The most important thing to do is to read. And be thorough in your reading, methodical, even.
Most of my time modding isn't actually spent modding, its
thinking of how to mod - or how to bypass engine limitations.
The actual scripting, writing and artwork is usually pretty quick, for me -
- I was able to assemble a template in photoshop that lets me bang out knockoff faction icons in about 30 mins, another 10 mins were needed to work out the best DDS file format, that's most of my art done, plus some 2D event banners either my own/stockphotos passed through a filter to more-or less look like stellaris banners or photoshops of vanilla banners e.g.**
- writing is a 2-pass process with quick placeholder text and I later rewrite everything more carefully in Word, before copying it in.
- And as it's just me working on this I have a clear idea of what I want to do so i dont need to waste much time on planning or organising things.
For example, a lot of my time, when trying to understand the limitations I need to work within is spent doing this:
Cross referencing how pops used to work pre-utopia (as the last time Paradox touched factions was in 1.5, really) vs 2.8.1 on the right. And then (on a separate window) reviewing script changes and past dev diaries. I then piece all that together, make some judgements about what sorts of assumtions the PDX coders would have made, make a few tests and then from that [and 1300+hrs of playtime to know how these systems work "in game"] I understand "this is the box I have to play in".
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Then I move on to "how can I build what I want to build inside of this box" and then its more testing, and once it works, I move on to the next phase, and it just goes around and around like that. Sometimes my tests pay off quickly and I make a lot of progress overnight, othertimes it takes a few days - or more - to get past a block on what I want to do.
You do not build a skyscraper in a day, you survey the soil, lay the foundations, let them settle and
then build it floor by floor.
Modding - all things computer related, really - require investigative and creative skills just as much as they do a fine grasp of coding [scripting, in this case] languages.
You want to build an origin that spawns an FP in the galaxy?
- Start by making a blank origin and getting it to show up in game
- Then look at adding empire modifiers to your empire via that modifier.
- Then expand it to include a basic event,
- then expand it to make that event spawn a random system near your homeworld.
- and figure out how to customise that system or spawn hyperlanes to it.
- Then look in to things like
- spawning new empires on that star,
- chaining events and
- spawning whole clusters.
- Build on it, iteratively, methodically.
**e.g. one example of a problem caused by an engine limitation is that I can't reference pop faction leader names in the situation log because of how scopes and localisation strings (dynamic text)
seem to work - there may be a solution, but I've not figured it out yet,
and no one came back on the thread I posted,
So I'm looking at plan B, giving the pretenders "Callsigns" - RUBY, SAPPHIRE, JADE, AMNETHYST, ONYX - and made a bunch of recolours of the khan's robes to correspond to that in events. I've written some fluff text to explain that a claimant's "claim" on the imperial throne is ranked from strongest to weakest and named after a stone (Ruby - Sapphire - Jade - Amnethyst - Onyx -- AKA the 5 possible pretenders, in the order they'll spawn in and the colour of the robes they'll wear - they'll still have character names in regular events, just not in the situation log)
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In essence I've had to find a creative workaround to an engine limitation. This isn't Ideal as I've had to deviate from what I intended, and I've inadvertently made them sound like Pokémon game titles, but it is what it is, and this sounds better than saying "Pretender One-Five, or Pretender I-V" IMO.