#modding
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Map updates give feedback ๐
-# my feedback is that my wifi is too slow to load the images
solid
Its WIP
Aren't most of your princely states in the south while the Raj owned more of the Bengal coast
Anyone have a fix for these, itโs the Fire Rises mod
-
Most of the portraits just ding exist
-
For some reason Australia, New Zealand, and a bunch of pacific island countrys are considered apart of the US? Whenever I try playing as one of em the game crashes
theme name?
How can I make female division leaders appear? I already placed the portrait in the South America folder, and in the gameโs defines.lua I changed the value to 1.0, but they still arenโt showing up in Latin America.
just made new states and this popped up, how do i fix??
i've just made a map with atlantis included, yet it still crashes on the initializing game stage of the loading menu. have i missed anything in my map folder?
Almost all countries have preset generals to which this wont apply
I imagine it affects divisional commanders though, if you got whatever DLC that is
bba
is there a mod that have progress to modern era (2000s thing)
Did Paradox ruin the faction system?
the coalition is white despite britain being the faction leader
I guess they made a new one
Can someone help me, the german ai won't produce mech even when they've researched it, idk whats wrong
I tried changing the id to mechanized_equipment it still won't work
@pale sparrow king ๐
Theres definitely strategies for this pre-existent in vanilla or Road to 56, check there
I know theres minimum factory assignment strategies, not sure if thats what you want
I'll check
Is it equipment_production_min_factories_archetype? Cuz I tried it too but got no results
Yes
Could it be that in the vanilla code, its preventing germany from building mech?
guys do yall have a mod specifically for austria? like something similar to road to 56 but even better
Yes, I want to add female portraits and names for the division commanders
a Portrait for a Austrian general kaisereich style
Austria redone but it's for 1.14
how can u downgrade the game version?
On steam:
thanks
Anyone know how to make modules? Cuz I am planing on making a mod based of two different anime /anime games (Tales of Xillia) and (Valkyrie Chronicles)
How do I know if a mod has been converted to most recent update
There a 7 years war mod for this game? Or Napoleonic wars?
@rare grove
How can I generate female field officers for a country?
generate name file on common/names and make files like:
If its been updated is simple, you just check in launcher if it shows an "!"
It could be not updated and still work fine though, gotta launch the game for that
Quick question, does anyone know of a mod that adds something like "stir the proletariat" to the soviets center path?
Napoleonic wars redux
How do I change the main menu picture? And also remove the loadingscreens from dlc's and only show mine(the main game ones)
Hi im making a mod that adds a few inner workings for nation and i want to make a dinamic snap election decision, how do i make that? Like i mean that for each nation it will give you a random made up leader
as in the player decides the leader?
No as in you get a random leader
so every elections, theres a random leader?
No when you press the snap election decision, you get a random leader to switch your current leader
so its like a "change leader" button
yes
then just generate random names like this
you can put a generic portrait
hmm il try, thanks
How do I fix: "Some present mods are not present on-disk"? Note: It is my mod I created. How do I fix the issue?
do you have a descriptor.mod file?
Ye
Dw man, I fixed it, had to reinstall the game, probably accidentaly changed some vanilla files.
Thanks though
damn bro, that sucks
Yeah xd
Btw bro, do you maybe know how to change the main menu background picture in my mod or nah?
Yeah
Could you tell me how?
yeah give me a sec
No problem, take your time.
oh wait i though you meant loading screens. i cant help you with main menu stuff sorry
Its fine, thanks.
yo, im trying to add more states to malaya and changed the 336 (Malaya) to only one province but now its saying that it doesnt have provinces
Hey guys, do the links to this discord server work for you because they don't work for me?
o ok
Black Ice ๐
my most memorable campagns are with this mod tbh
each decisions require a gamble and deep thinking
with Microsoft excel open
Why does it still become vanilla?
this is vanilla RUS_neutrality: "Grand Duchy of North America"
this is mod RUS_neutrality:0 "Russian Empire"
Does anyone know how
"#Space taken in convoy
lend_lease_cost = x"
works? It seems like each country has their own method of figuring out how much space their convoys hold.
Make sure your file encoding is correct, otherwise no idea, maybe name
is there a specific on_action for "when any country joins a faction" ? The "on_join_faction" on the wiki says it's just for the faction leader
alternatively, is there a specific trigger for "is in a specific faction" beyond "is_in_faction" and "is_in_faction_with" ?
You can use on_join_faction, FROM is the leader, ROOT is the country that joins
You just have to scope the effects correctly
How do I fix:
[12:59:15][no_game_date][gameapplication.cpp:841]: The game has loc key collisions. Check logs/text.log for more details
Go to documents folder of HOI and check that file
In text.log it says that in state_names_1_english all state namers are duplicated, but in my mod it isnt. So I tried to add replace_path="state_names_1_english"
You shouldnt add a replace_path for that
๐ There you go
Yeah but even without it I still get the error.
just have the file be the same name as in vanilla and itll automatically overwrite
you gotta rename that file to match vanilla
Ok let me check if I maybe made a typo.
Its l_english not 1_english, I assume thats it
I removed the replace_path, and no type on the file name, is it because its localisation/state_names_I_english.yml and not localisation/english/state_names_I_english.yml?
[13:23:17][no_game_date][gameapplication.cpp:841]: The game has loc key collisions. Check logs/text.log for more details
text.log:
[13:22:42][no_game_date][localize.cpp:658]: l_english: Duplicate localization found, key: STATE_498, file: localisation/state_names_l_english.yml, value: Rio Grande do Norte
[13:22:42][no_game_date][localize.cpp:658]: l_english: Duplicate localization found, key: STATE_498, file: localisation/english/state_names_l_english.yml, value: Rio Grande do Norte
(They do this for all the states)
yes. Same name and same path would overwrite it
Ok let me try
Well it worked, but my game is still crashing
Its not showing the error
Maybe I accidentilly messed with some vanilla files, let me reinstall the game.
Rise of Nations has 40000 likes of text.log, duplicate localization will never crash your game
i need total overhaul mods please give me good ones
Equestria at War
Old World Blues, Kaiserreich, Kaiserredux, Rise of Nations, Thousand Week Reich, The New Order (if you can deal with the UI), Pax Britannica, The Napoleonic Wars Redux, World Ablaze, Millenium Dawn, Novum Vexillium, End of a New Beginning, East Showdown, Ultimate Mod Collection, The Great War Redux, Red Flood
wow that is alot thanks
Yeah, I think I maybe accidentilly messed with the vanilla files
WHY DOES THIS HAPPEN?
