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Nikolai II

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Hmm.. moddir should work..? (And it might not, but you can try)

Place your own religions.csv in the directory [main game directory]/evil/db and then change your shortcut (or add a shortcut) like this: "[path]/eu2.exe"<space>evil

Games started with your new shortcut should use your new religions.csv.

(You'll have to copy your 'scenarios' folder into the 'evil' directory to be able to start and/or save games though, afaik)
 

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Nikolai II said:
Hmm.. moddir should work..? (And it might not, but you can try)

Place your own religions.csv in the directory [main game directory]/evil/db and then change your shortcut (or add a shortcut) like this: "[path]/eu2.exe"<space>evil

Games started with your new shortcut should use your new religions.csv.

(You'll have to copy your 'scenarios' folder into the 'evil' directory to be able to start and/or save games though, afaik)

Well, the moddir thing does work, but it says it cannot open it. I think I have been a bit to naive trying to rename religions. No one cares for Japan anyway since you only meet them in the endgame, so I figured I could just get rid of confucianism and use that empty slot to create atheism, but I guess there's more to editing religions than just changing a few lines of text. Do you now how it should be done properly?
 

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Zzyzx said:
Well, the moddir thing does work, but it says it cannot open it. I think I have been a bit to naive trying to rename religions. No one cares for Japan anyway since you only meet them in the endgame, so I figured I could just get rid of confucianism and use that empty slot to create atheism, but I guess there's more to editing religions than just changing a few lines of text. Do you now how it should be done properly?
You can't rename religions in religion.csv. You can rename a religion in text.csv, but you must still refer to the old name in the game files.
 

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I've tried to get the religian stuff to work, but it just won't. I've tried out every possibility but nothing works.The scenario just starts up fine, but konfucianism is still konfucianism and judging from the lack of colonists the new religion variables aren't used. So I guess I'll have to use that other method ("[path]/eu2.exe"<space>evil").

Now I've tried again with this method, and everything works properly, except for the things I wanted to change. The religians are still the same. The problem probably has something to do with my syntax or something.

So what I did was the following (this is what I did before the method with ["eu2.exe" evil]-command):

-I added this line: "KONFUCIAN;Atheist;;;;;;;;;;10542,,,,,,,,,,,,,," in "text.csv", based on observations in the Modern Day Snenario Mod, where the "text.csv"-file was edited as such.
-I put the edited "text.csv"-file in /scenarios/evil
-I edited the "religion.csv"-file (just changed some numbers, no exceptionally high or low numbers either, so that can't be it) and stored it in /scenarios/evil as well
-I added this to my scenario file: 'include = "scenarios\evil\religion.csv"' and 'include = "scenarios\evil\text.csv"'

With this the scenario gives no errors or whatsoever on load, but my nation is still konfucian instead of atheist, and that's not even the real problem, but I'm stuck with having no colonists and such, because the new values aren't read.

Anyone?

EDIT: I found out that there was already a KONFUCIAN line in text.csv, but changing that didn't help either.
 
Last edited:

Nikolai II

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religion.csv must be in the directory evil/db and text.csv must be in evil/config - all files you replace by moddir must be in the same directory as the original file (but in 'evil' instead of main directory)
 

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Nikolai II said:
religion.csv must be in the directory evil/db and text.csv must be in evil/config - all files you replace by moddir must be in the same directory as the original file (but in 'evil' instead of main directory)

I just can't get it work, and I've given up hope. I finally decided to make a program that swaps the files, and it works now judging by the ridiculous amounts of colonists I got. Now I just need to tweak that AI some more, because I constantly get overrun by those evil Danes (because they were there before the even more evil Swedes came in) and they somehow managed to grab the provinces of Greenland and without that my little nation is useless.

And then the unending process of scripting useless events... How I love this game.
 

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Zzyzx said:
I just can't get it work, and I've given up hope.

Well, if you have given up hope then I can't help you :(

But else you could install agc and look at how they handle it, since they use moddir.
 

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Nikolai II said:
Well, if you have given up hope then I can't help you :(

But else you could install agc and look at how they handle it, since they use moddir.

I'll do so. It's still okay for me to do it on my own less orthodox way, since the only ones who will ever be using this mod are me and some friends with sufficient knowledge on the workings of a computer to handle this sort of things, but it's still nice not having to resort to it. Thanks a lot for the help again, I can't emphasize this enough. I'm having a lot more fun with the game now in it's edited form.
 

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I still managed to come up with a question. I have created another country whose purpose is to conquer everything in it's path (how original). I thought it would be nice to let them gain 2 stability every time they get themselves into a war, so they can work around the lack of casi belli. It's just an idea (and a silly one I figured), but it got me wondering on how to do this. It would be possible if I can create certain variables as trigger and as command, but I couldn't find any info on this or in other event files. Is it possible?
 

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Zzyzx said:
I still managed to come up with a question. I have created another country whose purpose is to conquer everything in it's path (how original). I thought it would be nice to let them gain 2 stability every time they get themselves into a war, so they can work around the lack of casi belli. It's just an idea (and a silly one I figured), but it got me wondering on how to do this. It would be possible if I can create certain variables as trigger and as command, but I couldn't find any info on this or in other event files. Is it possible?

Geez - I dunno.

400 events (one per year) of atwar=yes and +2 stab as effect would be one bad solution.

A bunch of temporary CB at gamestart would be another bad solution.

Adding a bunch of events with atwar country = (Conqueror tag) country = (One for every other country tag) would be script-heavy, would give bonuses even if DoWed upon and could sometimes give boosts several times during the same war, but it is the only one I can figure out. (Events in 5 year intervals, matching the truce period)

Let's hope Havard stops by with a more sensible suggestion :)
 

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Nikolai II said:
Geez - I dunno.

400 events (one per year) of atwar=yes and +2 stab as effect would be one bad solution.

A bunch of temporary CB at gamestart would be another bad solution.

Adding a bunch of events with atwar country = (Conqueror tag) country = (One for every other country tag) would be script-heavy, would give bonuses even if DoWed upon and could sometimes give boosts several times during the same war, but it is the only one I can figure out. (Events in 5 year intervals, matching the truce period)

Let's hope Havard stops by with a more sensible suggestion :)

I did found some info at last, in Havard's Bible of, well, blahblah scripting events. Anyway, it says I could use user defined flags and with that, a trick like this could be pulled of using 2 scripts (one for flag(yes), one for flag(no)), but then the problem remains of getting events out of the history to make them happen again.