We sadly can't just add a new entry in a new file, because we also need to remove/replace the USA-related data in these as well. Now let's tinker with history files so Ohio appears in-game.Ĭountry control of a state is defined in a couple history files, found in the following directories:common\history\buildingscommon\history\popscommon\history\statesAll three of these will need the base game files copied over. Open it up, and we'll paste text like this bad boy into it: Wow! Inside our mod's "common\country_definitions" folder, we're going to make a little file I've arbitrarily called "ohio. This mimics the path of the base game (that "Victoria 3\game" bit), so when the game reads this mod and tries to figure out how it interacts with the base game, it doesn't scream and die. In V3, country definitions are stored at "Victoria 3\game\common\country_definitions", so in our "It's Ohio! "ĭirectory we're going to make a "common" folder, and then a "country_definitions" folder within that. The key thing with how to set up a mod is that you have to essentially copy the paths used in the main game, so the game reads everything right. "Mucking with filesLet's start defining Ohio. ] \Paradox Interactive\Victoria 3\mod\It's Ohio! Go back to the main directory, so that you're looking at "[. If you want to tinker with that stuff later, go on ahead, but we're not gonna touch it for this. That folder and file is where all the data is stored that the launcher reads when checking out the mod, including the mod's name, version number if you wanna be fancy, and so forth. metadata", with a single file inside that, called "metadata. Inside that directly, you're gonna find a folder named ". In my case, and in most of your cases, that'll be in some place likeFound the directory? Good. Slam that create button, and the launcher will create a new directory in your mod folder wherever your savegames and such are stored. Yeah, let's just make one country and make it show up in-game, that'll be a good test of all this stuff. Let's make something simple, shall we? How's about we make a country out of Ohio. If you click "Mod tools" in the middle, you'll be greeted with a prompt to create a new mod if you haven't got any yet, otherwise you'll have to find the button on the menu and click it to bring up the Create new mod prompt. From the Mods menu, you'll be greeted with three buttons. If you look in the upper-left of the launcher, you'll see four little options: Home, DLC, Mods, and Game settings. When you fire up Victoria 3, you'll be greeted by the game's launcher. If that stuff still leaves you a little baffled, don't worry about it! We're gonna walk through the basics of making a whole mod, from the first point of creation to actually running the darn thing. If not, I will happily let Crusader Kings 3 explain a bit about how scripting in Jomini works. If you know how those games tick scripting-wise, you're 90% of the way to knowing how to make a V3 mod. Starting with the launcherFirst thing's first: the way the innards of Victoria 3 operate is similar, but not exactly the same as, Crusader Kings 3 and Imperator, since they're all derived from the Jomini engine we also use. There's all sorts of mods out there! And, hopefully, by the time you've finished reading this dev diary, you'll know how to create the start of your own mod for Victoria 3, too. I've seen sweet little mods that just add a person's pet as a graphic, or even one that I spotted on Hearts of Iron's workshop page as I wrote this that added in a dearly-departed office cat as a replacement for Joseph Stalin. Some mods are total overhauls, some are just simple little tweaks. Modding is a whole world of things in Paradox games. Hi folks! I'm Mike, one of the Game Designers who specializes in content for V3, and today we're going to talk about the delights of modding.
0 Comments
Leave a Reply. |