Here is my loc for RUS
RUS_DEF:1 "Russia"
RUS_ADJ:1 "Russian"
RUS_fascism:1 "Russian Empire"
RUS_fascism_DEF:1 "the Russian Empire"
RUS_democratic:1 "Russian Federation"
RUS_democratic_DEF:1 "the Russian Federation"
RUS_neutrality:1 "Russian Empire"
RUS_neutrality_DEF:1 "Russia"
RUS_communism:1 "Soviet Union"
RUS_communism_DEF:1 "the Soviet Union"
RUS_fascism_ADJ:1 "Russian"
RUS_democratic_ADJ:1 "Russian"
RUS_neutrality_ADJ:1 "Russian"
RUS_communism_ADJ:1 "Soviet"
RUS_autonomy_dominion:1 "Russian Dominion"
RUS_autonomy_dominion_DEF:1 "the Russian Dominion"
RUS_autonomy_colony:1 "$OVERLORDADJ$ Russia"
RUS_autonomy_colony_DEF:1 "the $OVERLORDADJ$ Russia"
RUS_autonomy_integrated_puppet:1 "Russian Protectorate"
RUS_autonomy_integrated_puppet_DEF:1 "the Russian Protectorate"
RUS_autonomy_puppet:1 "$OVERLORDADJ$ Russia"
RUS_autonomy_puppet_DEF:1 "$OVERLORDADJ$ Russia"
RUS_autonomy_reichskommissariat:1 "Reichskommissariat Russia"
RUS_autonomy_reichskommissariat_DEF:1 "the Reichskommissariat Russia"
RUS_GER_fascism_autonomy_reichskommissariat:1 "Reichskommissariat Muscovien"
RUS_GER_fascism_autonomy_reichskommissariat_DEF:1 "Reichskommissariat Muscovien"
RUS_autonomy_reichsprotectorate:1 "Protectorate Russia"
RUS_autonomy_reichsprotectorate_DEF:1 "the Protectorate of Russia"
RUS_autonomy_wtt_imperial_protectorate:1 "Russian Imperial Protectorate"
RUS_autonomy_wtt_imperial_protectorate_DEF:1 "the Imperial Protectorate of Russia"
RUS_autonomy_supervised_state:1 "$OVERLORDADJ$ Mandate of Russia"
RUS_autonomy_supervised_state_DEF:1 "the $OVERLORDADJ$ Mandate of Russia"```
@pale sparrow You know why this happens?
try to remove the number before "Russia" "Russian Empire" etc
its dumb but it worked for me somehow
im very very new to the modding, so dont take my word too seriously, but it worked for me
Yeah I will try
LOC_KEY:0 takes priority I guess
removing the digit completely should fix it hopefully
forgot to encode it correctly
Wdym
Localization files have to be encoded as UTF-8 with BOM
What?
How do I do it?
whats wierd is that it still call Finland Russian finland
is there any focus tree for siam mods that still work
are you doing it via visual studio?
Yeah
it is
Try without any digits like i did
what about putting 0 instead of 1?
what exactly are you trying to achieve
i might need more context, screenshot of the file etc
Then go make it not be duplicated (unless the second case is in the base game)
<@&846894118219022336>
this is what it says
[20:02:29][no_game_date][localize.cpp:658]: l_english: Duplicate localization found, key: RUS_neutrality, file: localisation/english/countries_l_english.yml, value: Grand Duchy of North America
[20:02:29][no_game_date][localize.cpp:658]: l_english: Duplicate localization found, key: RUS_neutrality, file: localisation/replace/countries_l_english.yml, value: Russian Empire
Damn, reacted before I got to ping
hello, i was trying to make custom map for mod, but i think something is wrong.
damn, that looks cooked
i mean there is for sure a way, just that it looks funny. sadly cant help in this
is there someone who can help me?
Some small changes give feedback ๐
I created french colonies, how can i make vichy france automatically puppet them once germany forms vichy after capping france?
Check base game code for Syria, I assume theyd have adjusted that
Yo
Why are my countries colors wrong?
I got colors.txt and their respective country.txt
Both with the same colors
Why do they appear as random colors?
(I think they are random at least)
We need a modded focus tree for Taiwan now ๐
Make Austronesian Taiwan great again lol
I already have the list of names, and I also have the portrait in the folder. What would be the next step?
nothing to do
if name does not generated properly, check your country code
is there a meaningful difference between how on_peace, on_peaceconference_ended, and on_annex function?
TGW:R question
Does the howitzer spam still give a lot of soft attack?
Im on the road rn so I can't check it myself (and it takes a while to load hoi4 in)
im creating a mod for hoi4 and i want to replace the brief history. but i cant seem to find it anywhere. ive looked in the localisation/english file but it cant find it. do any of you know where the brief history text is located?
It's in localization/english
yeah, but what _i_english file?
It's _l_english
Don't have the game files here, can't check
bookmarks_l_english.yml (GitHub for a mod that I abandoned years ago to the rescue)
I don't know if this is the place to post it, but here's a portrait of Karl I
I aged him up like 20 years so I can use him in my mod
How do you make clothes?
why does italy not give me anything in the great war redux (im the ottomans) in the war for libya when i win? i remember it paying 30% of my debt
guys
my mod ive been working on got screwed over by the new update, regarding states, how do fix it
If you add to the end of the states list, you simply increase the IDs of those states by exactly 30
yup
How do i do that?
I belive you just remove it
No you cant do that
tried
it causes a GUI glitch
Oh
@ancient vapor
Left is Road to 56 with it removed, right its readded
ok
Thank you
Does RT56 add states?
Map changes give feedback
Yes, around 100 off the top of my head
damn
where do you guys find names
I cant seem to find any
Wikipedia
I made like
maybe
8
atm
plan to add some for Poland
The point isnt to add states to have more states, we usually have some gameplay reason
Yeah
But uh
I add it for realistic looks
Having an empty blitzkrieg.txt should just send you straight to the country select screen for 1936
-# Did you also remove the pixels?
Yeh, that causes a GUI bug
You wont be able to normally return to the main menu
Why is my game crashing when I replaced a state with other ones. So basically I made I state bigger by merging it with others. So those states should not exist anymore, so I deleted their files, gave their id to other states, and renamed them in localisation. But now my game crashing when I launch it.
If you need screenshots or context of stuff just ask me, ill give em to you.
