/r/EU4mods

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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

3,420 Subscribers

5

Mana points scaling from development of specific province?

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?

9 Comments
2024/09/09
23:19 UTC

1

Modding to use war leaders war score cost when giving land to vassals in a peace deal

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/

1 Comment
2024/09/09
20:20 UTC

4

How do I fix this as I try to load to test my mod?

2 Comments
2024/09/08
15:56 UTC

1

Can anyone explain why is it not working?

`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

7 Comments
2024/09/08
12:12 UTC

4

Added Centers of Reformation for my modded religion, but more than one cannot be added to the same country via separate events. If another country owns the province, it will spawn.

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:

  • The Centers of Reformation work. They will spawn and convert religions.
  • The event to make them spawn in the specified province ID works.
  • All 3 CoRs can exist at the same time, but they will not be spawned in unless a nation that does not already have a CoR owns the province.

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?

7 Comments
2024/09/06
00:24 UTC

2

How to create special units

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.

3 Comments
2024/09/05
15:27 UTC

3

[EVENT] Modathon Season 3 Showcase – This Saturday!

0 Comments
2024/09/03
19:55 UTC

1

Modding Help

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.

2 Comments
2024/09/02
15:08 UTC

1

Help me with my mod

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

0 Comments
2024/09/02
14:38 UTC

2

AI religion change chance

Hi I was wondering if it's possible to change the chance of ai nations changing their religion during the reformation.

1 Comment
2024/09/02
09:37 UTC

2

Looking for play testing for my new mod Wyrd Universalis

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

0 Comments
2024/09/01
23:55 UTC

1

Disable colonial nations for a certain country

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?

6 Comments
2024/09/01
16:58 UTC

2

3rd Season of the EU4 Modathon - Check Out the New Mods!

0 Comments
2024/09/01
07:44 UTC

2

My event doesn't seem to be working in game. The localization runs fine but the effects don't take place in game. If somebody could take a look it would be very helpful. All of the cultures you see are already put into the game

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 }

}

}

3 Comments
2024/08/30
02:57 UTC

1

Weird Block-like fog around nations

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

		}

The blocky fogs

1 Comment
2024/08/28
11:56 UTC

5

Wasteland is looking for play testers!

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

  1. to see if the mod is still in line with the base games core feel
  2. to see if the missions/religions are "fun"
  3. to detect what is missing from the game (ie estates and localization for governments)
  4. to detect bugs in the game
  5. come up with ideas for lore
  6. find things to localize to fit the flavor of the mod

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

  • made great lakes traversable

-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.

0 Comments
2024/08/20
00:10 UTC

2

Why some province make my mod crash ?

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

1 Comment
2024/08/19
14:17 UTC

1

🌟 Announcing the Teams and Projects for the 3rd Season of the EU4 Modathon! 🌟

0 Comments
2024/08/16
20:46 UTC

1

How to add an entirely new modifier

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.

4 Comments
2024/08/15
14:31 UTC

2

Province control

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 :(

10 Comments
2024/08/12
22:11 UTC

1

Reform Icon Won't Fit In Frame

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?

6 Comments
2024/08/11
23:19 UTC

2

I need help with the converter

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.

0 Comments
2024/08/11
10:16 UTC

1

EU4 Modathon Season 3 Signups are live!

0 Comments
2024/08/10
16:05 UTC

1

EU4 Cannon models

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…)

0 Comments
2024/08/09
16:49 UTC

2

setting an event to "already happened"?

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?

1 Comment
2024/08/09
12:41 UTC

1

Ideas do not change during tag switch using event

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?

2 Comments
2024/08/07
20:56 UTC

4

How to disable a certain event for a specific country? How to make every new ruler of State religion?

Hey all,

Im making an alt his mod (colonial nation with a republic gov form)

  1. 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.

  2. 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?

5 Comments
2024/08/06
16:39 UTC

1

Custom vassal interactions without DLC

Is this even possible? And if so, how to do it?

1 Comment
2024/08/03
21:42 UTC

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