In this thread, I want to report all my struggles, failings, successes, roadbloacks, and things I don't understand when creating my very first mod from scratch. I am neither coder nor experienced modder and will entirely depend on the guides on this forum and on the wiki. The goal is to have a sort of "modding for dummies" pseudo-guide for extreme newcomers like me, and also to have my own questions answered for the benefit of those that might have the same.
1) First steps
Like the Wiki says, first of we create a mod through the Paradox launcher. My goal is to create some flavour events for Gadir, the two province minor in southern Spain. The Wiki says
With the examples being a bit nebulous, I wanted to ask this forum: Since I am creating a new event, I have to replicate the location of the event folder from the original (vanilla) game?
The original location of the event folder is this:
So my mod folder should look like this?
2) First attempt at scripting
Here I follow the guides linked at the top of the forum closely. In the events folder in my mod directory, I copied a .txt document of one of the events in the original game, to keep the data formatting (BOMF-8 or something).
At this point, I just replaced the name & titles & description, and added a trigger that fires if the player holds the territory of Gadir. Later on I should probably make this event not fire immediately at game start but we are just learning to walk here. I also copied the part with "immediate" and "limit" from the example event in the guide. Not sure if I need this since the event just checks if you have the territory and nothing random happens.
I also saved this as a scope, to (somehow?) make it my ROOT scope later on. What is curious is that I used that scope already in line 12 as the goto_location, but only defined it (told the program it exists) in line 22. Will this work? Or do I need to define the scope first before using it?
3) Adding options
Historically, the city of Gadir was known for its production of Garum, a fish sauce made of fermenting fish. This event shall be about the smell of fermenting fish affecting the local inhabitants. The guide mentions adding modifiers, but talks about directly writing in your own game files. Since we want to share this mod on steam, I guess it should probably be saved in its own folder? Could someone confirm if my mod folder should look like this right now?
However, the path for the modifiers folder in the original game is: C:\Program Files (x86)\Steam\steamapps\common\ImperatorRome\game\common\modifiers . So should I add another "common" folder and put the modifiers folder inside it?
I would be very happy for your help and if you like this idea of an AAR or not. If it goes against forum rules, feel free to delete.
1) First steps
Like the Wiki says, first of we create a mod through the Paradox launcher. My goal is to create some flavour events for Gadir, the two province minor in southern Spain. The Wiki says
Copy the game files you wish to mod to your newly created mod folder or create your own files, while using the same folder structure.
With the examples being a bit nebulous, I wanted to ask this forum: Since I am creating a new event, I have to replicate the location of the event folder from the original (vanilla) game?
The original location of the event folder is this:
So my mod folder should look like this?
2) First attempt at scripting
Here I follow the guides linked at the top of the forum closely. In the events folder in my mod directory, I copied a .txt document of one of the events in the original game, to keep the data formatting (BOMF-8 or something).
At this point, I just replaced the name & titles & description, and added a trigger that fires if the player holds the territory of Gadir. Later on I should probably make this event not fire immediately at game start but we are just learning to walk here. I also copied the part with "immediate" and "limit" from the example event in the guide. Not sure if I need this since the event just checks if you have the territory and nothing random happens.
I also saved this as a scope, to (somehow?) make it my ROOT scope later on. What is curious is that I used that scope already in line 12 as the goto_location, but only defined it (told the program it exists) in line 22. Will this work? Or do I need to define the scope first before using it?
3) Adding options
Historically, the city of Gadir was known for its production of Garum, a fish sauce made of fermenting fish. This event shall be about the smell of fermenting fish affecting the local inhabitants. The guide mentions adding modifiers, but talks about directly writing in your own game files. Since we want to share this mod on steam, I guess it should probably be saved in its own folder? Could someone confirm if my mod folder should look like this right now?
However, the path for the modifiers folder in the original game is: C:\Program Files (x86)\Steam\steamapps\common\ImperatorRome\game\common\modifiers . So should I add another "common" folder and put the modifiers folder inside it?
I would be very happy for your help and if you like this idea of an AAR or not. If it goes against forum rules, feel free to delete.
Last edited:
- 1