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Thread: Quick modding questions

  1. #941
    List Curator neondt's Avatar
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    How do I turn a province into PTI? Those provinces that are already PTI simply have nothing in their province files, but when I delete the information in the desired province file it only turns into a colonisable province with no culture, religion, natives etc.

  2. #942
    Publicly Certified 17blue17's Avatar
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    Quote Originally Posted by neondt View Post
    How do I turn a province into PTI? Those provinces that are already PTI simply have nothing in their province files, but when I delete the information in the desired province file it only turns into a colonisable province with no culture, religion, natives etc.
    This is controlled by the map\climate.txt file - provinces in the impassible climate section are set as wastelands in game.

    Make sure you only have the province in the file once. Don't have it in both impassible and another climate type. You then also need to edit the actual province history file to add or remove the standard stuff. You also should edit map\regions.txt to remove wastelands from any regions, and the same for common\natives.txt. You can leave in continents.txt

  3. #943
    List Curator neondt's Avatar
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    Quote Originally Posted by 17blue17 View Post
    This is controlled by the map\climate.txt file - provinces in the impassible climate section are set as wastelands in game.

    Make sure you only have the province in the file once. Don't have it in both impassible and another climate type. You then also need to edit the actual province history file to add or remove the standard stuff. You also should edit map\regions.txt to remove wastelands from any regions, and the same for common\natives.txt. You can leave in continents.txt
    Tyvm, very helpful

  4. #944
    How do I even create a mod? I create a map folder (filled with (hopefully) correct txt files) inside the mod folder but the mod doesn't show up in my Eu3 launcher. (ps, I'm talking about dw)

  5. #945
    Lt. General ANO1453's Avatar
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    Quote Originally Posted by emil209 View Post
    How do I even create a mod? I create a map folder (filled with (hopefully) correct txt files) inside the mod folder but the mod doesn't show up in my Eu3 launcher. (ps, I'm talking about dw)
    Do you have a mod file? Like XXXX.mod?
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  6. #946
    Quote Originally Posted by ANO1453 View Post
    Do you have a mod file? Like XXXX.mod?
    No, how do I get one?

  7. #947
    Ruler of the Queen's Navee George LeS's Avatar
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    Quote Originally Posted by emil209 View Post
    No, how do I get one?
    Just make one with a text editor. Here's mine for RM:

    Code:
    name = "Rex Maris DW"
    extend = "common"
    extend = "decisions"
    extend = "events"
    extend = "history"
    extend = "localisation"
    #extend = "map"
    replace = "map"
    extend = "missions"
    extend = "interface"
    extend = "gfx"
    #replace = "sound"
    And here is another:

    Code:
    name = "SRI - Sacra Romanum Imperium for EUIII DW 5.1 (9/30/2011)"
    extend = "common"
    extend = "decisions"
    extend = "events"
    extend = "history"
    extend = "localisation"
    #extend = "map"
    replace = "map"
    extend = "missions"
    extend = "interface"
    extend = "gfx"
    #replace = "sound"
    "extend" means that the files you put in your mod's subfolders will be used in place of the same files in vanilla; "replace" means that the vanilla folder of the same name will be ignored, and ONLY the ones in your folder will be used. Just name it XXX.MOD.
    'Believe me, my young friend, there is nothing--absolutely nothing--half so much worth doing as simply messing about in boats.' -- the Water Rat

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    Rex Maris--SRI-based naval and exploration mod. http://forum.paradoxplaza.com/forum/...4#post11451354

  8. #948
    Ruler of the Queen's Navee George LeS's Avatar
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    I cannot remember, if I ever knew, what these lines, in defines, mean:

    Code:
    	1.7	#_EDEF_OPEN_SEA_MODIFIER_
    	0.7	#_EDEF_COASTAL_MODIFIER_
    Anyone know?

