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demonofsloth

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I desired to make a personal version of ck2+ mod that I plan on keeping to myself. I going to alter the ancient religions section so that when everyone turns pagan, certain countries would stay Christian (like the HRE and Hispania) and some countries would become a different religion (like turning the kingdom of Africa Canaanite) but when I accessed the files using notepad++ I expected it would show the commands that turns each de jure kingdom what kind of pagan but instead I got found this.
upload_2016-12-13_18-21-57.png

I'm not really sure how to go about modding this since it's my first time and all. Sorry to be a bother.
 

demonofsloth

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Thank you and sorry for the late reply. I don't usually get the time to come on here but will usually reply eventually.
Just wondering, are there any other files on the "region = custom_" parts? Since it's giving me a bit of trouble with the kingdom's of India and the steppe. You see, I'd like to make certain kingdoms certain religions and thought the regions corresponded with the <title name> but trying that doesn't seem to work.
 

pcuser1584789

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these are structs and used by the code, these are just values, to edit behavior i wouls assume you need to edit actual scripting. I would like to know if script mods are possible? I am new and I do some coding and wouldn't mind writing stuff for ck2. :)
 

LordPeter

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these are structs and used by the code, these are just values, to edit behavior i wouls assume you need to edit actual scripting. I would like to know if script mods are possible? I am new and I do some coding and wouldn't mind writing stuff for ck2. :)
I am not sure what you mean excactly, but if you want to learn modding CK2, imo best idea is to start by reverse-engineering some smaller mod.
I learned modding trying to make other small mods work with CK2Plus, looking at the files, comparing them, understanding what they do, changing them - and producing game-breaking bugs that way ^^
Ok joking aside, this really is what made me understand modding. But then again, I can hardly code any "real" stuff (some stupid "Hello World" in C++, and maybe some whiles and ifs ^^), and thus I might have taken a bit longer. If you have any questions, look at the extensive documentaion in the official Wiki, and if it isn't answered there, ask in the "Modding - Quick Questions" thread, people answer really fast there.
 

zeress

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I am not sure what you mean excactly, but if you want to learn modding CK2, imo best idea is to start by reverse-engineering some smaller mod.
I learned modding trying to make other small mods work with CK2Plus, looking at the files, comparing them, understanding what they do, changing them - and producing game-breaking bugs that way ^^

This is exactly how I started too.
 
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vukica

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I am not sure what you mean excactly, but if you want to learn modding CK2, imo best idea is to start by reverse-engineering some smaller mod.
I learned modding trying to make other small mods work with CK2Plus, looking at the files, comparing them, understanding what they do, changing them - and producing game-breaking bugs that way ^^

This is exactly how I started too.
 
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LordPeter

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Good to know I'm on the right path then :D
 

pcuser1584789

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http://i.imgur.com/8bnGYoM.jpg
I am not sure what you mean excactly, but if you want to learn modding CK2, imo best idea is to start by reverse-engineering some smaller mod.
I learned modding trying to make other small mods work with CK2Plus, looking at the files, comparing them, understanding what they do, changing them - and producing game-breaking bugs that way ^^
Ok joking aside, this really is what made me understand modding. But then again, I can hardly code any "real" stuff (some stupid "Hello World" in C++, and maybe some whiles and ifs ^^), and thus I might have taken a bit longer. If you have any questions, look at the extensive documentaion in the official Wiki, and if it isn't answered there, ask in the "Modding - Quick Questions" thread, people answer really fast there.
i just meant, these are objects that a scripting engine will use the data and process. I figure you want to edit how the script engine does stuff to change the game... i could be completely ignorant but editing values and stuff is like editing health or memory editing with cheat engine... it changes your stats and stuff but not really how the game is executed. I am probably wrong but when i saw the code it just looks like structs
 

schwarherz

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http://i.imgur.com/8bnGYoM.jpg

i just meant, these are objects that a scripting engine will use the data and process. I figure you want to edit how the script engine does stuff to change the game... i could be completely ignorant but editing values and stuff is like editing health or memory editing with cheat engine... it changes your stats and stuff but not really how the game is executed. I am probably wrong but when i saw the code it just looks like structs
Yeah no paradox keeps their hard code black boxed. We can't mod it. All mods are just paradox's internal pseudoscript which edits values in the actual hard code
 
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LordPeter

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Yeah no paradox keeps their hard code black boxed. We can't mod it. All mods are just paradox's internal pseudoscript which edits values in the actual hard code
But it's pretty powerful imo for a "fake" language, and has grown since the game's beginnings.
We now even have scripted_effects/triggers which are kinda like very rudimentary functions, but useful for organizing code nonetheless. I am currently making extensive use of them, even though it can be tricky since they only return booleans.
And you guys showed with e.g. the "Try to convert" targeted decision how hardcoded features can now be successfully replaced (well, at least some).

We'll it's powerful enough for me anyways, and easy to use even for those less well versed in "real" coding (like me). But yes, it sometimes feels I'm editing some sort of super-powerful XML file, just filling in the values so everything changes to my liking ^^
 
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