off.
ahhhhh, good to know
wait shit, it was literally just me miscounting the days π
LMAOOOOO
Sometimes. Sometimes the simplest Problems/Solutions are the hardest ones to find π
lol yeah
well now i gotta make another mod
im gonna make a mod that lets kurdistan ask for its core in syria
its a SINGLE focus
it can NOT be that hard
Or a Decision.
In both cases you will likely do some Event stuff as well.
Oh and you could implement an Idea to resemble a Payment. Challenge yourself π
yeah, thats general for ya
these hoes istg
actually wait
i still gotta do stuff on the burma mod
i wanted to add an event for india so player would know whats happening
back to the minesπ
nvm that was much easier
Why are there two Ports in Tel Aviv? (I mean yes, one on the Tile directly below, but still weird)
Idk
Well, the upshot of this whole GOE debacle is that it's really getting people into modding
Yeah. Errors will get fixed (either by Pdx or eventually by modders) and disappear, while the new Modders stick around π
i could try doing random building in that state to fix it
how do i get year 2000+?
Case in point
The modding I'm doing now is all in anticipation of making the EIC interesting in the last game
by changing the bookmark file
how
https://hoi4.paradoxwikis.com/Bookmark_modding the Wiki entry. You change the Date in the relevant file
Alright, after a few more hours of map modding (and general bug fixing), there's where I've ended for Kurdistan's natural borders (within the bounds of HOI4)
Good day for it
is there a mod that makes the world declare war on me after a certain amount of time?
The ragnarok mod for germany
thanks
youre welcome bro
Hi, is there a way to debug why an event fired?
In my case, I'm playing a modded game as SOV and the POL_habsburg_events.1 fired for me
shoutout my sibling for making this icon
also, just wondering, to add a focus, is it necessary to carry over the entire countries (country).txt file?
I am working on making a Just Cause 3 Millennium Dawn submod
Hm?
it looks good lol
No, there is something severely wrong. It is 4:17AM I didn't bother doing a proper normal map / heightmap so the entire world is flat ππππ
I'll fix it
But still the land isn't aligned and I messed up the lakes
And terrain textures are half-assed
I mean the terrain bitmap
The textures themselves are normal
Also my original plan was to make every Just Cause 3 province an ingame state then I realised I cannot even make every individual province a province except some important ones and merging some (and splitting the 2 huge ones)
alright lads, time for my daily "why is this not working" question
i have the focus_IRQ_purchase_syria.dds file in the mods goals folder, but it just wont recognize it
of course
but the red line is telling me it cant find the file
heres the message it gives me
nvm both texturefile textureFile is valid
look at the file name carefully xd
wait you renamed to buy?
did you check error log to see if the game actually not able to find it?
Would stacking all these modifiers for 4 focuses be balanced? (20%+ Resource Gain)
okay, i fixed it somehow
apparently it didnt like that i didnt encode the localization properly
appreciate it
You gave me a sudden urge to try and recreate this but as the entire map
Like big Just Cause 3 map with all the towns, bases, settlements π³π³π³
Si
And if you are really dedicated you cold make a special Rico unit that cannot be trained and you only get 1 locked division of 1 Rico and he's really powerful compared to rebel divisions and can be paradroped with just 1 transport plane
Could probably just rename paratroopers give them the rico model and lock them from being researched at all so the only paratrooper is rico and he has custom stats
Is this enough states
Is someone working on mod, to make East India Company as Outer Heaven for example(MGS reference). Making the leader or Venom Snake or Big Boss. I think idea is cool)
pls help if you can the events are invalid
https://pastebin.com/m3iPbLbk
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Which ones? Also what are the actual Issues ingame?
i want to learn how to mod to make a focus tree for my country but idk becuase probably no one would play it xd
Would you play it? If so, that ain't no one. I personally make most mods just for myself π
Bruh how tf did you create new land
Ive been trying to figure that out for so long
https://hoi4.paradoxwikis.com/Map_modding#Quick_overview This Page might be of help to you then
Alright thank you
What if I want the normal world map and create a new fictional country? Kinda like what the guy I replied to is doing?
That Page should still hold. Simply edit the basegame Map Files to include your new Territory
Alright thanks again
am i tweaking or is there an entirely unused focus tree in the Iraq files?
Yeah, I always call commented out Focuses "Corpse Foci" and the GOE Trees have a fair few of them
crazy tho cause it seems like a fun tree too
I mean, comment it back in and try it out. Could be a fun small project
heck, why not, free official content
π³π³π³
Followed a tutorial, it's my first time too
You'd never even be able to tell its a mod
Ever
no
do you happen to have the link?
guys should i use the TNO ui or nah
Isn't that a matter of personal Taste?
they all are but i just want help with mod_event.4 . In game, the focus says "invalid event with id: mod_event.4"
yea true
but i like the vanilla but also tno
Well personally, I would play with vanilla, but TNO UI is the devs intended Experience....
For the sake of a choice: Vanilla
Right, because that has an invalid effect. There is no effect called unit.
Guessing you mean create_unit, which also has to be called in a state scope, not country. Also I don't know if you can do multiple divisions per create_unit effect, so you might put each division block in its own create_unit. Or not, i really don't know.
Please help, half of the countries are not displayed in my mod, what should I do, although the half that is displayed is no different from the other half?
on the first slide, the country code that is displayed, and on the second, which is not displayed.
Sounds like there is an error somewhere in the File and all following country entries break.
what does the error.log say?
Excuse me, but where can I see them?..
documents -> paradox Interactive -> hearts of iron IV -> logs -> error.log
I just recently started making mods in hoyke, consider the first works, and I do not know where to look at the bug logs.
yea. That is the basic file path in the pc
Its the third error
Could only one mistake have affected half of the countries?
Yes. Because it can no longer read the following entries.
It worked? Then I am happy to have been of help π
np~
The only real problem I have is
Failed to load texture larger than MAX_TEXTURE_SIZE: map/heightmap.bmp
well that seems fairly self explanatory
my heightmap is 5632x2048 meanwhile the vanilla hoi4 heightmap is 5632x2048
ohhh
but
the bit depth
hummmmm
How do decisions for flipping government work? Are they tied to the "Fascist Demagogue" and "Communist revolutionary" Trait?