Marjin, could you help me?
enable = { always = yes }
icon = GFX_idea_ARG_maintain_neutrality
custom_modifier_tooltip = MRC_a_state
custom_modifier_tooltip = MRC_b_country
custom_modifier_tooltip = MRC_1_state
custom_modifier_tooltip = MRC_2_country
custom_modifier_tooltip = MRC_a1_state
custom_modifier_tooltip = MRC_b2_country
custom_modifier_tooltip = MRC_aa_state
custom_modifier_tooltip = MRC_bb_country
custom_modifier_tooltip = MRC_01_state
custom_modifier_tooltip = MRC_02_country
custom_modifier_tooltip = MRC_o1_state_most_serene_republic_modifier_tt
# ^ Display their modifiers above the modifiers below.
custom_modifier_tooltip = MRC_o2_country_most_serene_republic_modifier_tt
# The Modifer would be here but Ill keep it clean for the custom_modifier_tooltip's above.
}```
The in game order is this despite the above being in the order I place within the code.
custom_modifier_tooltip = MRC_1_state
custom_modifier_tooltip = MRC_01_state
custom_modifier_tooltip = MRC_a1_state
custom_modifier_tooltip = MRC_aa_state
custom_modifier_tooltip = MRC_b2_country
custom_modifier_tooltip = MRC_bb_country
custom_modifier_tooltip = MRC_o2_country_most_serene_republic_modifier_tt # Country
custom_modifier_tooltip = MRC_b_country
custom_modifier_tooltip = MRC_2_country
custom_modifier_tooltip = MRC_02_country
custom_modifier_tooltip = MRC_o1_state_most_serene_republic_modifier_tt # Cored States```
Does anyone know WHY the order is so scuffed? Or is this a bug I need to report due to the last version allowing you to place the `custom_modifier_tooltip` in what ever order you want last major version?
Is there any other reason as to why curacao cant see the decision?
Look at the category
ah thanks
when will they fix the glitch with putting missles on subs
i think i have the wrong version of the fire rises
no borders and unit templates look weird
can someone help me?
Wrong graphics setting like the wrong version of DirectX?
Or like you said, maybe the wrong mod
Also those are just nato symbols
i have direct11
Did you turn on NATO symbols
idk how to deactivate them
Go to settings and turn them off
ohhh
thank you very much
i would like to see the front line
This is graphics issue idk how to fix
bruh
well thank you for telling me about nato symbols
so i have to change that in the launcher i guess right?
Possibly, idk for sure
If you use DirectX11 make sure the game is set for it
i'm stupid, how do i check that?
Something in either launcher settings or actual settings in the main menu
Idk for sure
i think i got it
game is crashing on load now, not even entering the map
@nimble solar IT WORKS WITH OPENGL
thank you so much
Epic and you're welcome
Got a problem the paradox launcher doesn't recognise my mod folder but it recognises the eu4 one what's up with it
@pale sparrow sorry for ping but you active?
Yup
Is it possible to add an extra row under the facilities in a new catagory such as "energy construction" similar to how the "experimental facilities" and "province buildings" and "shared buildings" without having to make a GFX for it?
I have to update my construction speed mod and it already includes custom icons but its starting to fill the whole section haha
as u can see
Im not sure, the building UI is for a large part automatically configured instead of every button being a thing you can move in the interface files
Yeah I basically just want another section under facilities and just call it energy grid or something and add those new icons
I assume it checks the countries' techs to deduce which buttons are shown right? I might use that knowledge to fix Road to 56's button if thats okay
the icons just use the 00buildings file and then you can just decide where to put them on the UI but the actual GFX background for the layout where the "state buildings" etc is seperate and I think a GFX hence my previous question about it
I mean the uh construction speed values
Oh the values are done in a scripted GUI, i will show it here
I know how the icons work because I keep updating Road to 56's icon strip
But how do you know where to show the values? Because thats not longer static is it?
Previously itd show unavailable buildings always, so you knew with certainty where to show which speed value
@trail yarrowEmpty lines/overly long message might make the bot auto-delete
Nvm I assume you did it manually
those are done in here
Those are always in the same place but shared value values will shift around when buildings unlock, IIRC
Or is that disabled there?
Basically I just set the values to be exactly 46 from the previous one on the X axis and then that gives it the centre of the building icon
If thats how the mod works its simpler than I thought
the building icon is based on the 00buildings
mhm mhm
and the timer icons just based on those values at 46 per X
If I understand correctly youre also overwritting...
One sec
hide_if_missing_tech = yes
I assume you've disabled that so the icons dont shift when stuff is unlocked?
basically the new buildings I just added into the 00 buildings on my mod, then when I add them and need the timer I just edit them in the ui gui file, but the thing is I couldn't get the timer icons to appear correctly if missing tech was disabled, meaning the values of the timer icon are already static and I couldn't really get them to change their location and show in the unlocked tech icon
ah alr alr
so I just have to keep all tech showing because the timer icons are static and I can't find a way to disable them and make them show manually after unlocking a tech, their might be a way but then im not sure about how it would shift around and show etc
Wait are you the author of the main construction modifier mod or is this a separate version?
also u might wanna update the wiki with the new buildings
It's something thats been around for like 3 years but the old developer stopped working on it, someone made an update for Gotterdamerung and then after abandoned it so I just picked up on it, added and changed things pretty much
theres not much code to it so there wasn't much to change to make it updated
but I redid like 80% of the stuff anyhow
ah ok
most of it I had to redo because a lot of the logic was outdated and crashed/wouldn't show the icons so its as good as redone but nethertheless I gave credit to the original guy that worked on it ages ago
I guess you would have to overwrite the tech/special project files to change the overlay positioning upon completion, when buildings get unlocked
not ideal
But since Road overwrites those things regardless, probably, I might try that
Yeah, not too ideal and I am super busy for a few weeks, I spent a few hours on it looking but as the timer icons showing are static I would need help from someone whom knows more backdoor logic to the HOI4 code rather then generic modders to make it update and show correctly.
also not sure if its me but I can't find the reinforced energy grid in 00buildings?
ohh its named differently
industrial_infrastructure
energy_infrastructure
those are the 00building names for it if you want to update the wiki?
when I update it to the new patch in an hour or so I will send you the link, feel free to look at it and integrate it into RT56 if you like
but if you do figure out the missing tech part so it can be disabled and then updated please do let me know so I can update the logic
Would you like to be overwriting the tech files? It would worsen mod compatibility
Not sure if it works but I can give it a shot at some point
I would like it where I can have the missing tech disabled, but then enabled once researched then that way theres not a lot of icons showing when there doesn't need to be if you get what I mean
Yeah, just couldn't figure out a way to hide the missing tech, then have it show after its researched along with the icon of the timers, because the icon only shows up when either enabled or disabled, which is pretty static
tried to look, checked the wiki but couldn't find any logic for anything related, it would require someone who knows more about coding and HOI4 logic which I don't know anyone, so if you do take a look and figure it out that would be appreciated
a good part is the GFX is definately dynamic, when you add new 00buildings (note for rt56 work) it will automatically slot it under and not overlapp GFX
yup
So now we wait till 1.17.3 when they make these grids half as cheaper and then I will update it again haha
i doubt they'll keep it at 12K IC
You can change GUI element positions based on variables, so you set those variables in the techs/special projects that show a new building
an air facility is the same price
yeah
also I only found out recently facilities had different IC depending on the one you construct
land facilities the most expensive
Most? I thought that was nuclear
worst part is I now have to redo half of the X and Y locations
land is 1700 air is 1200 physics is 1500 navy is 1200
+5000 for any already placed
might be the expert AI
anyhow I now have to redo half of the icon values because the whole construction locations have changed on the UI
amazing
Outline it all, smudge them like they were skin and add lighting and shadows
ill double check the values, one thing though I can't seem to get the land facility buffs to show
yup, it was expert AI, but now im jsut trying to figure out why my land facility buffs don't show
I cant do gfx but need it for my mod ๐ญ
Yo, anyone got recommandations for modding tutorials? Except for the official one, that one confuses me
iron workshop
Watching it rn, itโs not outdated right?
not the basic modding stuff no
anyone know why my loc for states aren't showing?
