Difference between revisions of "Modding"

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'''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 [[forum:708154|the official User Modifications Reference — Guides, Templates and Utilities thread]] in the EU4 Paradox forums; check there for updates.
 
'''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 [[forum:708154|the official User Modifications Reference — Guides, Templates and Utilities thread]] in the EU4 Paradox forums; check there for updates.
 
== Guides ==
 
* [[Advisor modding|Advisors]] - Adding custom advisors to the game
 
* [[Colonial regions modding|Colonial regions]] - Create or edit colonial regions
 
* [[Console commands]] - Console commands are very useful for testing mods
 
* [[Country creation|Country creation and editing]] - How to get a new country into the game, and editing existing countries
 
* [[Decision modding|Decisions]] - How to make a decision
 
* [[Disaster modding|Disasters]] - How to make a disaster
 
* [[Event modding|Events]] - How to add new events to the game or change existing ones
 
* [[Faction modding|Factions]] - How to add new factions
 
* [[Idea group modding|Idea Groups]] - How to add idea groups
 
* [[Localisation]] - Used to display text in the game rather than code; e.g., turning "ENG" into "England"
 
* [[Map modding|Map]] - All modding pertaining to the map itself, from provinces to terrain
 
* [[Mission modding|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 modding|Music]] - Add custom music to the game
 
* [[Mod structure|Structure]] - Details the structure any mod has to comply with
 
* [[Religion_modding|Religion]] - How to extend existing religions and create new ones.
 
* [[Technology modding|Technology]] - Adding, removing, or modifying technological advances.
 
* [[Unit models]] - How to modify the unit models
 
  
 
== Game data ==
 
== Game data ==
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*If all else fails, drop us a question here in the '''[[forum:708855|Quick questions thread]]''' over at the official EU4 modding forum.
 
*If all else fails, drop us a question here in the '''[[forum:708855|Quick questions thread]]''' over at the official EU4 modding forum.
 
*To merge mods, you could use [http://winmerge.org// '''WinMerge''']. An easy tool for merging folders and files.
 
*To merge mods, you could use [http://winmerge.org// '''WinMerge''']. An easy tool for merging folders and files.
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[[Category:Modding|*]]
 
[[Category:Modding|*]]
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Revision as of 12:08, 26 December 2015

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.

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.
  • Use the Province color picker when choosing colors for your new provinces, to ensure the new province color doesn't coincide with an existing province's color.
  • If all else fails, drop us a question here in the Quick questions thread over at the official EU4 modding forum.
  • To merge mods, you could use WinMerge. An easy tool for merging folders and files.
Documentation EffectsTriggersModifiersScopesVariablesLocalisationCustomizable localizationRun files
Scripting AdvisorsAgesBookmarksBuildingsCasus belliColonial regionsCountriesCultureDecisionsDefinesDiplomatic actionsDisastersEstatesEventsFactionsGovernmentGreat projectsHistoryIdea groupsInstitutionsMissionsModifiersNation designerPoliciesReligionRebel typesSubject typesTechnologyTrade companiesTrade goodsUnits
Map MapRandom New WorldTrade nodes
Graphics 3D ModelsInterfaceGraphical AssetsFontsParticlesShadersUnit models
Audio MusicSound
Other Console commandsChecksumJoroDox mod making toolMod structureTroubleshootingThe ValidatorRun files
Guides Adding a provinceSave-game editing