I am not able to make those decisions visible unless i hire those two, even tho i have several other advisors with communism/fascism drift and even national spirits
They have multiple Advisors that can activate them, but not all of them. For Fascism for example you need fascist_demagogue/syncretic_revanchist/GER_revolutionary_nationalist_advisor
I see, thanks. One more question, is there some kind of effect for refreshing decisions, like the "mark_focus_tree_layout_dirty" ?
No, the decisions refresh automatically
I cant see my hidden decisions even with conditions met unless i save and load up the file again.
Anything comes to mind?
well that odd. Maybe check the error.log?
That is indeed odd, error log never has anything about it
I am stuck on it for like 3 days now
visible is a trigger block that continuously checks every frame if allowed was met, required to make the decision or the entire category be visible in the decision selection screen. In case for targeted decisions, both FROM and ROOT can be checked here, but using target_trigger is recommended when possible for optimisation purposes.
And the Wiki has proven relatively reliable. So this is quite weird indeed....
wait. Are you using allowed for this?
π
allowed is a trigger block that checks only at the game's start or when loading a save,
No way its something that simple again
It really is.. im so embarrassed
Thanks for your help!
I genuinely don't know anymore, I fixed the heightmap but now the terrain is below sea level even though I didn't change anything except the small part of the heightmap I was editing so the rest of the heightmap is literally identical but very much broken
Am I allowed to advertise a mod I made here?
Pretty sure u aren't, rules say no advertisement
https://steamcommunity.com/sharedfiles/filedetails/?id=2328762932&searchtext=Choose+Your+Leader! Does anyone know of a new version of this mod with the new leaders?
It has not been updated since 2022
I have seen versions that update it to the new versions of the game but don't add the new leaders
I'm completely hopeless regarding this
maybe its late, but i cant find the command to remove buildings from a country
nvm
literally looked 5 seconds more
remove_building = {
type = arms_factory
level = 5
}
you need likely to wrap it with random state scope
Bro that factory is producing arms?,
yeah already found it lol thanks though
wait till you see the leg factory
wait till you see the manpower factory mod...
Building robots let's go
lego hoi4 factory...
the Germans have invaded the Poles in LEGO HOI4
HEY!
build the tankette and off to get destroyed
idk who this random guy is but hes a horrible influence on me
now you mean to tell me I can do MORE on_actions?
for free????
how do i prevent two submods from overwritting each others tech tress
depends what do you mean by not loading?
one sec testing a hunch
damn, what i tried didnt work.
Right, so I'm trying to make a compatibility version for my mod that adds logistic strike and a little bit of ground attack to all machine guns and cannons
My code works just fine for vanilla and it loads just fine
but when i made a similar version for EAW and took the 00_plane_modules txt file and changed the stats, the game just loaded EAW's code for the file instead.
How do I force my code for that file name to load instead of the mod's?
@timber zinc
lmao that's literally my issue too, I updated a mod someone abandoned mod and am trying to make it compatibles and running into the same issue
ok i just found a video on youtube for making submods
apparently its a whole different process
This quick Hearts of Iron IV modding tutorial will explain how to create submods for existing mods and link the two.
Useful links:
Iron Workshop Discord server: https://discord.gg/sSCU3WS
My twitch channel: https://www.twitch.tv/playerhoi
Hearts of Iron IV wiki modding page: https://hoi4.paradoxwikis.com/Modding
If you would like to contrib...
you don't, just merge them together and set unmerged mods as dependencies in merged mod's descriptor file (as shown in the video)
I think only victoria 3 allow you to change tech tree without replacing the files
im using the hoi4 modding website to get a rough idea of what i want my focus tree, is there any way to import the current vanilla focus tree in it in order to modify it instead of doing it manually?
YES!
I figured out what the problem was
My mod file's dependency line kept getting deleted, which prevented the mod from loading.
I put it back in there, set it to read only, and it works.
nice nice
yeah so if any of you guys have trouble with changes to stats and stuff not seeming to take effect for submods, #1 make sure you have inserted your dependency lines to your mod file (not the descriptor the actual mod file for your mod) with the parent mods correct name, and #2 set your mod file to read only.
weird that it keeps getting overrided
also cw tools refuse to work if your mod has steamid
whats best width infantry if i cant afford 18w
too many fronts but not enough manpower and divisions
anyone know how to fix this?
ah shit
it was because the mod file was read only
Yeah and it removes the dependency file.
Shit.
Right, gonna try something else.
Does anybody know exactly /why/ the uploading process saves changes that remove dependencies?
or why running the game causes dependencies to get removed?
wait a second
maybe i should try putting the dependency line in both the descriptor and the mod file.
holy shit it worked
Okay, amendment to what I said earlier
Wow you really just solved your own problem huh
make sure what you do with your mod file you also do with your descriptor file
sweet, it uploaded properly too.
is there a mod that makes it possible for generals to die ?
I wasn't able to quickly find one, but it would be rather easy to make so it might still exist and I, well, just didn't find it.
I tried searching both on workshop and web but failed to find one
is that really that easy so make ?
Millennium Dawn has a system like that, not sure where/how tho
The most basic Version would be one event. More Complex Balancing and Systems are of course more complex
hmmm, the only event that would make it kinda balanced would be a random (fielded) general/marshal death on capital capture maybe
cuz idk how you could do that for battles and not make it random, you cant really destroy all divisions in an army if you dont destroy the country
played it a bit but I didnt know that
im currently playing road to 56
those ww2 machines just have that appeal xD
the reason I want this mod is that I plan on using something that will allow generals to gain ALL traits eventually, but that would be a litttle pointless if everyone got them, so enabling death would balance that out a little maybe idk
but that would hardly work for naval idk
is there a console command to delete some of my political power ?
and/or combat power
Console Command? Not that I know of.