State_1047: "Nothen Abruzzo"
State_1048: "Nancy"
State_1049: "Eupen Maldy"
State_1050: "Canakkale"
State_1051: "West-Edrine"
State_1052: "Thessaloniki"
State_1053: "West-Bialystok"
Maybe it's caps sensitive and it should be STATE
Yup works thanks
hello im trying to create a mod where its a buildable, similar to that of refinery where it gives me resources. its similar to this mod:https://steamcommunity.com/sharedfiles/filedetails/?id=2998608618
but for the base game so far i've done
resource_building = {
show_on_map = 1
base_cost = 1000
icon_frame = 1
#local_resources_oil = 20 # May use local_resources_ + any resource name
local_resources_rubber = 20 # May use local_resources_ + any resource name
local_resources_steel = 20
local_resources_aluminium = 20
local_resources_chromium = 20
local_resources_tungsten = 20
local_resources_rare_materials= 20
local_resources_coal = 20
value = 0
infrastructure_construction_effect = yes
level_cap = {
shares_slots = yes
state_max = 20
}
}
and im in debug mod and it wont appear. following that, i also put the gfx&gui folder but i have not done any changes since i do not know how to make one in gimp(i have no experience photoediting). do i need to make one for it to appear?
also i wonder if its a mod file name problem since i name it RF_buildings and not 00_buildings
Shouldnt be an issue
ok it turned out that i also had my other mod enabled which made this "resources mod" stop working. the other mod was to make more building slots per state and the file name is 00_buildings i wonder if this canceled RF_buildings
Does someone have a 2d equipment icon for the japanese G5N Shinzan bomber?
[03:44:03][1936.01.01.12][mapbuildings.cpp:1657]: Building resource_building doesn't have an entity
this the error log it sent me
all fixed im just blind
Is there any Trench Crusade mod for Hoi4?
are there any lag reducing mods updated to ncns yet?
None of them should need updating
is millenium dawn gonna get an update for the new version soon?
PLEASE sm1 make a kingdom (the manga) mod i beg
Give suggestions and feedback for europe ๐
Does anyone know if PDX added any syntax that allows faction logos to change
World war 1 stalemate
No, If Russia and Germany won ww1
Was Austria the one to leave the League of Three Emperors
Yes
What does the "affects_energy = yes" thing in certain buildings actually do?
That map is CLEAN.
Britain hates Russia for taking the Bosporus Strait
Can someone help me with this
I'm trying to get the ai to research railway guns and paratroopers
I literally use the same code for mech and tanks and it works just fine, the ai researches it, but for some reason this won't
Got any feedback?
Only that Britain would hate the Russians for taking the straits.
Yeah
yeah wonder when they'll change the engine code so it runs better lol
in RT56 what are the countries reworks etc from like july onwards if any? Haven't played rt56 in a while
also if you would like I could make a road to 56 version of the construction speed mod? @pale sparrow
Engine is really expensive to update Id guess so I dont think theyll do that
probably not
but anyways can't decide what mod to make next
China mainly IIRC...
I wouldnt mind taking a shot at doing it without changing the buildings file
I want to make a mod where the map for HOI4 is bigger like this one https://steamcommunity.com/sharedfiles/filedetails/?id=2615659658
problem is theres no map files to the new HOI4 one in NCNS that has a world map, it would have to be hand created ig
Well, I could start work on one and add u in as the co author on it if u want?
as a submod
unless u mean u actually want to work on it to add to RT56 itself
Yeh
We had that feature but it broke when the similar mod broke as well
So Id like to restore it
Yeah, u can download the one I made to see the workflow if u want or just jump straight in but its not too difficult, only issue at the moment in my current one is I cannot make the land facilities speed to show
i can get the timer icons but can't get the buffs to show
Odd, maybe the variable is broken or something
I had a look there wasn't really much logic to it so I couldn't pinpoint the problem
spent all night looking, can't seem to figure it out
How does RT56 change china from the current NCNS btw?
Entirely new tree
its default instead of DLC tree
oh its the old treee
is their any actual AI rework to it
to make AI harder
Probably not
i can't decide what to play
I like ottomans with middle east set to decolonize
And interventionist UK
trying to figure out what trees are updated/new since like july
Yesterday I played monarchist DLC Philippines and I enjoyed it but the achievement to get nuke submarines is so boringly slow for someone that usually plays until 1943
does anyone know how to disable coups for base game and la resistance
common\scripted_triggers\00_diplo_action_valid_triggers
and
common\operations\00_operations
Modify those files to hide them, if you only want to block them conditionally, do a folder search for
rule = allow_coups
option = BLOCKED
}```
but what do i do
Set the coup government operation allowed to be always false and the diplo valid trigger the same
Starting Event for Germany
`division_template = {
name = "siddgian men" # Infantry Division
division_names_group = SPAN_INF_02
regiments = {
infantry = { x = 0 y = 0 }
infantry = { x = 0 y = 1 }
infantry = { x = 0 y = 2 }
infantry = { x = 1 y = 0 }
infantry = { x = 1 y = 1 }
infantry = { x = 1 y = 2 }
infantry = { x = 2 y = 0 }
infantry = { x = 2 y = 1 }
infantry = { x = 2 y = 2 }
}
}
division_template = {
name = "siddigian mountain people" # Mountain Brigade
division_names_group = SPAN_MNT_02
regiments = {
mountaineers = { x = 0 y = 0 }
mountaineers = { x = 0 y = 1 }
mountaineers = { x = 0 y = 2 }
}
}
division_template = {
name = "siddigians riding horses" # Cavalry Division
division_names_group = SPAN_CAV_01
regiments = {
cavalry = { x = 0 y = 0 }
cavalry = { x = 0 y = 1 }
cavalry = { x = 0 y = 2 }
cavalry = { x = 1 y = 0 }
cavalry = { x = 1 y = 1 }
cavalry = { x = 1 y = 2 }
cavalry = { x = 2 y = 0 }
cavalry = { x = 2 y = 1 }
cavalry = { x = 2 y = 2 }
}
}
units = {
##### Siddigian ArmedForces #####
division= { # "1era Division Siddigian"
division_name = {
is_name_ordered = yes
name_order = 1
}
division= {
name = "siddigian mountain people"
location = 1960 # Nyala
division_template = "siddigian mountain people"
start_experience_factor = 0.1
start_equipment_factor = 0.5
}
}
instant_effect = {
add_equipment_production = {
equipment = {
type = infantry_equipment_0
creator = "SDG"
}
requested_factories = 1
progress = 0.19
efficiency = 100
}
}`
can someone please tell me why do the soldiers of this country that i made instantly die whenever they fight someone
How can I make the substract and add variable just show as a small message saying "Austrian Message Will Be Reduced"
name = GER_reparations.1.a
add_political_power = 100
add_war_support = 0.05
every_state = {
limit = {
is_core_of = AUS
}
subtract_from_variable = { Austrian_resistance_resistance_growth = 0.025 }
add_to_variable = { Austrian_resistance_recruitable_population_factor = 0.025}
add_to_variable = { Austrian_resistance_local_factories = 0.025 }
add_to_variable = { Austrian_resistance_state_resources_factor = 0.025}
}
}
mean_time_to_happen = {
days = 1
}
Is there a dedicated hoi4 modding discord?
