/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.
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/r/EU4mods
Hi, is it possible to make decision that adds number of mana points scaling from development of specific province? And how to implement it?
And another question: is it possible to specify this province by a specific unit entering it?
Can this be modded in or is to deeply buried in paradox base code? It’s very tedious to take all the land as the overlord and then use the manage vassals screen to give away each province. Plus that can only be done at peace and sometimes I’m juggling multiple wars at once. One possible workaround I can think of would be to have a scripted modifier for my vassals that basically brings their modifiers up on par to whatever mine currently are.
Longer discussion of current vanilla mechanics around this https://www.reddit.com/r/eu4/comments/194uobp/war_score_cost_modifiers_should_apply_to_vassals/
`if = {`
`limit = {`
`has_country_modifier = test_1`
`}`
`add_country_modifier = {`
`name = test_2`
`duration = -1`
`}`
`remove_country_modifier = test_1`
`}`
`else_if = {`
`limit = { has_country_modifier = test_2 }`
`add_country_modifier = {`
`name = test_3`
`duration = -1`
`}`
`remove_country_modifier = test_2`
`}`
`else_if = {`
`limit = { has_country_modifier = test_3 }`
`add_country_modifier = {`
`name = test_4`
`duration = -1`
`}`
`remove_country_modifier = test_3`
`}`
`else_if = {`
`limit = { has_country_modifier = test_4 }`
`add_country_modifier = {`
`name = test_5`
`duration = -1`
`}`
`remove_country_modifier = test_4`
`}`
`else_if = {`
`limit = { NOT = { has_country_modifier = test_5 } }`
`add_country_modifier = {`
`name = test_1`
`duration = -1`
`}`
`}`
Maybe I'm just too stupid but really I see no reason why it's not working. Of course, these modifiers do exist
Basically, I have a modded religion and a mission tree for a nation with that modded religion. Three of their missions spawn CoRs in different parts of the world via event (one in capital, one in the Philippines, one in South America,) but these events only actually spawn the CoR if the nation does not already own a CoR.
However, if a different tag owns the provinces, it will spawn.
So, I know the following:
Is there a stipulation somewhere that a nation that already has a CoR cannot spawn another in their territory? If so, where can I find this?
I'm creating a mod and i want to add a special unit to a certain country but the wiki is a bit confusing and so if anyone could explain the process it would be appreciated.
Hi, I’m creating a mod that deals with different aspects of the game and many of those changes have to do with ai_chance or ai_will_do or sorts and i’d like to understand how they work because I think the wiki isn’t that thorough.
Hi, I posted on this thread 2 weeks ago about a game crash during game play due to the addition of certain provinces and the answer I got was to run it on linux or virtual machine to get the exception.log file. So I tried my best to run a virtual machine since I don't use the linux operating system. The problem is that my computer isn't powerful enough to run europa on a virtual machine. So I'm looking for a kind soul who can make my mod run so I can pass on the file. I don't have any solution to solve the problem since nothing in the mod file seems to be responsible.
If you'd like to help, please contact me: poupapy (on discord)
The mod link: https://steamcommunity.com/sharedfiles/filedetails/?id=3282324546
Thank you for your help
Hi I was wondering if it's possible to change the chance of ai nations changing their religion during the reformation.
Finally after more than a year I'm releasing my new mod Wyrd Universalis a mod centered on expanding the idea system and adding many more idea groups. The mod is in an alpha state but is playable. The mod includes 63 functioning idea groups so far including vanilla ones.
https://steamcommunity.com/sharedfiles/filedetails/?id=3322751026
So in my mod, I wanted to let the player disable colonial nations even when having their capital in Europe. I know I could add the capital to North America but is there a better way?
country_event = {
id = japanese\_culture.1
title = "random\_event\_JAPCULT1"
desc = "random\_event\_JAPCULT1\_desc"
picture = RELIGIOUS\_CONVERSION\_eventPicture
mean\_time\_to\_happen = {
months = 200
modifier = {
factor = .9
}
}
trigger = {
culture\_group = japanese
NOT = { primary\_culture = arasuko}
any\_owned\_province = {
OR = {
area = western_alaska
area = hecate_strait
area = alaska_panhandle
}
OR = {
culture = togoku
culture = japanese
culture = kyushuan
culture = kinki
culture = kanto
culture = chubu
culture = hokuriku
culture = shikoku
culture = ryukyu
culture = hokkaido
}
}
}
immediate = {
hidden\_effect = {
every\_owned\_province = {
OR = {
area = western_alaska
area = hecate_strait
area = alaska_panhandle
}
culture_group = japanese
}
change\_culture = arasuko
}
}
option = {
name = "JAPANESE\_CULTURAL\_DRIFT\_1"
ai\_chance = { factor = 100 }
}
}
I have been trying to make mods for a few years now, but whenever i put in a nation through an event or mission they always end up having a weird block-like fog around several nations. This happens both here in anbennar and in base eu4 for me and i have no idea how to fix it.
I already implemented the following code to try and fix it but it only worked somewhat, the main issue still remains. I suspect is has something to do with the tech type, as that is what determines what is discovered.
the code:
south_salahad_superregion = {
discover\_country = LI1
}
east_sarhal_superregion = {
discover\_country = LI1
}
south_sarhal_superregion = {
discover\_country = LI1
}
west_sarhal_superregion = {
discover\_country = LI1
}
Hey everyone Sambin0 here! Wasteland is a total conversion mod that transforms the americas and parts of europe into a post-nuclear wasteland inspired by games such as Wasteland, and Fallout.