Also that Balance should be mostly done via the level System. Even getting a General on "merely" Level 9 can require a fully planned run for some nations.
it seems the mod makes it possible to take some traits just for a small combat power cost
I just took those 3 from the bottom
No, thats not the mod, thats always like it. But there is a limit to how many traits you can have based on the level of the Leader
Nothing to apologize for π Literally working on a tutorial mod rn
it seems the mod took the cap off regardless of the level
tutorials are not for me, im literally the person who does not use any plans or frontlines (at least now because there is not too many units yet) since I like to manually micromanage them xddd
(yes I do know they give buffs now)
Well it will have guided and exploration mode, with the second one allowing you to get Info on just what you want
(its also not true that they are not for me, I stumble on somethign I dont get every moment lol)
sounds great
That is interesting though. I wouldn't know how or where to do that, tbh.
will I be able to learn random shit like "what is the cap for laying mines" ?
there is even a message with "you have 99 trait slots\ left" so im sure it does that
100%, no? Aren't Mines typically measured in Percent?
Regardless I will want to pool as much knowledge as possible, even try and keep an updated bit for Meta Strats, though for those Things I would need Community Involvement and rn the Basics are much more important than going for that. π
Everything at its given time and so on π
Huh. Neat
Is this a decently sized focus branch (Basically, using forced labor / other methods for industry/resources)
It works the same way as Poland's, where you have to finish one side before starting the other
idk it does not look like a %, game sait the cap is 50 something (% maybe) but I have no idea what
While I dislike that Line bisecting the Mutually Exclusive Arrows on the left to an unreasonable Degree, Size wise it should be fine. Really depends on how long any given focus takes.
A majority of them are 35 days, some being 50 and 70
Yea, I was thinking about the Effect on Supremacy. Lemme do some looking
it makes some sence
They will continue adding mines to each assigned strategic region until 1000 mines have been laid in each region, at which point the regions are considered to be fully saturated with mines. - Wiki
and its country cap or "side of conflict cap"
or there can be 1000 in total in region so for example 300 me 700 enemy
Side of conflict, likely, as it is by far the easiest to code and is reasonable enough for gameplay
I just realized its not a channel to continiue my questions xD
well, thanks for answering
Was bout to add an addendum, but yeah. No Problem ~
Is this a bit.. OP
(Dynamic modifier effects after finishing the Military side of the Industry branch)
This is it without them
It's most certainly Powerful. But OP is always a matter of the Competition. Mike Tyson is OP against a coughing Baby but an Aircraft Carrier is OP against Mike Tyson.
Try letting the AI play a few rounds and see how that shakes out as most of the time it will be AI v AI anyways. Should Players be able to use it much better, then that can be their Power Fantasy or you can balance later should you ever hear complaints.
Mmkay
The country's supposed to kinda be the Germany of my mod
is this some alternate world ?
100% Made-up lore by me and some friends
This is said country in the mod I'm making
is the map still earth ?
oh
Geographically Denmark but not literally
and how big is that compared to hoi4 map ?
In terms of province sizes it's quite big
But size-wise it's very zoomed in
I mean more like, province numbers
As seen by Urban center sizes
does not seem that huge
I gotchu
not gonna lie, I have absolutely no idea how much that even is XD
in comparison to hoi4 map even less
They're like 4x smaller than the og's
It's mainly a personal project so not really any release date planned
hmmm, mind pm'ing me when its done or something
The main war (World War) of this mod is North v. South
sooo, how many is that ?
Xayestran and Bottaio are both non-canon but formable factions
A l o t
Very
Is that just denkmark but enlarged?
Yes
he kinda said is based on it above
And this is the ideology map so far (Black is Fascism/Nationalism)
How do I undo something I have done on the nudge tool. I was just messing about on it without realising it was permanent.
The nudge changes are saved in the nudge folder, which is found in documents/paradox Interactive/Hearts of Iron IV/nudge
delete it
Thank you
Is it possible to make a decision which has multiple possible event outcomes?
yup. Via ifs or random_list, both are possible
which is more efficient?
nothing about efficency. They do different Things.
random_list picks a random option from list of possibilities (can be weighted)
if checks for conditions and then does an effect based on those
i see, so random_list then, thanks again
I was just looking for it
π
is it possible to enable the console in multiplayer with a mod?
If you can't open it in the same way as you do in SP, then prolly not (especially not if you are host). There are however Host-Tool Mods, which allow you to do various utility Things. Simply look around on the Workshop and you may find what you need
surely there has to be a way for it to be enabled in private multiplayer games
only for the host though
I've looked around a bit and in none of the moddable Files I checked can you do anything about opening the Console. May be wrong, but my guess is, its not possible.
this
or you can create a save in mp, load it in sp and make changes and load back to mp, but thats prob not what u want either
nah
im aiming for realtime
The amount of times my freind had to do that for me
same lol
thats what I want to get rid of
God I hated Belgium
you have friends that play hoi4? i envy you
Yes
I have an entire group that does
π₯Ή
my friends are league addicts unfortunately
can anybody help me find a mod that makes everyone start with no research done ?
There is one that does that and gets everyone to just have two slots, but that seems to be unstable and purely reseting starting research I can't see at a glance.
Though it would likely only take like half and hour to an hour to make (filled with basically busy work)
should i go great war or great war redux? which is better nowadays?
Redux probably
anyone else having issues with the nudge tool not opening up state files I have dont a fresh reinstall of the game validated my game files and wiped the DOC files
and nothing has fixed the issue
Could replicate, same here. So it probably came with an Update. Check if there is already a Bug Report on it and if not create one.
honestly, while it is not representative (or even helpful for that matter π ) by any means, in my experience few use the nudge tool, because it is often annoying to bring the Files from the Documents Folders into the actual Mod.
Wait, copy, not cut? It's annoying because you miss something and suddenly you get some weird errors which you cannot find, because it is in nudge, not the mod. Furthermore it is cpr. tough to quickly switch to Vanilla or a different Modset. Then again, it is preference.
check the error logs
Well they don't say whether it is nudge or mod
thats fair
is there a mod that makes the map shattered, meaning divides the terrain among a huge amount of small countries ?
should i make the cut iraq tree work?