Google HOI IV modding den
Yeah but where
Its an effect so below the variables
They dont show by default
hidden_effect my beloved
Ok
Next question, how do I make them hidden?
can I ask questions about technical issues related to mods here?
.
hidden_effect = { effects go here }
You can but you'll be significantly better off asking in the mod's discord server
okay, thanks
how does one disable releasing nations
can you send me an invite link if you have for the TWR DC server (the link on the community page is expired)?
nevermind, I've got it from Reddit
Does my map look nice?
found the eror
guys so i found out that the problem here is that my army has 0 strenght
strength*
how do i change that
They still show ๐
You have to put the every_state block inside of hidden_effect, and the custom tooltip outside of it
Inside the event option you put
hidden_effect = { every_state = { ... } }
custom_effect_tooltip = whatever_you_called_your_tooltip
HOI4 mod idea: WW1 somehow results in everyone country being led by a schizo leader.
Kaiserredux
whats ts do ๐
What it does? An effect to display any text you like
Aha I know sorry was being sarcastic :3
Thats my draft for fixing the building speed modifier overlay
Is Mao Cooked?
category = {
id = BLN_support_war_category
icon = generic_political_reform
allowed = { original_tag = BLN }
visible = { has_country_flag = pur_declared_war }
}
BLN_support_war = {
icon = generic_decision
allowed = {
has_country_flag = pur_declared_war
}
visible = { has_country_flag = pur_declared_war }
cost = 5
ai_will_do = { factor = 1 }
complete_effect = {
send_equipment = { target = YEL amount = 5000 type = infantry_equipment }
}
}
Can someone tell me why this desicion won't appear?
Idk what else to do at this point nothing works
The category has to be in a .txt file in common/decisions/categories. There is no such thing as a category = { block, you just write the category name as the name of the block.
The decision itself has to be in a .txt file in common/decisions. The way you assign decisions to categories is by opening a block with the same name as the decision category and then put the code for the decision inside of it.
Your code for the decision itself seems fine.
@pale sparrow I'd assume you'd be the one to know that: can you use variables as the tags for the owners of ships in naval oobs?
Never tried so no clue
Should work if I throw it in a tag alias
I think
why land map in my mod looks so strange, but espionage map looks normal? how can i fix that?
is there a mod for cold war till 2000s?
Hello, could u explain were did you fix that?
ill take a look later/tommorow at it
Oh thank you
The category is fine right?
I only have to move it to desicions/categories?
There should be an outer ID for it
Instead of category youd write BLR_support_war = {
}
BLN_support_war = {
id = BLN_support_war_category
icon = generic_political_reform
allowed = { original_tag = BLN }
visible = { has_country_flag = pur_declared_war }
}
Like this?
BLN_support_war = {
icon = generic_political_reform
allowed = { original_tag = BLN }
visible = { has_country_flag = pur_declared_war }
}
?
Yup
BLN_support_war = {
BLN_support_war = {
icon = generic_decision
allowed = {
has_country_flag = pur_declared_war
}
visible = { has_country_flag = pur_declared_war }
cost = 5
ai_will_do = { factor = 1 }
complete_effect = {
send_equipment = { target = YEL amount = 5000 type = infantry_equipment }
}
}
}
Like this?
I wouldn't have the decision and the category having the same ID
You can rename the category in both files
I like adding _cat at the end of my category ids
ok
Hmm
Still doesn't work
Maybe the problem is the event?
add_namespace = Second_Coast_War
country_event = {
id = Second_Coast_War.1
title = Second_Coast_War.1.t
desc = Second_Coast_War.1.d
picture = GFX_report_event_generic_war
trigger = { tag = PUR }
mean_time_to_happen = {
days = 5
}
fire_only_once = yes
option = {
name = "To arms!"
declare_war_on = {
target = YEL
type = annex_everything
}
YEL = { } # just to guarantee scope safety
BLN = { set_country_flag = pur_declared_war }
}
}
Do you guys see any problem with this?
Why is my game crashing when I replaced a state with other ones. So basically I made I state bigger by merging it with others. So those states should not exist anymore, so I deleted their files, gave their id to other states, and renamed them in localisation. But now my game crashing when I launch it. If you need screenshots or context of stuff just ask me, ill give em to you.
Guys i have a question, what exactly do i have to install to actually start coding my mod?
You dont really need to install much, you can install visual studio code, but personally I just use notepad, much simpler. Then you just copy paste some vanilla files into your mod files, thats all.
Visual studio sucks tbh, paradox recommended it, but it was kinda confusing using it
Yeah it does, witch is why I just use notepad.
Is it possible to use mod tools on notepad?
its better and not that confusing
No not really
Well thatโs fine, I tried to use the mod tools on Visual studio, but they didnโt work for some reason
installed it wrong
they are super usefull
Visual Studio Code I hope you tried because Visual Studio is also something else
Yh ik its called Visual studio code, itโs kind of a hassle writing the whole thing multiple times so i shortened it to that my bad
Just verifying ^^
Should i use Visual studio code or Notepad? Iโm starting new with modding
Visual Studio Code with CWTools and optionally HOI4 Mod Utilities
Why is my game crashing when I replaced a state with other ones. So basically I made I state bigger by merging it with others. So those states should not exist anymore, so I deleted their files, gave their id to other states, and renamed them in localisation. But now my game crashing when I launch it. If you need screenshots or context of stuff just ask me, ill give em to you.
