Difference between revisions of "Modding"

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* [[Music modding|Music]] - Add custom music to the game
 
* [[Music modding|Music]] - Add custom music to the game
 
* [[Mod structure|Structure]] - Details the structure any mod has to comply with
 
* [[Mod structure|Structure]] - Details the structure any mod has to comply with
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* [[Unit models]] - How to modify the unit models
  
 
==Game data==
 
==Game data==

Revision as of 14:03, 11 August 2014

Modding is a very broad topic. This page serves as a portal to all modding-related pages on the wiki. Much information for this article is taken from the official User Modifications Reference — Guides, Templates and Utilities thread in the EU4 Paradox forums; check there for updates.

Guides

  • Advisors - Adding custom advisors to the game
  • Console commands - Console commands are very useful for testing mods
  • Country creation - How to get a new country into the game
  • Decisions - How to make a decision
  • Events - How to add new events to the game or change existing ones
  • Localisation - Used to display text in the game rather than code; e.g., turning "ENG" into "England"
  • Map - All modding pertaining to the map itself, from provinces to terrain
  • Missions - How to add new missions to the game or change existing ones
  • Mod catalogue - Used to tell the game how to run a mod
  • Music - Add custom music to the game
  • Structure - Details the structure any mod has to comply with
  • Unit models - How to modify the unit models

Game data

  • Commands - Used in order to dynamically affect the game
  • Conditions - Used in order to execute commands/events/decisions/etc. only when certain things are true
  • Country list - Basic info on all countries in the vanilla game, including country tags
  • Province ID map (warning: huge)
  • Province list - Province IDs are used in many commands
  • Scopes - Used to determine what entity commands and conditions are executed and checked from

Tools & utilities

Miscellaneous

Tips

  • Get Notepad++. Standard Notepad is considerably unreliable when it comes to respecting structure and format, and can bring a bunch of unnecessary headaches.
  • Make sure your Europa Universalis IV folder is automatically indexed by Windows (right-click on folder, Properties, Advanced Options), so that when you search within it, the function can search within text files. When you first enable the setting, you'll have to wait a bit for Windows to do the indexing in the background.
  • When trying to find a way to do something, look around the game's structure to see how the game accomplishes similar things. The previous point helps with that (how is X effect/trigger meant to be used?). It's also a useful technique to learn about proper format, how events, decisions and missions work, and how to balance your changes with the rest of the game.
  • Uncommon/unknown file types outside the gfx folder (i.e. .lua, .gfx, .gui) are usually normal text files, and can be opened a such.
  • Read the Modding section!
  • Save the List of Effects, Modifiers, Scopes, Triggers, and Localization Strings to a text file(s) for easy access. It's a quick reference to all the gears that make EU4 tick, and there's sometimes usage tips to be found.
  • If all else fails, drop us a question here in the Quick questions thread over at the official EU4 modding forum.