/r/EU4mods

Photograph via snooOG

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.

  • Share mods
  • Get help with mods
  • Find new mods
  • and more

Rules:

  1. Please flair your posts.
  2. Please keep posts related to EU4 mods
  3. If you are forming a mod team here, you can't just be the "idea guy"
  4. Please follow reddiquette
  5. If you are adverting a mod, please don't do it too often.

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/r/EU4mods

3,481 Subscribers

1

How to change colonial maintenance cost?

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.

2 Comments
2024/11/19
21:11 UTC

3

Any mod for getting permanent claims all over the world?

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?

1 Comment
2024/11/18
12:46 UTC

1

Modded Mission Tree breaks when loading save

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.

3 Comments
2024/11/17
17:31 UTC

5

Population demographic for the upcoming mod wasteland

3 Comments
2024/11/17
14:36 UTC

1

Game Crash on Overlord of Custom Subject Type Annex

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
7 Comments
2024/11/17
05:48 UTC

3

[MOD RELEASE] Hi everyone, this is my first mod: Capital & Monuments Plundered!

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:

  • Plunder or Protect: Loot Monuments for resources or safeguard them for bonuses.
  • Unique Siege Options: Choose to exploit, downgrade, or celebrate Monuments you capture.
  • Monument Surveyors: Specialists to help you manage upgrades and reduce plundering impacts.
  • AI Adaptability: The AI makes Monument-related decisions based on ruler traits.

Requirements: Leviathan & Cradle of Civilization DLC.
Let me know what you think – feedback is welcome! 🎮

https://preview.redd.it/1d3npg1b891e1.png?width=1112&format=png&auto=webp&s=6c938211b09b2a3bdcbf308fa5c22e31b57f41e3

https://preview.redd.it/orq3ohsd891e1.png?width=1108&format=png&auto=webp&s=bd8e925a3d9a2522ec5b75f3f4f46ea982fd8cd6

https://preview.redd.it/3xg2ufte891e1.png?width=1098&format=png&auto=webp&s=5b010ce787fc451347d6ae2dc1de70b92e63c093

Steam workshop link

Paradox link

2 Comments
2024/11/16
12:09 UTC

1

Submodding tool?

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?

1 Comment
2024/11/12
19:27 UTC

1

How to Get Centers of Reformation to Spawn Past Age of Reformation? (Warhammer 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?

2 Comments
2024/11/12
16:40 UTC

3

How can I get rid of natives?

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.

5 Comments
2024/11/12
09:08 UTC

3

Help with an effect.

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.

2 Comments
2024/11/10
06:30 UTC

2

Changing unit models

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?

5 Comments
2024/11/07
22:51 UTC

1

Freezing during "Initializing Maplogic" - Total Conversion Mod

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. You need to have at least one adjacency in adjacencies.csv, and also this as the last line in the file: -1;-1;;-1;-1;-1;-1;-1;-1;
  2. There's a bug in the current version of EU4 where setting 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.
  3. The first line of definition.csv, before you start listing the provinces, needs to be this: province;red;green;blue;x;x
  4. You need to have at least one pixel of each tree type in trees.bmp.

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?

9 Comments
2024/11/04
00:36 UTC

5

Elder Scrolls Universalis - Knightly Orders

1 Comment
2024/11/03
12:54 UTC

3

Vcitoria 3 map mod

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

https://preview.redd.it/7io170q4jcyd1.png?width=1920&format=png&auto=webp&s=4797bfc4a0b6c91e303cc9eddda79140ab43504f

2 Comments
2024/11/01
20:02 UTC

3

Tech group modding

How do i make it so a certain tech group has coring/government capacity penalties

9 Comments
2024/11/01
19:42 UTC

5

Defines and other ini tweaking

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

6 Comments
2024/10/29
20:18 UTC

2

Excommunication and Crusades

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.

1 Comment
2024/10/29
00:51 UTC

1

Changing country flags via event/decision

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.

4 Comments
2024/10/28
07:45 UTC

5

Is it possible to make a mod that increases the cost of annexing unclaimed provinces?

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!

2 Comments
2024/10/24
21:11 UTC

2

Modding help

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

4 Comments
2024/10/21
19:25 UTC

8

Elder Scrolls Universalis - Reachmen Missions

4 Comments
2024/10/20
10:49 UTC

1

Eu4 Color picker

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?

1 Comment
2024/10/19
22:20 UTC

3

Is There a Mod to Hide Things Like AE, Uprising Progress, Etc.

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)

1 Comment
2024/10/18
13:48 UTC

3

eu4 mission branching

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

		`}`

https://preview.redd.it/69epqlrazavd1.png?width=541&format=png&auto=webp&s=8bfdd5e20bdd2be4f501c7050d69929602aaecae

5 Comments
2024/10/17
11:43 UTC

2

trigger switch causing crashes w/adm_tech in scripted effect

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.

0 Comments
2024/10/15
18:13 UTC

13

Elder Scrolls Universalis - Falvour Factions

1 Comment
2024/10/13
11:17 UTC

1

Asking for help with disabling monument relocation by ai.

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

1 Comment
2024/10/12
12:58 UTC

1

I can't mode the game

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)

https://preview.redd.it/tnkh3swpq7ud1.png?width=1588&format=png&auto=webp&s=6b841835a1f2dd4b7868f5cf8bbeea1bac76491b

8 Comments
2024/10/11
23:39 UTC

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