So uh, how do i save my files?
On Visual Studio code
Does anyone know how to save your files and folders on visual studio code?
ctrl + s works in basically any app
Can somebody help me with this please?
Ty alot
Anything map related isn't my domain
Ok, no problem
You cant delete files unless you overwrite every vanilla state file
Instead you keep it but without content
In my descriptor.mod file it says replace_path="history/states"
If I keep it without content, I open the game with an error, then I cant play, its an error that says something like: State (State ID) has no provinces assigned to it, or something like that.
Is it vanilla map?
Im making my own map for my mod.
Oh ok i have experience in this
Could you maybe help me pls?
The error log does not show any error, just gfx stuff that has always been there.
So it just crashes without context?
Yes, I launch the mod, loading screens shows, when error.log pops up, it shows nothing but game crashes.
What tool did you use for the map making?
I did it myself manually in the files, so I took a state, British Columbia, I wanted to make it bigger, and basically kinda "merge" it with other states so those states get removed and british columbia becomes bigger. So I added the other state's provinces to Britishing Columbia, then deleted those other states files. Then I gave their ID's to other states so the states id's are continues. Then I change their names to the states that replaced them in state names english localisation file.
Wait so it's on the vanilla map or not?
Yeah they are on the vanilla map currently.
Ok so that changes the deal
But like I am making like a Modern Day Mod, so Im creating new states
Look
In my experience
Modifying the vanilla map makes the game crash always
I havent been able to play vanilla in 7 months
so
I don't know why that happens
Also
try using the nudge
I can't cause its crashing in the loading screen.
Restore the vanilla files
If it still crashes
Forget about playing vanilla for a while like me
or not
Maybe its a very simple issue that im unaware of
Alright, I will just restart and try using the nudge tool.
Thank you, cheers.
<@&846894118219022336>
Got it. Thank you
This is a scam they got hacked same exact scam happened to a friend
<@&846894118219022336>
Got it thanks
ideas = {
country = {
fuel_issue = {
picture = generic_pp_unity_bonus
modifier = {
fuel_gain = -0.20
}
}
}
}
Do you see any problem with this? Why it doesn't appear?
anyone know if there's a mod that supports japanese hepburn characters like ล and ลซ? Base game supports it inconsistently, with a ? appearing in some menu's where the ล or ลซ gets used (like the name of a ship class)
Would it be possible to recreate the bug of continuous focuses stacking through modding on modern HOI4? im just wondering if the bug was to do with the cfg or just and error
ehhh i guess i could via decisions
Does anyone know how to download mod i want to try the fallout mod but i dont know how?
Did you add it to a country yet?
Click subscribe on its Steam workshop page
Done, thank you so much broo
I have this focus code; how do I make it only available if BRI is a puppet of FRA?
focus = {
id = FRA_annex_brittany
icon = GFX_goal_generic_position_armies
relative_position_id = FRA_estabilizate_the_nation
x = 0
y = 2
cost = 4
available_if_capitulated = yes
prerequisite = { focus = FRA_estabilizate_the_nation }
ai_will_do = {
factor = 1
}
available = {
has_war_support > 0.35
}
completion_reward = {
annex_country = { target = BRI transfer_troops = yes }
add_state_core = 14
add_state_core = 960
}
}
has_subject = BRI
thanks
idk
How to fix these errors:
[20:45:06][no_game_date][statetemplate.cpp:238]: State #471 does not have a category defined.
[20:45:06][no_game_date][statetemplate.cpp:240]: State #471 has no people living in it.
[20:45:06][no_game_date][statetemplate.cpp:238]: State #739 does not have a category defined.
[20:45:06][no_game_date][statetemplate.cpp:240]: State #739 has no people living in it.
[20:45:06][no_game_date][statetemplate.cpp:238]: State #740 does not have a category defined.
[20:45:06][no_game_date][statetemplate.cpp:240]: State #740 has no people living in it.
[20:45:16][no_game_date][state.cpp:695]: no provinces in state "Prince Rupert" with id: 471.
[20:45:16][no_game_date][state.cpp:695]: no provinces in state "Haida Gwaii" with id: 739.
[20:45:16][no_game_date][state.cpp:695]: no provinces in state "Vancouver Island" with id: 740.
[20:45:18][no_game_date][state.cpp:695]: no provinces in state "Prince Rupert" with id: 471.
[20:45:18][no_game_date][state.cpp:695]: no provinces in state "Haida Gwaii" with id: 739.
[20:45:18][no_game_date][state.cpp:695]: no provinces in state "Vancouver Island" with id: 740.
[20:46:30][no_game_date][state.cpp:695]: no provinces in state "Prince Rupert" with id: 471.
[20:46:30][no_game_date][state.cpp:695]: no provinces in state "Haida Gwaii" with id: 739.
[20:46:30][no_game_date][state.cpp:695]: no provinces in state "Vancouver Island" with id: 740.
So basically, these states should not exist anymore, added their provinces to a other state. But last time I deleted them, and gave the removed state's id's to other states so they add up to each other, my game still crashed. So now I kept the file but without content, but my game still crashing.
Can you send your mod?
Thatll make it trivial
Sure thing, should I send you the file in your dm's?
Sure
add_threat, you add a negative amount to remove
Don't delete the state file or anything in it except for removing the provinces otherwise you'll get errors like that
do add_ideas = idea_name
With fewer computers are available to have Windows Excel XL-2003 installed in, what other apps i should have to open .csv files to update the adjancencies?
csv has no markup so you can open it in visual studio code too
The game still crashes if I leave the state file like that, but with no provinces.
Hmm, neat
Going guerilla modding on internet cafes aren't reliable in the long run, i admit.....
Any mod suggestions?
thanks
And i put that in the history file?
yes
ok thanks
Ok, this was a fun challenge, I know what you have to do. Here's is an example of me "deleting" the state 13 by integrating it into state 12 (I took all the provinces and moved them to the state). So pictures show content of files of states 12, 13 and 1046. Since state ids are hardcoded, they need to have ascending order, we take the last file in the stack and switch out the id as a fix.
Small warning! You need to reload the buildings for the new provinces in the state ("Radom in state" or "Random in all states") to properly display them. I hope it helped!
You're a flippen legend man, thank you.
very good QOL improvement
should be added in base game hopefully soon enough
woww ty
Balkan updates, stuff might change give feedback ๐ค
context?
Germany and Russia won ww1
Looks prety cool
Why does Greece still exist tho
Why wouldn't they?
