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Siegfriedfr

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I'm a total modding noob.

Is there a guide somewhere explaining the process of modding the game ?

For example if i want to change nations names : where do i go, do i need a third party app, and how do i make my change into a workshop compatible file ?

Thanks
 

General Tyres

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I'm a total modding noob.

Is there a guide somewhere explaining the process of modding the game ?

For example if i want to change nations names : where do i go, do i need a third party app, and how do i make my change into a workshop compatible file ?

Thanks

Hey Siegfriedfr. You can basically YouTube any Paradox game tutorial for setting up a mod. Imperator: Rome is consistent with the rest. The files in the game folder is what the engine uses when running the game. If you open any of these (Notepad++ is best for you) you will quickly realise that most of the files contain structured data. For example the countries file contains all the information for the countries and that is what the engine uses to load the game. If you change any of the values of these files it will reflect in the game. When making a mod you create a new game folder and put all the modified files in there. Files have to remain in the same structure as the original files. The engine will use these files instead of the originals. And that is basically that.

Create the mod game folder, copy any of the files you want to edit in it and edit them. There isn't a lot of resources that go into each file specifically but most of the stuff only requires two brain cells to figure out what your editing. Most of the file name are self explanatory too. Its only when you want to start doing advance stuff with the mechanics that it gets tricky. Trail and Error.

Oh and remember the wiki!
 

Siegfriedfr

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Create the mod game folder, copy any of the files you want to edit in it and edit them. There isn't a lot of resources that go into each file specifically but most of the stuff only requires two brain cells to figure out what your editing. Most of the file name are self explanatory too. Its only when you want to start doing advance stuff with the mechanics that it gets tricky. Trail and Error.

Oh and remember the wiki!

Been delving into it and indeed lots of trial and error.

Other question : in which file are the uncolonized cities map color (grey) determined.

Also, is there any way to make a country color transparent ?
 

cristofolmc

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Can someone tell me what needs to be inside the .MOD file for the mod to run? It shows up in the luncher but the game is not really running it. When you start the game, it is completely unmoded.
 

TriZX

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I read somewhere that Imperator used a system of 'hidden cores' to be used for releasing nations. Is there a way to add cores for countries that aren't on the map (or otherwise give cores to countries on cities they do not own at the start) in the setup file?
 

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@blackninja9939 I keep putting down this issue and moving to something else, but this keeps bugging me.

Is there any way I can use change_country_color to dynamically change a country's colour to be the same as another country's colour?

I'm trying to create a script that turns subject countries the same colour as their overlords, but as far as I can see change_country_color only accepts predefined values set in the common/named_colors folder. Does it accept any other argument?
 

Rextore

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I would KILL to know how to fix this issue.

I'm adding a new hair list and a new beard list to the 00_genes file.

When I do common/genes/00_genes, everyone in the game has their eyes disappear.

When I do common/genes/replace/00_genes, the new ethnicity I'm targeting is completely hairless.

I haven't been able to find a single mod that touches 00_genes beyond editing an existing hairlist. I really, really hope someone has added a new one on their own or knows the solution. Thanks ahead of time.
 

tsf4

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I cannot get my modded rulers to show up in game, its just some random char. In the mod, I changed the start date to 417. Please help :)
 

myhell

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You can try this script to get strange bug. After four times you can get name "Paradox country". This script imitate problem with dynamic country naming in game. I hope it can be resolve in next path

Code:
test_rome.100 = {
    type = country_event
    title = "paradox country test"
    desc = "paradox country test"


    immediate = {
         
        random_owned_province = {
            save_scope_as = paradox_test
        }    

    }
 
    option = {
        name = "paradox country test"

        create_country = scope:paradox_test
        create_country = scope:paradox_test
        create_country = scope:paradox_test
        create_country = scope:paradox_test
    }
 
}
 

Nelfe

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I have two questions in one :

Basically I wanna make a decision that will move X slaves from a city if it has more than Y slaves, to another random city which pop is less than Z pops.

So my questions are : do targeted decisions exist ? I want this decision to appear each time a city of a country met the trigger (over Y slaves), kinda like in HoI4. So if you have 3 cities with more than Y slaves, you'll have three times the decisions (i.e "Move slave from Rome", "Move slave from Blablabla", "Move slave from Bliblibli").
Second, is it possible to move a pop to a random owned province ?
 

maxk94

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Defines-Modding still not working?
Just tested like in EU4 in a seperated file in defines-folder

Documents\Paradox Interactive\Imperator\mod\stratera_mod\common\defines\00_stratera_defines

Code:
NDefines.NCharacter.BASE_NR_OF_CHILDREN_PER_COUPLE = 2 #1
NDefines.NPop.WRONG_GOVERNOR_RELIGION_HAPPYNESS = -0.05 #-0.1
 

SAS

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anyone change the end date yet and have it work?
 

SAS

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Can someone tell me what needs to be inside the .MOD file for the mod to run? It shows up in the luncher but the game is not really running it. When you start the game, it is completely unmoded.

This is what I have in my .mod file:
Code:
name="SAS Republican Empire"
path="mod/rome"
tags={
    "gameplay"
}
supported_version="1.1.*"

I then have the folder titled "rome" with the modded files inside. Mine works.