Yes
I recommend this mod to everyone, it fixes many of the bugs in the new update that the devs haven't (or won't) get to yet, along with some other bugs in the game that have been there a while
Unfortunately it is NOT ironman compatible, since it changes focus trees, events, and states
By the way, if you care about the flavor that much, this mod does get rid of Palestine, Transjordan, Syria, Lebanon, and Kuwait as starting tags until the mod creators can handle the bugs about them. The Iraqi Kurdish path is also disabled due to the bugs with it and replaced by a different communist path that includes some parts of the Kurdish tree. The devs have said they will find a way to restore fixed Kurdish content.
I feel like it might actually make the modding process easier if I do the localisation files first
How the heck do I get multiple songs to display on a radio station. I got one to work but everything else I have tried in order to get the other songs to display leads to nothing.
I have no idea why. Am I not tagging it correctly?
First Question, as always: Does the error.log say anything?
go to documents/paradox interactive/hearts of iron IV/logs and there it will be
it says:
[12:26:40][no_game_date][persistent.cpp:68]: Error: "Unexpected token: music, near line: 11" in file: "music/iw_music.txt" near line: 27
Well that's indicative.
I'd suggest comparing your File to the Vanilla ones and seeing if there are any structural* differences.
Also, I just spotted the Wiki suggests this Tool: https://runite-drill.github.io/music-mod-creation-tool/
okay. i think it was cuz i typed different numbers for the song factor. but it still only shows the one song.
i changed it last time so i will put it back as it must have a different error
And? Does it?
@full raft nope. I used the tool instead and got most of them to work. the one march theme i added wont play at all and honestly i dont know why. I hate coding
i put it here as I have zero clue why the radetzky marsch wont play
i also dont know how to uplaode a picture to steam. i have a photo placed but no image on the main logo
If it works, it works. And if it doesn't, welllll hum,,, If it works, it works π
Imma be real, I never do Music Modding, just not my wheelhouse.
The picture however I know. You have to name it thumbnail.png (checking and will message if its wrong, but should be correct)
ohhh i see
yeah i could not be bothered to figure it out. that seems like a corrupted file issue or audio thing. I have been at this for 4 hours now and am at the point where if someone had a fix i would do it but I don't care and want to play the stupid game instead of staring at notepad++ for a missing bracket lmao
Is there a repesitory where every nation is just blank, like up to date, no focuses no ideas are even created just a blank template for total overhaul mods?
hey I've made a custom nation, is there a mod that extends tech trees but doesnt overhaul the game? Or would I have to copy my country file into the mod? Sorry if this is a dumb question
Don't preemptively (or ever) apologize for your Questions. If you don't know sth, you don't know it, simple as.
From a cursory glance, this might be your best shot: https://steamcommunity.com/sharedfiles/filedetails/?id=3413890094
thank you so much I will check this out
if anyone ever needs an animated logo or some clean thumbnails, I mess around with that kinda stuff too. Just hmu anytime.
Does anyone have some furina with ak 47 mod
That's oddly specific
Do y'all know how to make a technology appear? I got a tech made but it's not appearing
It doesn't have any prequisites either, I kinda want it to just be made like the GW_Tank_Chassis
you have to edit gui too for first tech in the node.
the file is countrytechtreeview.gui. You add a gridboxtype with name = [techid_tree].
For your case search for gwtank_chassis_tree. Copy over the entire gridbox. Rename it to early_tank_modules_tree. Change the position.
that's not how file conversion works, go to any image editing tool (e.g paint) and use save as, then switch which file format to save as
ÀÀÀÀÀÀ non latin character as id
Thank you
np
How to make a z_ mod?
do you guys know if Millennium Dawn: A Modern Day Mod is dlc compatible ? I cant find a mention in description
I'm commissioning a modding project for Halo Reach and Halo 3 ODST. The project aims to add new features, including SPI armor, suppressed weapons, and drop pod functionality DM me for more info
Hey i have a problem with my mod. For some reason the game crashes when i try to load it. I thought it was because the version wanΒ΄t updated so I uploaded it. But when i open I it just starts the vanilla game version
i have no idea how Russia annexed Moldavia and Wallachia
i dont think i added anything for this
i will need to playtest i think
or watch what russia is doing
988 = {
limit={
num_of_civilian_factories > 1
}
add_extra_state_shared_building_slots = -1
remove_building = {
type = industrial_complex
level = 1
}
}
this valid code?
Do you know why if I remove belgium from the game it crashes?
check on_actions files
TNO reference?? (i will fix the name later)
Hello, I ran into a problem, I was making a mod during which I upgraded the flags, but they do not appear, they are displayed in the main menu when the game continues.
I put size: 82x52 in ordinary flags, size:41x26 in medium flags, and size:10x7 in small flags.
files with the .tga signature
here's what he writes in the errors
Which means that "Color cards are currently not supported in TGA images"?
I swear, I spotted that Error randomly (and the troubleshooting for it), while looking for sth else and now I cant find it again.
Right, it was in Map Modding, so not the same. Still, it seems like this is an encoding Issue. While saving the TGA file, check if it says anything bout Color Maps there and if you, disable it.
Otherwise if you for example use gimp, you can just start from a copy of a basegame Portrait and the Encoding will be kept
I made these country flags through paint.net And I honestly don't understand what the color maps are.
like, I took a photo of the flag that I took, changed the size, and saved it just pointing at the end .tga
how can I fix this issue?
Trying my start with a copy, then paste over your Content, save and it should have the correct encoding might be a start
GFX can get annoying
@versed patio I saw the mistype you did, which triggered my automod filter
just be more careful how you type things in the future
removed your timeout for now
okay
I've decided to grow my Burma mod to also encompass giving Aden to the brits too since apparently that happened on the same date irl, only issue is the Aden event somehow fires twice, once when it does in the vanilla game, and once with the on_action command. Any ideas?
I think there might be a trigger in the event that i copied over from the game files that makes it fire in 1936
Actually, looking at it, there's nothing in the code that makes it fire on February
I had a possible epiphany writing that
It might be the games coded in on actions
Is there an easy way to disable non scripted joining/creating/leaving factions for both players and ai?
I mean, you can disallow it in rules. I'd have to check, but it might actually be in the game rules, one momen
I checked defines.lua and couldn't find the option to do it
Okay, leave Faction can be blocked. But you can set these as rules via the Ideology. Simply tell all Ideologies they can't
okay nvm, it doesnt have an on_action
Are you saying there's nothing similar you can do for creating and joining factions?
