/r/EU4mods
All things EU4 Mods related. If you are new to modding or want a place to share your mod this your place.
Feel free to ask questions on developing a mod, getting feedback, or even ask if a mod already exists.
/r/eu4 - The main eu4 subreddit.
/r/paradoxplaza - For more paradox stuff in general.
/r/eu4maps - If you like maps, check this sub out.
/r/EU4mods
I'm just starting with EU4 modding and I want to change the base cost of colonial maintenace but I can't find where in the files I can change it. I would appreciate any help.
Hi, I just created a custom nation and now I have to fabricate claims everywhere and wait 3 years to declare any war. Is there a mod that grants claims all over world or any piece of code that I can insert into the files?
Hi yall, I'm pretty new to this, but I've been trying to mod a mission tree for Orleans and I keep running into this issue where the tree loads fine when starting a game, but if I try to save and reload, then the tree breaks, and some missions don't show up at all while others show up multiple times. I uploaded the files to GitHub here for reference.
I'm hoping this is just some stupid typo or something, because I haven't been able to find anyone else with this problem, but I can provide any additional information if somebody is willing to help me here.
The only idea I have is that it might stem from this other issue I have been having, where the paradox launcher warns me that the mod is for the wrong game version, despite the version in the .mod file lining up exactly with the game version in the launcher.
Hello!
I've added a custom subject type similar to an appange (full code in the comments). However, whenever the overlord of this subject is fully annexed, the game crashes. Below is the exceptions.txt data.
Any ideas?
2 ??? 0x0000000000000041 0x0 + 65
3 eu4 0x000000010093719f _ZN11CDependency9OnDisableEbb + 179
4 eu4 0x000000010093705d _ZN11CDependency8TransferE11CCountryTagS0_ + 37
5 eu4 0x00000001002b8970 _ZN8CCountry14ClearRelationsE11CCountryTag + 2520
6 eu4 0x00000001002b9e6e _ZN8CCountry22NotifyLostLastProvinceE11CCountryTag + 2660
7 eu4 0x00000001008e14ce _ZN9CProvince8SetOwnerERKNS_19SSetOwnerParametersE + 4802
8 eu4 0x00000001008ee21d _ZN9CProvince7ConquerE11CCountryTagRK8CEU3DatePKcbRK14SConquerParams + 633
9 eu4 0x0000000100248950 _ZN8CCountry5AnnexE11CCountryTagbbbbbb + 2828
10 eu4 0x000000010085560e _ZN11CPeaceOffer13Execute_AnnexER6CArrayINSt3__14pairI11CCountryTagS3_EEE + 1404
11 eu4 0x0000000100850694 _ZN11CPeaceOffer7ExecuteEv + 6052
12 eu4 0x00000001004ca04d _ZNK19CRequestPeaceAction14ExecuteDerivedEv + 5411
Hey folks! 👋 This is my first mod, so be kind!
Capital & Monuments Plundered makes Monuments a bigger part of your gameplay. You can plunder enemy Monuments during sieges, protect and upgrade your own, or even exploit them for short-term gains.
Key features:
Requirements: Leviathan & Cradle of Civilization DLC.
Let me know what you think – feedback is welcome! 🎮
Title. Recently finished a campaign I enjoyed a lot and want to continue playing it with a mod like extended timeline that adds a lot of flavor for the 19th, 20th and 21st centuries. Is there a "converter" to extended timeline or would I need to manually change the province files from the mod?
Hello! I'm programming in the End Times, and I'm re-flavoring Centers of Reformation as Chaos Gates.
However, it seems that centers of reformation can only be spawned in the Age of Reformation and before. In the mod, the Age of End Times comes after the Age of Reformation.
Am I missing something? Or is there some way around this?
How can I get rid of all the natives in the world? I saw this multiple times in Chewbert's videos and I wondered if maybe this could help with some performance when I'm playing.
I tried something like this, but it's decolonising random countries:
every_country = {
limit = {
government = tribal
}
every_owned_province = {
cede_province = ---
}
}
Could somebody help me figuring this out?
EDIT: So apparently it was very easy, just change "tribal" with "native" (thanks u/RcTestSubject10), the only annoying thing is that you need to run this command multiple times to delete all of them.
I am currently trying to create an effect that would change all vassal subject types you hold into personal unions. What I'm currently working with is:
effect = {
create_union = {
every_country = {
limit = {
is_subject_of_type_with_overlord = {
who = HAB
type = vassal
}
}
}
}
}
My current problem is that when testing it in-game, all it does is show a pop-up of me creating a personal union with myself with no effect. When I hover on the decision I am using to trigger the event it shows the vassal nation, so it is recognizing it, just not targeting it for the create_union effect. How would I fix this? Bonus points if you can also tell me how to make the "who =" part target the nation triggering the decision, as I currently cannot get that to work either and am just using HAB as a placeholder.
If I want to swap the vanilla Spanish units to The Knights one (I like the unit model)
I tried everything but it won't change model on the said Spanish models
Which file should I tweak for Spanish units use the Knights unit models instead?