Well
If i guess correctly
Italy sided with Germany and Russia in this timeline
Thus
They would have
Atleast
Took northen Epirus
Boomerang Romania
can someone please tell me what's causing this discoloration? I've tried erasing the city lights in this area, changing the terrain texture in the bmp file. i really don't understand what's causing this stuff to look like dust
Hello, how do I mod focus tree order for ai? I want to make a mod that makes Germany Do PEG, and rush the focuses industrial so they donโt get much slower or weaker, cus I am sure yall tired of 100 percent economy of conquest
how does one disble things like non agression pacts and. guaranties?
Like in what terms, you could rewrite the game_rules to always have only 1 default option for non-aggression pacts and guarantees, that's one way.
In common/ai_strategy_plans you could either tweak the GER_alternate_strategy_plan.txt or create a new file. In condition you could make AI prioritise with the weight of 100000 to do the PEG as the first focus. The rest of the order can be up to you.
morning @pale sparrow if ur on, u think its worth making this mod NCNS updated? Might take a look at the code see if I can do an updated version, creators not bothered as its outdated https://steamcommunity.com/sharedfiles/filedetails/?id=2936314314&searchtext=infantry+
Should be really easy
You just need to import vanilla's new techs into the files the mod overrides
not sure what "new" tech would apply to this as the main infantry and artillery screens haven't really changed
So far its working, just had this error though
is their a way I can get the designer to appear under the infantry section rather than tanks?
Those are unrelated
Ok amazing
but regarding this have they finally made it where editables can appear in infantry? I know when GTM released they had to put helicopters under the infantry section but any idea if it can be changed to the infantry section
Not sure
How can I fix these errors? Ever since the new bug fix my mod crashes once you select and start as a nation
. Bumping for visibility
Likely something in Map > Terrain > colormap_rgb_cityemissivemask_a, that file is responsible for the colormap of the map (Making areas greener, giving deserts their yellow tint, etc)
You'd have to put some effort to fix it cause it involves doing some Alpha channel thing to even view the colormap so ๐คทโโ๏ธ
Thatโs weird. Iโve erased everything in the area in that file, unless I have to completely redo the file
The file's a bit different, you prob erased the layer for city lights, the actual terrain color is on a different alpha channel
It's weird ik
Thatโs so dumb
Where do I edit the time progression during the days so it runs at x7 speed or something like that?
5x is already the fastest your hardware can handle (as in, there is no set 5x speed)
Any idea how to get the icons to appear?
To make the days happen faster os something like that
there are no way?
I'm trying to figure out what decides how the AI responds to your invitation to join the EU as Belgium. I'm pretty sure that this code means that the only thing that you can do that influences the AI's decision?
Would anyone be able to confirm?
Ah okay nevermind. Seems like it's preseeded at the start of the game.
How do I get all the portits into anime characters
Even the ones in the divisions and tech and others
Like the options to make the photo anime even when recruiting a new tech and commander
Hello. I noticed that the file "onmap_victorypoints_strip.dss" found on "gfx/interface" does have 5 different types of victory points (the city on the map). The game uses only 3 of them, and the remaining 2 are basically forgotten. We have the red for the enemy countries, green for yourself and grey for neutral/allied countries. What I need help with is: How am I supposed to use the "forgotten" victory point icons on allied countries only? (Think of it as displaying neutral countries with grey victory point icons and allied ones with blue, which does exist in the game files)
Does anyone know of a mod that changes the production bar to actually fully visible? Hate having to hover over to see the bonus
Hello all, can somebody tell me, where is defined localization strings for strategic locations?
I mean favorable_approach, defensible_coastline, etc
nvm, find that
KaiserRedux 2ACW Multiplayer is so much fun. We had a player on everyone, and are now down to the final three after fix years of slugging it out.
any mods like 1984 revolutions, in that there are massive world spanning empire which just collapse?
LastRead: start_game_command (1)
That's... probably not good
How bad did we mess it up
@pale sparrow any ideas as to what could even cause that?
-# Bouns: chilly winter in northern italy
Someone clicked a sussy link
It's a daunting task of copying and opening each file in the gfx/leaders folder and editing the files within it, and you have to check content dlc's in dlc/xx_dlc/gfx/leaders and edit one after another.
HOW CAN YALL WIN A WAR
Can anyone help me make superevents?
I've tried using the search function of Notepad++ to check the references, and I could only find interface/mapicons.gui, but no luck in trying to find the way. For now, it doesn't seem possible.
I searched using an AI, it seems to be hard coded on the engine
Although I successfully made more victory point levels
How can I make an agitprop interface for other countries? I was trying to copy files and variables, change country tag but it still didn't work.
how do I play mods that are in the previous update (im new to modded hoi4 and I dont know how to get previous launcher updates)
Thank you Kaiserin
making a great war redux: kuwait mod
That site is a massive mess, isn't updated to 1.17 (it's still on the Trial of Allegiance update) and doesn't support making submods
You use Visual Studio Code and program the mod yourself, there really are not a lot of tools available and none that can just make a mod for you
Its easy to learn and you learn as you mod
when I started I didn't know anything
started from 0
though I must say the tool is good for designing focuses
You can also just move empty focuses around in debug mode
true
Do you know how I can get a font for my mod
I want times new roman
guys is there anyone here who have the files of road to 56 mod before 7 of december update?
I had a save which was corrupted by the newer mod version
and i want the older mod version
I would assume @pale sparrow would
you are a good man SIR
@pale sparrow For my next mod, similar to those government advisors mods from like 2021-2023 might add one where countries can select a VP, foreign minister etc. I will also add it as a recommendation to the devs, but I also wanted to expand on it by adding some other branches like the judiciary, legislative perhaps but the problem is I need to make like some internal balance of power or something for this but not the current BOP mechanic
Does anyone know how i could mod with my friend on one mod?
Git
GitHub or GitLab (or straight up Git) doesn't really matter
So I have Visual Studio Code and I installed HOI4 modding utilities I got the map to work but I can't get the other features to work can someone help me?
hey i need help
i made a new unit but how do i change the map icon for this division ingame
the actual map icon shows up blank
Hi, I want to get into modding but I have no idea how to activate CW tools and Hoi4 mod utilities, how do I do it?
I got this
I just don't understand the steps
the instructions don't make much sense to me, are they neccessary?
and also, how do I open my folder into VS?
file > open folder
I have this here right now but it isn't doing much
okay so you have nothing in the folder
for example, if i have a national focus i want to open up
1 second
open with VSCode
Now what?
so that's your descriptor
or is this the wrong file?
