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CK2 Dev Diary #49: Mods and mod telemetry

Good evening, everyone. I’m Magne “Meneth” Skjæran, one of the programmers on CK2. In the past I’ve written dev diaries about modding, optimization, and quality of life improvements, and I'm writing this somewhat belated (due to technical issues) dev diary.

Today, I return to the topic of modding, and how we work to make life easier for modders. As a former modder, this is a topic I care quite a lot about.

If you’re anything like me, what you really want is statistics. How many people use mods, and which mods are the most popular. Luckily I come armed with exactly that.

As you might know, whenever you play CK2, the game collects some pieces of information about your setup. Things like what version of the game you’re playing, if you’re playing single player or multiplayer, what mods you’re using, and similar. This is all aggregated so that we can see overall trends and consider what areas might need some extra attention.

For mods, the main thing the telemetry provides is how many people use mods overall, and what mods these people use. My data will all be from users who played yesterday; anyone who during yesterday started the game with one or more mods is counted exactly once as a “mod user”, and counted once for each mod they used.

All told, 42% of everyone who played the game yesterday was using at least one mod. This could be anything from a small UI tweak, to a total conversion mod.
On average, anyone using a mod was using 4.24 mods. Once you start using mods, most people are not content with just one.
Further, here’s the 20 most popular mods, and how many percent of mod users (not overall users; multiply by 42% to get that number) that use them:
  1. A Game of Thrones - 45.4%
  2. Ruler Designer Unlocked - 30.2%
  3. Your Personal Castle - 24.9%
  4. Sketchy Cheat Menu - 18.1%
  5. CK2 Russian Localisation - 13.7%
  6. Historical Immersion Project - 11.3%
  7. A Sensible New Family - 10.7%
  8. CK2Plus - 10.6%
  9. Bigger Interface - 9.0%
  10. Purchase Claims - 8.8%
  11. Patrum Scuta - 8.6%
  12. Unique Buildings - 8.4%
  13. Novus Graphicus - 8.3%
  14. A Revolutionary Borders Mod - 8.0%
  15. Shattered World - 7.5%
  16. Korean SingleByte Patch - 7.2%
  17. CK2Plus - India - 7.1%
  18. Damascus Steel + Ancient Swords - 6.5%
  19. Better Looking Garbs - 6.3%
  20. Abdication - 6.2%
Combined, these 20 mods represent 60% of all mod usage. Since people who use mods on average use more than just one, it also adds up to more than 100% of mod users.

That AGoT comes first is unlikely to be a surprise to anyone; it has long been the most popular CK2 mod. Fun fact: AGoT is so popular, that its most popular start date is the 4th most popular overall startdate, after 769, 1066, and 867.

What is more interesting is that in the top 5 mods, two are “cheat” mods. Since they can’t be used in multiplayer unless everyone has them enabled, the idea of “cheating” doesn’t make all that much sense of course, and should instead be seen as achieving more of a sandbox experience than what the vanilla game provides.

Beyond that, there’s two localisation mods in the top 20; one for Russian language and one for Korean. The sheer amount of work that goes into translating an entire game is impressive, and it is great to see the modders’ work recognized to such an extent. Localisation modding is actually something we recently improved; in the 2.7 patch we moved custom localisation out of the “common” folder and into the “localisation” folder, meaning that it is now possible to use the custom localisation system without changing the checksum. This is especially important for languages with more complex grammar than English, such as the gender rules in French. The official French translation has for a while made use of custom localisation to change a number of words based on whether they’re referring to men or women, but doing similar in a mod would mean changing the checksum, making it impossible for the mod’s users to obtain achievements and play multiplayer with people not using the mod. This is something I know the Russian localisation mod has had problems with, and is a change I hope will lead to even better localisation mods.

There’s also a number of graphics and interface mods, plus several other mods that change the graphics or UI as a part of a larger package (E.G., the optional revamped interface in the Historical Immersion Project). People have done a lot of interesting things with the UI, but I know from experience it can often be somewhat tedious work. In the hopes of making it a bit less tedious, we’re making a console command that’s before only worked in the debug version of the game (which is not publicly available) available to everyone in a future patch (not 2.7.1). This console command is simply called “guibounds”, and what it does is that whenever you hover over a UI element, the area it covers is highlighted, and the name of the element, its size, and the file and line it is defined on is shown. This functionality is actually available in the release version of the game right now in a somewhat obscure fashion: if you try to open the console while on the main menu, it’ll be enabled. However, once you get into the campaign there’s no way to actually disable it since the console command isn’t available.
Below is an image showing what the guibounds functionality does:
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There’s also a few large mods beyond AGoT in the top 20. CK2Plus even manages to take two spots on the list by including a mod that toggles the existence of India, while being pretty much tied with the Historical Immersion Project; some days HIP leads, other days CK2+ does.
The rest of the mods are smaller, adding small pieces of focused functionality.
Both types of mods we’re always trying to help by making the game more moddable. One changelog entry I think a lot of modders will find useful is this, which will be included in 2.8:
- Most effects and triggers that take a number can now take a variable name instead, and will grab the variable from the current scope. E.G., "wealth = test_variable"
This should allow mods to do far more interesting things with variables than is currently possible.