Hello! I'm currently trying to make a total conversion mod. However, it keeps on freezing when I reach 'Initializing Maplogic.' I've already looked at the checklist in the EU4 wiki and I've scoured the internet for possible solutions. One of the most common ones I've seen is this:
-1;-1;;-1;-1;-1;-1;-1;-1;
max_provinces
 in default.map below a certain number causes crashing/other issues. Setting max_provinces
 to 4970, the number that it is in the base game, is the current solution to that problem.province;red;green;blue;x;x
However, the problem seems to be none of these. My river map also has a river. My error log has nothing but '[map.cpp:104]: Area is missing name! Key: *insert area name.*' As for folders, I only have the map folder, a localization folder for the provinces + areas, and then a history folder for provinces. I've also tried replacing paths, but that doesn't seem to work. What else do I need to even launch the game?
i want to know if its possible to make a mod of the victoria 3 map style for eu4, so far i've only found attempts to do that but with vicky 2
How do i make it so a certain tech group has coring/government capacity penalties
I am seeking to make AI not only form a coalition against me even if I am the most powerful nation. But the issue is I don't know which file or line in the defines I should modify for ai to both form a coalition and add me as rival
So, like
Where exactly are they.
Looked in diplomatic_actions, looked in new_diplomatic_actions, looked in the scripteds, looked in on_actions, they're nowhere to be found.
Either my game's cracked or something is going on.
All I really want to know is how to keep them enabled after the age of reformations after a certain mission has been completed.
Hi, I am new to modding and I want to make a mod which has new flags for each country and I had an idea of having different flags for the same country in one run based on some criteria like different flag for Habsburg and not Habsburg Spain, or more stars in the US flag if they expand. Is there a way to do this with events, decisions, or maybe missions? And possibly without tag changing.
I basically want to make a mod that increases the war score cost of taking provinces that dont have a claim, prefferably for every CB except Imperialism, Nationalism etc. Help would really be appreciated. Thanks!
How do you make countries/religions spawn in at certain dates trying to remove things from the mod I'm making a submit of before I add some it back
I cannot find a color picker that works (the ones that are in the Paradox forum and Widows app). Does anyone know which one works?
Are there any mods that hide things that wouldn't have been known in real life like:
Aggressive expansion
Other countries stats (I shouldn't be able to know their exact army size in real life for example)
Fog of war for areas that allies can see but you can't (I shouldn't be able to know where a bunch of stuff is in real-time)
Uprising progress
I'm just trying to make a more realistic game that is more unpredictable (like real like)
How do i make a missionbranch like the centralized/decentralized in the BYZ tree
BYZ_theme_system = {
icon = mission_pf_soldier
required_missions = { }
position = 14
provinces_to_highlight = {
}
trigger = {
army_size = 25
OR = {
manpower = 20
manpower_percentage = 0.8
}
has_mil_advisor_2 = yes
grown_by_states = 10
}
effect = {
add_mil_power = 150
custom_tooltip = " "
enable_branching_mission_review = {
key = BYZ
ai_event_id = MEE_Byzantine_Events.28
}
custom_tooltip = " "
country_event_with_insight = {
id = MEE_Byzantine_Events.27
insight_tooltip = BYZ_unlock_theme_system_reform
}
}
}
This is the important part, when i copy this and place it in my event I get the requirement in the picture below, but the the review menu never showed up
enable_branching_mission_review = {
key = BRI
`}`
I'm trying to write an effect that sets a variable based on tech level (my end goal is to get the tech time penalty exported to a variable for some further manipulations, but ). I thought the most efficient way of doing this would be a scripted effect using a trigger switch that checks for the tech level and sets the variable to corresponding penalty for that year, along the lines of:
testmod_timevalue_EFFECT = {
[[suppcalc01]
trigger_switch = {
on_trigger = adm_tech
32 = { set_variable = { which = testmod_year_tech_adm value = 0.300 } }
31 = { set_variable = { which = testmod_year_tech_adm value = 0.299 } }
...
5 = { set_variable = { which = testmod_year_tech_adm value = 0.017 } }
4 = { set_variable = { which = testmod_year_tech_adm value = 0.007 } }
}
]
}
But this code causes the game to crash while it's loading (error file empty). I thought maybe adm_tech wasn't a proper trigger, but it I put "adm_tech = 4" into an event trigger, and it works just fine. The wiki says that a trigger switch can only take the easier triggers, but the adm/dip/mil_tech triggers seem pretty basic. So is it the trigger switch? Really can't figure it out, amateur that I am.
Hi, I am looking to make a mod that makes it so AI either are not able to move monuments at all or significantly less likely to do so, not really sure where to start with this. If at all possible it would be ideal to not have to change each monument specifically. Thanks for your help
I can't mode the game no matter what i do. I looked at the official forums and those didnt help. Reinstalled my game multiple times and it didnt help. I came here to ask if anyone else had the same problem as me and somehow fixed it. (this problem isnt only for this game, i cant mod other games like skyrim and subnautica aswell)