This is the mod's first playtest.
the goal of the playtest is to check a few things that i will list here
There are 5 nations with mission trees. they are Bradfordia, The frontier, Guardians Of the Old Ways, Blatti, and Topeka.
Some of the things we have done are
-custom religions
-custom icons
-custom flags
-custom localization
-custom mission trees
-about 200 provinces added
-moved hre and mandate to south america
-custom loading screen art
-new soundtrack
-custom national ideas
-custom events
-custom map
The mod is on the steam workshop under "Wasteland" feel free to download it there :)
The Wasteland team is looking for modders who want to join the team! please consider joining the discord at https://discord.gg/S25b59z5JN to apply.
So I create a mod to add a bunch of new provinces and every thing seems fine until a province that I haved made will crashe the game few years after the start of the game (no matters the speed of the game). If the provinces dosn't exits (have no pixel on the map) the mod will work fine. But more and more provinces provoc crashes. I tried a lot of thing and search in every files but nothing seems to be the cause of something, even the error logs can't tell me something usefull. It's not the area, terrains, climat, continent...
It's been about 120 hours I work on it and 30 hours was just to tried to figure out why.
If you want to see by yourself, the link of the mod : https://steamcommunity.com/sharedfiles/filedetails/?id=3282324546
So yesterday I reverted to 1.30 to make the game run faster on my potato laptop. I modded some parts of the game(static modifiers, ideas and defines) and encountered a problem; as some modifiers were added in the newer versions of the game, I couldn't do what I wanted so I went into the files trying to find a "Base" to no avail.
So what I need to know is if I can add entirely new modifiers and if so How?
Thanks in advance.
Edit: so there seems to be a "max_flagships" string in the executable, I'm gonna try to decompile eu4.exe and see if I can find anything there.
I saw the province control system from EU5 and wanted to try to recreate it in EU4, but am having some slight trouble figuring out how exactly to do it.
The idea is that the farther away from your capital a province is, the less control you have over it, which can be remedied with things like roads or, in the case of coastal provinces, naval presence.
I wanted to ask if it's even possible to have something like this in EU4, with control obviously just being replaced by minimum autonomy.
My take would be some magic in common/triggered_modifiers, but I'm not sure of the performance impact of having that execute for every province in the world every month. Is there another way? And how would you replicate naval presence?
Sorry about the fact that I don't really know what I'm talking about, I'm super new to EU4 modding :(
I've looked through past posts but didn't see an answer. Sorry if I missed it.
I'm making custom reform icons for my mod, 57x57. Nothing else seems to work. But, they are poking out of the frame a bit. I tried different sizes but they havent worked for me. Any ideas how to fix this?
I'm currently trying to go from eu4 to vic3 but unfortunately after I put everything it just tell me: copy failed - could not find mod folder: Eu4toVic3/output/New_Roman_Era_(N.R.E.1) P.s. the folder mod didn't exist so I created it because of an old post of a guy with my same problem.
Hii, to prefix this I’m sorta newish when it comes to model, graphic modding and so on.
Recently while playing I noticed that not all DLC unit models use the “new” cannon models. For an example, none of the unit models in the Emperor Content Pack use the proper cannon models which is slightly annoying…
I would like to create a fix for all the missing cannon textures but I’m not really sure where to start, the old release textures are really bad compared to the new ones.. So if anyone has an idea I’d appreciate the input.
(I apologize for any grammar mistakes, I’m Hungarian…)
I converted my CK2 campaign to EU4, using the official conversion DLC, and I just opened it up in EU4 to start playing. I've already tweaked some of the provinces to better match with how things were at the end of my CK2 run, but now I've noticed another discrepancy. During CK2 I successfully completed the Build the Third Temple event in Jerusalem, and now EU4 wants me to pay 4000 gold to build it again. Is there something I can do in the mod files to tell it that the Third Temple has already been built?
Hey all, ive got this problem where ideas would not change when switching tag after an event decision.
I've got immediate effect adding the new tag cores:
immediate = {
hidden_effect = {
2806 {
owner = {
every_owned_province = {
add_core = PCR
}
}
}
}
}
And the first event option would be switching tag to PCR (the new nation):
option = {
name = "pcr_x_spaEventOption1"
ai_chance = {
factor = 95
}
hidden_effect = {
2806 {
owner = {
every_owned_province = {
add_core = ROOT
}
}
}
}
2806 {
owner = {
release = PCR
}
}
PCR {
change_government = republic
set_capital = 2806
add_government_reform = civic_republicanism_government
adopt_reform_progress = ROOT
change_religion = ROOT
change_primary_culture = ROOT
discover_provinces = ROOT
2806 = {
build_to_forcelimit = {
infantry = 0.6
light_ship = 0.3
}
}
define_ruler = {
name = "Pedro"
dynasty = "Gonzalez"
adm = 2
dip = 5
mil = 2
}
}
switch_tag = PCR
2806 = {
build_to_forcelimit = {
infantry = 0.6
light_ship = 0.3
}
}
swap_free_idea_group = yes
swap_non_generic_missions = yes
add_treasury = 200
}
I've tried doing in through the default tag switching event (it does not fire for some reason), tried putting swap_free_idea_group = yes inside the PCR {}, before switch_tag = PCR, after... i dont even know.
But if i do switch tag through a Decision, it works fine
Any ideas why?
Hey all,
Im making an alt his mod (colonial nation with a republic gov form)
There is an event that if your ruler is for example cattholic and state religion is protestant, it gives positive opinion with all catholic nations. I want to disable that event for my colonial nation.
When a colonial nation changes religion to eg protestant, all future rulers (at least in the republic gov form) will be catholic. How to make every ruler of State religion?
Is this even possible? And if so, how to do it?