    One other question, is the a list anywhere, telling which mods have different maps from vanilla, and which ones share a common map?
    'Believe me, my young friend, there is nothing--absolutely nothing--half so much worth doing as simply messing about in boats.' -- the Water Rat

    GRIN Mod--Historical leaders mods: http://forum.paradoxplaza.com/forum/...46994-GRIN-Mod

    Rex Maris--SRI-based naval and exploration mod. http://forum.paradoxplaza.com/forum/...4#post11451354

  9. #949
    Quote Originally Posted by George LeS View Post
    Just make one with a text editor. Here's mine for RM:

    Code:
    name = "Rex Maris DW"
    extend = "common"
    extend = "decisions"
    extend = "events"
    extend = "history"
    extend = "localisation"
    #extend = "map"
    replace = "map"
    extend = "missions"
    extend = "interface"
    extend = "gfx"
    #replace = "sound"
    And here is another:

    Code:
    name = "SRI - Sacra Romanum Imperium for EUIII DW 5.1 (9/30/2011)"
    extend = "common"
    extend = "decisions"
    extend = "events"
    extend = "history"
    extend = "localisation"
    #extend = "map"
    replace = "map"
    extend = "missions"
    extend = "interface"
    extend = "gfx"
    #replace = "sound"
    "extend" means that the files you put in your mod's subfolders will be used in place of the same files in vanilla; "replace" means that the vanilla folder of the same name will be ignored, and ONLY the ones in your folder will be used. Just name it XXX.MOD.
    Thank you so much! Here, have my internets!

  10. #950
    Scio quod nesciam. MrTaxman's Avatar
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    Quote Originally Posted by George LeS View Post
    One other question, is the a list anywhere, telling which mods have different maps from vanilla, and which ones share a common map?
    The Master Mod list has my mod OOT listed with a "MAP" next to it, probably indicating the changed map

    DAO, MPM, MEIOU and Oriental Mod all have the "MAP" listing, too.
    EUIII: DW Mods
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  11. #951
    Publicly Certified 17blue17's Avatar
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    Quote Originally Posted by MrTaxman View Post
    The Master Mod list has my mod OOT listed with a "MAP" next to it, probably indicating the changed map

    DAO, MPM, MEIOU and Oriental Mod all have the "MAP" listing, too.
    Terra Nova has a lot of changes to the map. Also WWM.

  12. #952
    Ruler of the Queen's Navee George LeS's Avatar
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    Does any of them make Hormuz an island?
    'Believe me, my young friend, there is nothing--absolutely nothing--half so much worth doing as simply messing about in boats.' -- the Water Rat

    GRIN Mod--Historical leaders mods: http://forum.paradoxplaza.com/forum/...46994-GRIN-Mod

    Rex Maris--SRI-based naval and exploration mod. http://forum.paradoxplaza.com/forum/...4#post11451354

  13. #953
    Scio quod nesciam. MrTaxman's Avatar
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    I didn't. That's all I can say for sure.
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  14. #954
    Publicly Certified 17blue17's Avatar
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    Quote Originally Posted by George LeS View Post
    Does any of them make Hormuz an island?
    Terra Nova has it as an Island.

  15. #955
    Scio quod nesciam. MrTaxman's Avatar
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    Quote Originally Posted by George LeS View Post
    Does any of them make Hormuz an island?
    Mind if I ask why you're looking for Hormuz as an island?
    EUIII: DW Mods
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  16. #956
    Ruler of the Queen's Navee George LeS's Avatar
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    Quote Originally Posted by MrTaxman View Post
    Mind if I ask why you're looking for Hormuz as an island?
    Because it was. No way Albuquerque could've taken it so easily had it been mainland.

    On my 1st question, doesn't anyone know what those lines mean?
    'Believe me, my young friend, there is nothing--absolutely nothing--half so much worth doing as simply messing about in boats.' -- the Water Rat

    GRIN Mod--Historical leaders mods: http://forum.paradoxplaza.com/forum/...46994-GRIN-Mod

    Rex Maris--SRI-based naval and exploration mod. http://forum.paradoxplaza.com/forum/...4#post11451354

  17. #957
    Grand Puppeteer William Shakens's Avatar
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    I've been constructing a custom 1399 scenario, modding the countries and provinces history files (credits to Clausewitz' Scenario Editor) and alliances too. This is actually the first "modding" whatsoever I've tried, and it has worked just fine for the most part.