There is. There is an effect set_rule and there are the rules can_create_factions and can_join_factions.
You might be able to add these Rule to all Ideologies, blocking all Ideologies from creating and joining Factions, otherwise do an on_actions that calls that effect for all on gamestart
Bit angular. Though if there is a reason for it inlore, I guess so, yeah.
Also I have to ask, what are those yellow Lines at Kiev?
River
made it traversable
theres even a port in chernigov irl
that dot right above kiev
Ok, thats cool π
To follow the River I guess?
Oh! Thats neat.
What is the Concept of the Mod?
maybe like this?
option = {
name = mod_event.6.a
create_unit = {
division = "name = \"First Legionary Division\" division_template = \"DivisiΓ³n de Infanteria\" start_experience_factor = 0.75 start_equipment_factor = 1"
owner = ROOT
}
}
put it into a state scope and it should work.
(So like 16= { create_unit = {...} } for Paris)
oh i see
ill try
How do I make designs start with a different module? (Example, tanks starting with no armor instead of riveted)
default_modules argument in hulls file in units/equipment
The Slave revolt superevent
Gracias
I think the best thing for me to do here is probably just rewrite the events and cut out the dev made ones.
Ok i am doing something really stupid here, but why is my event loc not getting in
Show the event file
i shortened desc for the d in both of them
Wait, is that the one suit scp thing
Is your loc file the correct format
Yup
UTF-8 with BOM?
yml
anyone know if there's a "magna america" mod like there's a "magna europa" mod?
Hello, I'm making a flag for a country in xoy 4, and I have a question, do I need to convert to sRGB and do RLE compression?
does anyone know of a working no division limit (up to like 100 at least) mod for millenium dawn ?
what mod it that :oo
anyone wanna make a mod with me? its callen "New Era" and its just a bunch of different paths for germany primarly one path is near completetion but i need help with decision modding and adding portraits to leaders. DM me
Its just a collection of cool paths pretty much it dosnt have to be for germany
loc need to be utf-8 bom
No need for RLE compression, I don't know for sRGB format
thoughts?
Me thinks, it would be a great Boon for Italy, should they be able to take it. And given its minor Size (and my lacking knowledge of Just Cause) that seems like a fairly easy mid game Objective, inversely giving Medici sth to do. Seems fun π
The fire rises
i think we all collectively agree redux mods sound cool
very cool giant malta
Redux just works tbh
same here i couldnt think of an OG name
that goes before redux
so SlavicRedux it was
a whopping 14 MB
so reduxxing
also i need help for events triggering music (like in kaiserredux super events)
the only thing i found online was a incompetent reddit post and a 2008 paradox conversation..
does seomeone have some mods that are in different years?
you mean like 1920 instead of 1936
yes
I expected an scp themed mod xd
or even before 1900
Empire 0.6.4: Into The Orient
End of a New Beginning
The Fire Rises
Rise of Radicalism
thank you
np
now plz someone every "easy" modding has no tutorials nor internet knowledge
what is fire rises about?
modern world (along with corona 2020)
USA collapsing
and new powers rising on new continents
ohhh
i gotta say these mods look cool, i play try them thank you
This mod will take over TNO's sub count within a year at this rate
How do i make a character to not appear at game start? i want to make him appear after a event takes place
both Medici, the Rebellion and the Black Hand will have focus trees based on what happens in the game but there will also bee some alt history (2 democratic and 2 communist paths for the rebellion, pro-western Di Ravello Medici, francoist Di Ravello Medici, Di Ravello provoking an Italian invasion so he can take control over all of Italy)
Why the game is saying that this event is invalid. I am trying to trigger it with the "event" command but the game sees something wrong with this code
-
The option id should be in name, not localisation
-
HOW MANY EVENTS U HAVE????
its a kaiserreich submod so i decided to put some random number high enough that wont conflict with anything (i was using russia as a namespace like in the original mod)
after i stopped the dumb namespace thing i was lazy to not change the number on everything
i have glorious 4 events
Also so for the events to affect kaiserreich added nations do i need to copy some file of theirs to my mod folder? or i just use their tags in my events
Unless it actually affects (Example: a event of yours is triggered by another event in original mod/want to add another option in a event from the original mod), its reccomended to copy the least possible files
My event is triggered by two tags being at war, but both tags are kaiserreich ones
I also copied the history file from them since my game was broken if i made one for the same tag
They get in war by event or its war since start-up? Or something else?
Fair
They get to war by event, but my event is just depandable on them BEING at war after a date
Ok so i should do that, i thought i was 2 steps into breaking the game. So basicaly any basic setup files for the tag i want to modify i need to copy. Like if i want to add new templates i should copy their OOB file and put my stuff in it
If its start-up oobs of course
Ok
i definitely shouldnt have started moding directly with trying submods
And u can add a trigger where TAG { is_at_war = yes
Let me see if its possible to specify its a war against who
There is: has_war_with
Basically u do
trigger = {
TAG = {
has_war_with = Second_TAG
}
date > yourdate
}
mean_time_to_happen = { days = X }
@spring pivot
like that?
Also, remember that localisation for events is in the localisation files. And the option id is out of place
i am using copilot to do the major lifting but it sometimes more breaks stuff than fix it
Yeah that part i solved
U forgot option's id in name
Also add mean_time_to_happen to be easier
Not really, it can work with the text there
Really?
Yeah i did like that but the game doesnt seem to give me the war goals
when i use "event" to trigger it
Hmmm
Its probably easier for organization to have all in loc but option names and descriptions can go into the file, after some 20 words it breaks though
Thats why its better be in localisation files rather than be restricted to 20 words
When u put the mouse on the option, it showz u gaining war-goals?
Its more than 20 but yeah you cant have a giant text
Question: Do you plan to have more than one option in that event?