I just want to test it out and follow the tutorials on the youtube channel first
you dont really need any extensions but extensions do help tell you errors
visual studio code tells you automatically if you're doing stuff wrong like formatting etc
usually when i want to make a mod, so lets say a new german focus tree mod
i will grab the vanilla hoi4 files, copy and paste the path that it provides and edit the german focus tree
only after i copy and paste the files to my new mod
huh, thanks, I'll try to watch the videos to get an idea on what is going on
i hate it when coding websites add ai for no apparent reason
to find the hoi4 files (vanilla)
do command shift g on mac then go to
/Users/[yourusernamehere]/Library/Application Support/Steam/steamapps/common/Hearts of Iron IV/
dont edit any of the files in /common/Hearts of Iron IV
only copy and paste them into your mod
if you edit it you're actually editing the base vanilla game installed on your pc
4000 views on my mod, 1000 downloads
what's your mod?
Very nice
I am struggling a lot with making my own font ๐ญ
I am trying to get
times new roman
in my mod'
๐
is it hard to make custom designers?
ok
custom fonts on map is easy to do
do you need help
Yes
very much
๐
I am trying to do
times new roman
but
I dont know how to get both the files I need
use BMfont or use a bitmap font generator
to generate the image files of the font once you have the times new roman font installed
snowb works perfect if you need a bitmap font generator (no download needed)
just add the font file
what are you stuck on?
yes
but do I need two files?
place it in gfx > fonts
search it up
I dont get anything
download the zip extract the fnt file
and put it in there
if it gives u a ttf convert that to fnt
I got it to work into SnowB
export as what
.fnt
I got it
so now I have two small files one png and one fnt
turn the png into dds
done
export to gfx > fonts i think
Dose anyone know how to get an event to pop up when a country declares war?
How do we prevent cosmetic tag flags to be gone upon ideology change
Never tried modding before, but I had an idea for a joke mod where every monarchist path in the game gets extra focuses or decisions to claim the Mandate of Heaven
If I did it the focus way, would I have to manually edit each focus tree?
Canโt think of a way you could do it without editing each tree
Even if you add a shared branch youโd need to edit the trees to make sure they add the shared branch
If you didnโt want to do that, you could instead make a series of decisions that get unlocked when a nation is in a monarchist path. Only thing is youโd probably need a lot of triggers.
Probably you just imported one flag that defined to one ideology for that cosmetic tag so for example if you put democratic flag but it goes when the country becomes fascist, copy that flag, paste again and change its name to COSMETIC_TAG_fascism
On actions
Yeah i did that even though to that when i change politics via focus or commands it wont work
Can you check that if cosmetic tag stays still when you change your ideology by hovering your mouse into the flag of the country on top left on debug mod
Ideology specific flags take priority over cosmetic tag flags with no ideology attached
If it automarically removes, add an on actions that resets the tag when ideology changed
He says he attached ideology
I have same flag attached to all ideologies
I did it through normally by renaming files
Yet that didnt work
Can you send an ss thst shows how you named the files?
I dont have my computer atm but i remember correctly how i renamed them
...._neutrality
...._democratic
...._fascism
.โฆ_communism
So i can only think that your country resets your cosmetic tag when ideology changes for some reason so like i said before, add an on actions that adds the cosmetic tag again when ideology is changed
On actions just doesnt work as well,i tried ir
It
Since you know it fires while engine is setting flag
Which causes flag to become last one
Are you modifying vanilla files?
Uhm no
Otherwise your flags are corrupted so game cant read them
I meant does your mod based on vanilla
Its an extension for vanilla
I changed country s original hoi4 flags
Ok, you should check if cosmetic tag appears when you change the ideology first, if it doesnt, search all vanilla files that changes anything about that countries cosmetic tag but if you can still see the cosmetic tag but flag doesnt appear, you did something wrong when you put the flags
Im trying to modify
Turkey's
Flags
I gave this so i think that can make your job easier
Yeah delete the shitty cosmetic tags that paradox put from turkeys history file
Thats the problem
They put cosmetic tags for every ideology on turkey for different uniforms if i remember correctly
Uhm weird since all of uniforms are same
Yeah but they did that weird solution for something on turkeys content
Do you know the line
That causes it
Could you check it for me if possible
Search for set_cosmetic_tag and delete all of them
Alright thanks man
@sour iron
Am i being misinformed?
Weird
It is really weird
You're deleting cosmetic tags, the worst that can happen is a complaint in error.log
Oh
Is it good or bad situation according to what i want to achieve
This is probably false
Did you ask an AI for that? The cosmetic changes aren't hardcodeded, they're in 06_bftb_on_actions.txt (line 885 onwards)
Yeah before i even talk here yes i asked them
AI is awful at anything paradox modding related
I will take a look at this then
-# I hate how Gรถtterdรคmmerung is called wuw in the files
Lol
Anyways i think i will take a look and delete those lines or replace them
I have a whole mod that rounds around turkey, it doesnt change anything
https://hoi4.paradoxwikis.com/Category:Modding probably all you'll ever need
No Compromise, No Surrender is called sea
Yeah its definetly ai s fault
Since its told here
Ai's answer is true except you dont have to reapply set cosmetic tag when you change the ideology
I srr
I see
So i shall change it through deleting Turkeys cosmetics at start
& on_actions
You can also just delete the on_actions
Or make them check for your cosmetic tag
It applies the tag from history
Not on actions
Then also delete it from there, not hard
So my mod got 4000 views in 12 hours
isn't that amazing
Any chinese modders active? its in regards to localisation
Very nice
is it artillery, train, infantry designer?
yeah
just currently adding chinese localisations and then updating japans gfx
because they changed the artillery stuff in NCNS for japan
currently fixing gfx for japan
Cool
where on earth are the japanese artillery gfx files, not in technologies
does anyone know where the Monroe Doctrine ideas file is located?
Okay so whatโs my like one stop shop so to say for modding
I wanna do like a 1830-1850 mod focusing on the Texas independence war and the Mexican American war
Would need to rename doctrines and stuff
Was thinking like
Superior firepower > Prussian Battle Doctrine
Mobile Warfare > (replace all motorized or tanks with Calvary and โwagonโ a new mechanized tech replacement) Polish Style Calvary
Grand Battleplan can stay the same but replace the buffs
And Mass Assault less focus on manpower buffs and more on buffs to infantry breakthrough and infantry in general
Hi guys, I need some help, why is this incorrect?
Probably because there is no code in the idea
apparently this is a false positive
i just got the gameeeeeeeeeeeeeeeeeeeeee
yes it is
You'd think they would've fixed this by now
@pale sparrow I got told to ask you for help, what is the problem here?
In the option block you set the name as mod.event but in localisation as mod_event
^^ Everything else is correct
crap it doesn't work if I'm playing as italy
anyone have a shaders guide for this new paradox update
Hello, I don't understand why the leader isn't appearing in the game, what is the problem here?
@pale sparrow hi again^
History file?