One of the best things in Paradox games is in my opinion the ability to mod the game and it has only gotten better and more accessible with the years, with more commands and whatnot. Assuming this trend is being kept in EU4 then I do think there is one thing that could be expanded upon: compatibility.
That you have to actively go into every single file to change something is (while it is good that you can!) somewhat of a compatibility issue for mods and it does stop some people from enjoying several good mods at the same time. Of course it won't stop a modder like me, but there are plenty who are not well into or simply don't have the time/will/whatever to merge mods.
So. What do I propose? In CIV5 you have an 'update' command for XML stuff. It allows you to target something in the original game files and replace it with something else - or add something. I am not suggesting that Paradox should be doing it exactly that way, but the idea is that you essentially write a script that updates the game files with some new data - that means two mods could potentially tinker with the exact same event and still work.
In other words, you could have a folder modname/scripts where you put all your scripts, then change certain things in the game with a command that could look like this:
Could be something like that, I am quite certain the development team is smarter than me when doing this. So look at the idea and the problem presented instead.
That you have to actively go into every single file to change something is (while it is good that you can!) somewhat of a compatibility issue for mods and it does stop some people from enjoying several good mods at the same time. Of course it won't stop a modder like me, but there are plenty who are not well into or simply don't have the time/will/whatever to merge mods.
So. What do I propose? In CIV5 you have an 'update' command for XML stuff. It allows you to target something in the original game files and replace it with something else - or add something. I am not suggesting that Paradox should be doing it exactly that way, but the idea is that you essentially write a script that updates the game files with some new data - that means two mods could potentially tinker with the exact same event and still work.
In other words, you could have a folder modname/scripts where you put all your scripts, then change certain things in the game with a command that could look like this:
Code:
update = {
[INDENT]file = "muhko.txt" // Finds the file in question
type = event // Figures out if we are crazy about an event, decision, mission or so on
name = "EVT701" // Finds the name of the event, decision, etc.
utrigger = {
[INDENT]religion = pastafarian // Updates the triggers with one more requirement.[/INDENT]
}
MTTH = {
[INDENT]days = 101 // Replaces the meantime to happen for the event, including all modifiers.[/INDENT]
}[/INDENT]
}
Could be something like that, I am quite certain the development team is smarter than me when doing this. So look at the idea and the problem presented instead.