    Yet, there's a couple of things I'd like to change too, that seem to need some further modding, beyond the history files.

    First and foremost, I'd need to determine who was HREmperor at the moment, and who the voters were.

    Second, an old wish of mine, although it looks more of a challenge to me: to have ports added to the Caspian sea coastal provinces, and an actual use of the sea for navigation if possible.

    Thanks in advance.
    Last edited by William Shakens; 06-06-2012 at 19:36.

  18. #958
    Lt. General ANO1453's Avatar
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    Quote Originally Posted by George LeS View Post
    Because it was. No way Albuquerque could've taken it so easily had it been mainland.
    Yes it was. And there were more islands in the region that Portugal attempted to take, but those British... (they allied with Persia to remove Portugal from Ormuz).
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  19. #959
    Field Marshal Trin Tragula's Avatar
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    Quote Originally Posted by George LeS View Post
    Does any of them make Hormuz an island?
    Oriental mod has it as an island and even a tag

    It hasn't got Diu as an island though.
    My mods:
    Oriental Mod for EU3 - For an EU3 experience with a more realistic Asia (and many other things as well).

    Minimal India Improvement Mod for EU3 - A mod that just focuses on improving the Indian map in EU3 without increasing the number of provinces.

  20. #960
    General t0m's Avatar
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    Anyone know whats wrong with this decision? It caused a cdt every time I enact it? I've tried looking for ages and although its probably a minor mistake I'm not able to find it.


    Code:
    country_decisions = {
    	unite_turks = {
    		potential = {
    			NOT = { exists = TUR }
    			OR = {
    				primary_culture = turkish
    			}
    		}
    		allow = 
    		{			
    			owns = 316	# Bithynia
    			owns = 317	# Bursa
    			owns = 318	# Smyrna
    			owns = 323	# Konya 
    			owns = 325	# Kastamon
    			owns = 326	# Ankara
    			owns = 328	# Sinop
    			owns = 1884	# Balikesir
    			owns = 1885	# Manisa
    			war = no
    		}
    	  effect = {
    			TUR = {
    				add_core = 316	# Bithynia		#Kocaeli
    				add_core = 317	# Bursa			#Hüdavendigar
    				add_core = 318	# Smyrna		#Aydin
    				add_core = 319	# Antalya		#Teke
    				add_core = 322	# Anatolia		#Kütahya
    				add_core = 323	# Konya
    				add_core = 324	# Karaman
    				add_core = 325	# Kastamon		#Kastamonu
    				add_core = 326	# Angora		#Ankara
    				add_core = 327	# Adana
    				add_core = 328	# Sinope		#Sinop
    				add_core = 329	# Sivas			#DAO
    				add_core = 330	# Trebizon		#Trabzon
    				add_core = 332	# Mus			#Dulkadir
    				add_core = 1846	# Yazgod		#Tokat
    				add_core = 1848	# Hamid			#Hamideli
    				add_core = 1853	# Kozani		#Kavala
    				add_core = 1883	# Bolu			#DAO
    				add_core = 1884	# Balikesir		#DAO
    				add_core = 1885	# Manisa		#DAO	
    				add_core = 1886	# Denizli		#DAO
    				add_core = 1887	# Mugla			#DAO
    				add_core = 1888	# Giresun		#DAO
    				add_core = 1889	# Kayseri		#DAO			
    			}
    			centralization_decentralization = -2
    			prestige = 0.05
    			change_tag = TUR
    			TUR = {
    				government = despotic_monarchy
    			}
    		}
    		ai_will_do = {
    			factor = 1
    		}
    	}
    	
    }
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    I'm here to ensure that the mod directory is created.

    I have done my task, yay me!"

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