This can be used in event modding to display a warning to the player.īelow are some examples mod files, depending on the category of the mod: List of expected checksums for which scripting condition supported_checksums will evaluate to true.
Warning: don't forget quotes for tags that contain spaces. Image under mod folder to serve as banner for Steam Workshop (will be displayed as 268px × 268px JPEG) "\"Mod with space in name\""ĭependencies = If the name of the dependency includes space, you have to enclose the name in escaped quotation marks. This is simply a way for the mod file to tell the launcher which files should be loaded first. A dependency is not a hard requirement you do not need a dependency loaded if the mod has one set. The other mod will be loaded first, allowing the 2nd mod to override some files (otherwise the 1st mod would win). Tells the launcher that another mod has to be loaded before this one. Unless you are sure you do need replace_path, you almost certainly don't.replace_path is ignored when installing mod in the old Crusader Kings II\mod folder, hence why user mod folder must be used.To reduce mod size and improve mod compatibility, it is usually best to minimize the amount of folders that are replace_path.For instance, replacing "history" does not replace "history/characters" as well. replace_path only affects files in the specified folder, not files in sub-folders within that folder.To overwrite a file, just create a file with the same name in the mod. replace_path works with folders, not files.This is the only way to effectively remove stuff from vanilla, and is most often used for total conversion mods. Tells the launcher to override everything in a folder, and load ONLY from the specified paths inside the mod.
This is the format used for mods downloaded from the Steam Workshop, but when uploading a mod to the workshop, path structure must be used instead. It is relative to ~\Documents\Paradox Interactive\Crusader Kings II\ folder. Warning: do not set user_dir for sub-mods of a main mod, as all user_dir of active mods are concatenated.ĭefines a zip-file instead of a folder. This can be useful for mods incompatible with vanilla saves (because of new titles, flags, religions, cultures, buildings, etc.), so that things don't get mixed up. Tells the launcher to store saved games and temporary files in a specific folder. mod file must not contain any white-spaces, otherwise it will not auto-select when re-starting the launcher.ĭefines the name that shows up in the launcherĭefines which folder is the mod's folder.
Note that folder and file names are case sensitive on Mac and Linux. The mod data must have the same file and folder structure as if it was along with CK2game.exe in the game directory.
the mod folder or zip containing the mod data.mod file, to tell the launcher what to do with the mod-folder. Mods are located in folder ~\Paradox Interactive\Crusader Kings II\mod, which must contain: If creating a mod for the first time, see the detailed guide about creating a mod. Sublime Text: Syntax highlighting for Sublime Text 3.Here are text editors with CK2 language support: Use comments starting with # character, to remember reasons for writing tricky stuff.Vanilla uses 1 tab for indentation rather than spaces. Indent properly to easily spot unclosed curly braced.Use ANSI (Windows-1252) encoding for text files.
In case of a modding team, consider using a source control system like GitHub to act as backup and also manage collaboration. Backup your work to avoid losing everything.