Then ai_chance is useless. AI has only one option to choose
O yeah, will delete that
Also:
It shows some blank spaces thugh, like it doesnt recognize the tags it should give wargoal
o so i can ditch the "="
Yes
Saw the issue. Its not add_wargoal. Its create_wargoal
The wiki page: https://hoi4.paradoxwikis.com/Effect
thanks
Where I can change place of Continuous Focuses in my focus tree?
in the country's focuses file theres a line literally called continuous focuses position
and then just change the x and y of that
thanks war crimer
I have 2 focuses that improve a national spirit
however you have to complete them in the correct order otherwise you get a second glitched national spirit that doesnt change (in other words u did focus that swaps idea 2 with idea 3 when u still have idea 1)
how do i fix that cuz i know people wont care about the correct order
You can add an 'if statement' or use a dynamic modifier. (If you're lazy you can create a display idea to use in an effect tooltip instead of localizing everything 4 the dynamic modifier ) I also used a scripted effect on the third image its not required and mine was done a bit poorly anyway.
i didnt understand other 2 images but thanks alot!! ill test it soon
i tried any scenarios i still get a 2nd glitched idea
even with the limits
so i need a 4th idea that has all bonuses (also im putting swap ideas not add)
anyone know if there's a "magna america" mod like there's a "magna europa" mod?
not really
everything i search is magna europa, you have divided north america mod tho
How is it broken? Does it not appear
no thats the problem it DOES appear
here let me show u the code
to quickly fix it i made a 4th idea that removed both the 3rd and the 2nd in the focus completion
so why wouldnt this work?
because picture A
if u dont have a picture delete the line or put # on front
i tried that and it was the same thats why i thaught it would help with just having a A
oooh
the event above it works btw
the only theory i have is that u didnt organize the 3rd picture completion rewards
cuz everything else looks fine
so like this ?
yea test now
wait a sec then
also some of u might help about this
if i delete the line "is triggered only yes" then it works but keeps repeating
if i keep it it doesnt work at all so what the fk
dosnt work
shiiit
Can someone recommend me a mod that adds economy to the game
Millennium dawn
yo guys I deleted my localistation files of cosmetic tags can sb. pls send me
but I have new dlc so new pls
"is_triggered_only" and "trigger" block are mutually exclusive. If you have "is_triggered_only" trigger won't work because event will only be able to fire via "country_event".
Don't you have file in trash? Or deleted permanently?
wow i learn smth new everyday
but if i delete it it keeps repeating
i checked anything else maybe its cuz it keeps checking if im at war with soviet?
it repeats the event popup but doesnt change the idea's length
trigger and is_triggered_only are not mutually exclusive, we had this not long ago
"fire_only_once"
is_triggered_only only disables automatic firing
ah that i just didnt know how its called
thanks alot bro
how could u possibly automate it
u mean through the command prompt or what
If you have is_triggered_only = no (default state), the Game will check every 30 (?, not sure on the exact number) Days if the Trigger is true. Once the trigger was true, it checks the MTTH daily until either the Event fires or the trigger becomes false.
If you have is_triggered_only = yes, then this system is disabled. It will however, if you have a trigger Block, still check to see if that Trigger Block is true, when it attempts to fire the Event. You could make an Event, that fires for everyone on completion of a Focus as an Effect in the completion reward, but limit it to not include Germany via the trigger NOT = { tag = GER } and stuff.
In short: Trigger is sort of like limit in this regard and does not overlap with the triggering reffered to in is_triggered_only.
i understand it now
You should ask on the discord
holy scheise its the road to 16 dev!!
Potato pc need lighter mod
the fire rises
but thats also kinda uh
massive
novum vexillum?
can someone send me the fallout las vegas mod ?
it didnt even check if im at war π
@wanton holly you triggered the automod by trying to hid a link, just post the actual link and you will be fine, I've removed the timeout you triggered in the meantime
thanks pink man
sorry if im annoying but i usually dont find anything alone that helps me
do it has money? i checked it and it seems its al about focus trees
yea it depends on focus trees and your civilian factories i think?
Hi guys, I have a question. Can you make a building dependent on a state that has a variable?
f.e. The Brandenburg state has variable x and the building can be placed only on the variable x.
Does anyone know if you can do this in hoi4?
i am going nuts,yesterday everything was working but now all the events are given as invalid
Please paradox add a breakthrough gain country modifierππ»
for some reason the troops i added in the OOB appears in game but my events are ded
What are the main reasons for a scripted gui refuse to appear in decision tab?
its add_ideas, not create_ideas
also u dont need = when using < or > too
like that?
yeah
???
God hates me
you need to use the namespace as the event id like : [namespacehere].1
from reddit
Yeah i am doing that
ah i see the issue now
jesus christ copilot probably changed that when i was fixing some other random stuff
dont use copilot if u want to avoid
copy from existing code
Copilot is my worst enemy and biggest ally
and use the wiki: https://hoi4.paradoxwikis.com/Modding#Universal_modding_concepts
it does generate sound code the first time but when i order it to fix stuff it goes and murder a random part of the code that was right
Does anybody here know the specific process of making a technology variant that shows up in the tech tree in a little box at the top right of the tech its based on?
Like how rocket motorized is in a box in the top right of the motorized equipment box
help?
hello all
i have a question about the mods available on this game.. do they have any mods that make the combat graphics and mechanics more realistic? i finally made it into combat on my game and i realized all the units just kinds jumped all over the place and boom it was done.. never seen any actual combat.. it just happens zero graphics for it at all
https://steamcommunity.com/workshop/filedetails/?id=2405802760
this is what i found but sadly it isnt updated
tfr is 5gb even larger than milinum
Can i make an event dependant on employing a certain advisor?
Sometimes i do feel like Lily
i would ask for help here, as im unsure if this is the best way to approach the showing of effects if you don't have the idea.
So struggling with thinking of a better completion tooltip...
The code indent has gone all over the place so just ignore it, brackets should allign.
If anyone has a concept to make this easier on code-eyes lmk β€οΈ
if anyone has any ideas
Why is the game reverting back to the average fallback name in my divisions. The template appears without the name list assigned to it
Wait wrong channel
yes
it should probably have something to do with on_actions like "upon hire, effect, country event" and shit but due to my lack of modding skills go find a tutorial
or search and learn from kaiserreich central asia files
Guys, how do I make the number of units in a province a prerequisite for completing a focus?