As a final note, modding is something we on the CK2 team take very seriously. Mods have the ability to add a lot of interesting alternative ways to play the game, and therefore helps keep the game fresh even for veteran users. In general, improvements to moddability also opens up new possibilities for our content designers, or can save them time by making their work simpler.
We’re therefore constantly considering how we can ensure new additions to the game are moddable, and we often go back and tweak existing functionality to open it further to modding.
We would love to hear your thoughts on what we could do better in this regard.
 
im actually surprised that ancient religions isnt up there. even if i dont actively use it, its still in my games
 
Cheers for the DD Meneth :). Am a big fan of modding support, and while I'm not a CK2 modder, I do use mods from time-to-time (and plan to use more in the future). Adding guibounds will be a great boon I'm sure - I've used it a bit modding HoI4 and it is wonderful.

Another fun fact that I didn't include in the dev diary:
Mod users is slowly climbing. Two weeks ago it was 38%, but yesterday it was 42%.

Part of the reason for this is likely that mods are still getting updated for 2.7. Another aspect is probably that some users go back to mods after having tried out the new vanilla changes for a while.

Two percentage points a week isn't slow! At that rate, you'll have the entire CK2 population on mods before the end of the year :). Of course, it's more likely to be what you're suggesting, where the mod population was below the average for a bit and is 'reverting to normal' :).
 
No EK or Warhammer presumably due to being outdated?

Are there stats on those from earlier times? I thought they competed fairly well with AGoT in the past.
 
I was following Yemmile101's CK2 Generator mod waiting for the newest update, however the developer mentioned he would have to postpone development due to ck2game.pdb, a debugging tool(?) not being included in the newest patch of CK2. Is this something related to increasing mod support? Because removing that apparently is causing some issues for some creators. Is it possible that this could be looked into further?

Edit: Removed the link to the mod, Did not know that wasn't allowed. Sorry.
 
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^^ This, I think After The End would be on this list if non Steams were included.
They are. The thing about not being on Steam is that the vast majority of people look for mods on Steam only so not being there generally means a lot less people will use them.
 
im actually surprised that ancient religions isnt up there. even if i dont actively use it, its still in my games

Thanks :) Apparently 11k subscribers isn't enough. Just goes to show how many people are using mods. It's why CK2 is so great, the modding community is huge and vibrant :D

I'm kinda shocked as many people are subscribed to YPC as there are, considering it's been broken for ages.
 
Have you seen the CKII Generator (It creates a mod for you with a randomly generated map, cultures, nations, and a bit of history)? The modder for that has a post in the mod subforum asking about a change that has affected the possibility of him updating to M&M.
 
A method in the launcher that allows to quickly change which mods are enabled in groups, like a mod profile or similar would be amazing.
they would probably have to reform that giant mess of a tag system the ck2 workshop has first.

Coming from the civ 5 as my primary use of the workshop to this is just frustrating if I want to find a certain type of mod, and even Eu4 is more organized.
 
Interesting list! Thank you for the continued modding support, that is what has allowed the modding community to thrive. :)
 
I love those stats, keep them coming.

I think it shows you need to get the rights to make aGoT game yourself at some stage.

Also it shows you should add a setting in Ironman to allow us to toggle India off.
 
This big AGOT usage should signal we like CK2 style gameplay but require a lot more flexibility in how it plays (beyond the medieval europe trappings/rules)

Come on Paradox, let's break the fence!
 
I'm honestly surprised Ruler Designer Unlocked is that high (I didn't think anyone really used the ruler designer that much). I would have figured if anything HIP and CK2 would have had that percentage.

On a side note though, seeing how Patrum Scuta has a 9% following, I don't suppose that would convince Paradox to create some kind of high-res coat of arms DLC? I personally use the Maxson's HD Coat of Arms mod myself, which is basically the same idea.

HIP already zeroes out all the costs for Ruler Designer which beats having to edit a few traits for a -500 ruler designer cost. I've never really thought highly of the whole idea of having trait costs since most players want to tailor their custom rulers to their particular tastes.
 
First, thank you to the CKII team a while back ago for making property slots moddable, and fixing hidden traits.

I would like to see more support added for secret religion and society code opinion modifier traits. For example, we can tweak Christian opinion and Muslim opinion, among other things, but what about secret society opinions? Let's say there is a trait that Devil Worshippers exclusively hate or like.
 
The Witcher Kings mod would certainly be among the top 20 if it had a stable dev team. That said, Paradox should consider making a deal with the author of the Witcher books to incorporate a CK2 Witcher DLC.