Also, how do I make the focus create divisions?
i uploaded my mod to the workshop but i cant find it there, does it take some time to appear?
something about oob
ill help u when i remind myself or if someone does it before me
no, you have to make it public
everything u upload first is private, so only u can see it, i was also confused there
hello everyobody, i want to play millenium dawn. so i subscribed and downloaded it from the steam workshop (Millennium Dawn: A Modern Day Mod) and now i dont know what to do. can anybody please help me?
u just put it into your playset in the mod manager?
im confused
well when u start hoi4 launcher go to playset, put it there and enable it
what dog said
now i gotta test all 3
giggity (none worked)
guys I get this when I try to run HOI4 with my mod I have no problem with the code I have checked it a few times, there are no characters on the way to my mod other than the Latin alphabet, I also turned off all DLCs, what could be the problem?
and my mod isnt working
Hey could someone tell me what makes the fire rises such a good schizo mod?
don't really know much about it
other than most youtubers suddenly uploading it
anyone down to help me out in finding out why my portraits dont work?
Been doing some personal modding, and one change I made is making the Silesian uprising an almost guaranteed occurrence in non-historical Germany runs
So just for a laugh, I decided that if anyone was actually willing to play as Silesia (you can tag over to them when they spawn)
They can not only reform Austria-Hungary, but also reform Poland-Lithuania and reunite Germany
(I'll make a proper cosmetic tag for this someday, as soon as I become good at art)
And to accomplish that - tiered formables
unironically all of those make sense
very cool
Does someone know any good ww1 mods?
stupid question but did you try on new save every time you change the game rule file?
also idk if game rule is cap sensitive
like how ?
just don't use existing save when you're testing your mods, that's all
i dont have saves at all i reinstalled hoi4 before modding
i get this crash report only when im trying to load my mod
there is no such a problem with other mods
or with a vanil game
and idk maybe my mod doesn't update in paradox launcher after I change the code
Fun geography fact for those not inclined - despite how it appears on a number of maps, Bosnia does actually have around 12 miles of coastline
And all humans instinctually fear the thought of a Bosnian naval force
hey guys, just downloaded the game, never played before, any mods recomended for first timers?
Does someone know any good ww1 mods?
Can anyone help me how to fix this?
Great war redux
Ty
No problem
the great war redux
the great war legacy
thats literally all
road to 56
kaiserreich
kaiserredux
fuhrerredux
the great war redux
very reduxxing
im thinking about buying the game what mods should I use
kaiserreich isnt the best for a new person
eeeeh true but i mean then get used to vanilla
and then try out mods
I am looking to for a way to change the default menu music off of main theme allies and onto another song in the base game's soundtrack; does anyone know how to accomplish this?
hell yes
listen
in your mod create a "music" folder and copy over these files from the main game
lovestruck.ogg is the actual song file
it has to be ogg to work, so if u have a mp3 convert it using audacity
now open music.asset and type this
instead of russianwar type "maintheme" and instead of "lovestruck.ogg" type the song file name
set the volume to whatever u want and ur done
(also lovestruck is a random song from youtube not from the main game, u should do the same)
is this real or fanmade?
"ong fr"
oh yea
hello everyone, i want to play the new order mod but it says the latest version is 1.15
isn't there an update with 1.16?
Would this remove the normal main theme or just change which is played on the main menu? Also, if I were to use another .ogg file from the base game, would that cause issues?
ah yes, map modding
don't use any
anyone know how to lower interest rate ?
Why is my event not firing when i own the state?
It literally has the same structure as this event, which fires correctly
I have 3 total issues here with my code and I'm not sure why this is. It's based on the YouTube modding guide that was put up and I have no idea why it's not understanding. Any help?
anyone know how to change a countries sub ideology?
I got a free slot and all my industry infantry and air's caught up essentially
what naval upgrade should I get for defensive purposes (AKA avoiding naval landings)
How to apply a modifier to all countries?
I've figured out how to make subtechs of existing techs, but does anyone know how to replace the icon, name, and description it gives you?
left image is how it appears for countries that have a unique weapon, right is how it appears for countries with generic tech (I actually wanna keep the png for the generic and replace the default generic weapons II with a more expensive submachinegun)
k figured it out
Any good mods you guys would recommend that are for specific times like ww1, napoleonic and so on?
if u want to use a .ogg file from the base game then make sure the same song isnt put on 2 different themes
as for removing im not sure, did it work by the way
ww1 - the great war redux
empire 0.6.4: into the orient - 1700s
end of a new beggining - 1850s
i have never seen a napoleonic mod so ggs
I have seen 2 napoleonic, they seem fine, thanks for those 2 in between
are there any mods in victorian era which might feature newly independent bulgaria
can anyone recommend me a france mod?
Probably you aleady solved it, but you are checking if state is in faction with country, which will always be false, meaning that trigger is false and event won't fire.
Can anyone recommend some essential mods?
A peacedeal fixing mod:
Either player lead peace conferences or Toolpack without the Errors based on your preferences
GFX/map mods to taste
Personally I like to add a mod to steal navies (even with DLC to do that in peacedeal, it can waste all your points), recall volunteers and unlimited dockyards
Yes, I tried swapping the allied and axis main themes and it did change the music on launch. I'm not sure why but it seems somewhat hardcoded that the track labeled "maintheme" is used as the title music. It isn't much of an issue however because the chance of play factor and localization name can be changed fairly easy.
Many thanks for the directions.
np im glad it worked
So i checked and the event works but for some reason the event does not fire upon completion.
I think it is because Austria Hungary doesnt of the state instead it`s puppet Bosnia owns it, so how can i make it that the code checks the owner of the state and fires the even to them?
btw in the focus tree it says the focus has no effect on completion i dont know if its related. Please can somebody help me?
hey guys is there anyone with modding knoledge?
I want to know the problems of an outdated mod which the uathor refuses to give
its the newest yugoslav war mod unfortunately stuck at 1.12 and it has so much potential
my plan is to at least know how to update it and then work by myself on it.
i dont have any money and thats why i only neep help solving the codes
and will do all work by myself
any help is accepted
guys im learning modding right now with some prior experience but i dont know where to put the github repository
i put it in mod/[examplemod] folder right?
because i dont want one massive repository for all my mods yk
does me having the git repo mess with the mod or is it all good?
learn to read error log at troubleshooting wiki page,
also delete folder one by one until you don't get the problem
thanks
does anyone know how to make a national spirit slider gui like in TGWR
or if theres a small mod for it
OOOh okay, yeah i fixed that yesterday but i cant for the love of god make the event trigger if the state owner is in a faction with the RUS tag
123 = {
owner = {
is_in_faction_with = TAG
}
}
You can access owner/controller of state that way.
Like that?
remove 314 in owner line
Thanks
i dont know if you will know or if this is the best channel to ask but could you help please? I want to play RT56 ( for the cool focus trees) but i also want to have the toolbox mod at the same time but theyre are no comaprable versions, can i somehow play both at the same time?
idk, sorry
It works, thanks man
tysm
guys I hate the error pop up screen this how do I fix this , here is my custom state
Well looking at the brackets tells why π
closing bracket for provinces is missing, add_core_of up to industrial_complex need to be inside history block
like this state = {
id = 1017
name = "STATE_1017"
state_category = city
history = {
owner = GRE
add_core_of = GRE
}
provinces = {
863 3973 6930 11786
}
buildings = {
infrastructure = 2
industrial_complex = 1
}
manpower = 400000
buildings_max_level_factor = 1.0
local_supplies = 0.000
}
state = {
id = 1017
name = "STATE_1017"
state_category = city
history = {
owner = GRE
add_core_of = GRE
buildings = {
infrastructure = 2
industrial_complex = 1
}
}
provinces = {
863 3973 6930 11786
}
manpower = 400000
buildings_max_level_factor = 1.0
local_supplies = 0.000
}
yes
guys help I found the issue why I am getting the maps error its the province.bmp so how can I ix it
*fix
so im trying to change a character photo but it keeps clipping outside the frame, i took the res 165x210 as i saw somewhere
(ignore choice of photo, it was by request) why does it look like this
you need 156x210
is modding difficult to learn
Not really, especially if you follow a tutorial such as Iron Workshop of Hearts of Iron IV Modding Tutorials and learn from the base game code/other mods files
Not really, i started modding 5 days ago and already did some new events and national spirits
As well added characters to the game
Your first event/character/national spirit will drive you mad for some days, but after you get it working one time the rest will be way way easier
maybe i will try
What do you want to add in?
i wanna make a bulgarian focus tree for novum vexillum or any modern day mod really
But ive gotta learn how to first
forget focus tree, just modify bg bit again i have to learn to first
Yeah submods are a little harder, but hey i started with a Kaiserreich submod and it actually doesnt crash the game. So good luck man
Are you 100% sure it's that?
It could also be something else
Such as:
- Provinces without a Strategic Region
- Provinces with missing/invalid buildings
focus tree is easy but there are a lot of pitfalls, especially submods.
Try your hand making 2 focuses focus tree work first to sort out these pitfalls first, then extend later.
E.g some other country focus tree depends on shared focus, if you nuke the original file it will crash on game loading due to it cannot find the focus
I recommend use irony mod manager to generate descriptor file, it make making submod easier
Why is the text blowing out of the event? Is there a way to fix it
or the text needs to be smaller
Probably less text required. I think much of what you say in the buttons can be put in the event itself
might be stupid but how exactly do i mod. like where do i make the trees, focuses, decisions and everything and then how do i import it into the game/mod
https://www.youtube.com/watch?v=E7zIU3L2eUs&list=PL6EAZcF5cWbg57Srq6BTVvguMl6YfP9pG
watch first part, 2nd part last section (localization), 4th part focus tree section
together they only like 15 mins long
How do I mod Hearts of Iron IV? Hearts of Iron offers a unique sandbox experience which, with a little skill, you can adapt to include any scenario you could think of. Today we begin a series teaching you how to mod Hearts of Iron IV. This first video in the series covers how to get started modding Hearts of Iron IV. Stay tuned for part 2!
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ok thanks
also since you're making submod there is an extra thing to look for to make your mod work. Ask here after you watch the first part
why does the congo_shared.txt focus file have nordic id for it?
It is just template for devs to copy-paste
The fact that they didn't changed it to "CONGO_" is... unknown
The text is way too long bro
Shorten it down
isnt it weird that it dosnt exist a single interwar mod?
hm
anyways why is my mod crashing after exactly 24 hours (in game ofc)
i have not edited almost anything its a completly fresh mod
i have only touched, national_focus (not added any focuses just deleted germanys an polands old one, the others are the same as in vannila) i changed the color of germany on "countries" folder and i edited stuff in the bookmark
any common mistakes that is easy to do?
is there a mod for the napoleonic wars? @ me pls if you have a name
I guess this also apply to vanilla too somehow @mint oar
whats "missing state id [number]"
some provinces not assigned to a state in history/state folder
How do I make a country unable to select a different trade law other than free trade if they have an idea?
Cause I have this yet they can still go to Export Focus, Limited Exports, etc
hi guys can anyone explain to me how to activate the millenium down mod from paradox launcher pls?
i managed to download though it says it was created for a different version
Because HOI4 was just recently updated
Not that one
Oh where
If it says 1.13 and you're on 1.13 then you should be fine
Small patch changes are usually not game-breaking for major mods
Well judging by the fact that the Description is in French π
And the fact it lacks much of the tags
I assume that's not an official backed-up mod?
Ye i dont understand too (im not french)
Why don't you just install the proper mod and use the latest version?
I went to a Parado sitex
Oh thanks
It's the latest version tho
So make sure you leave 1.13 and go to the latest game version
Also from my rough French (I have no experience) the desc translates to: "Discover the modern world map of HOI4"
yes but even after installing it what should I do
Sorry but i dont find the dowload in this page
I dont find the dowload
Just search up Millennium Dawn on the Steam Workshop
And then it's the green subscribe button after opening it
but if I download a smaller version does it work the same?
I have the 1.13.3 and the mod 1.13.1 works?
which version is it??
Steam workshop
Can u help me?
You NEED to be on the latest version to use the official MD mod
1.13 is 3 full versions behind than MD (1.16)
i can't update on steam
Wdym you can't update
I didnt byed
Even pirated HOI4 is on 1.16-
Oh