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Remove mod from hearts of iron 51/28/2024 This could be a common occurrence for all of your events and this would require all of those event options to have the following trigger: One of the later additions that we’ve ported over is scripted effects and triggers which function is that you can basically macro that can be referenced in the various script files of the game that will execute a whole block of an effect or a trigger respectively.Īn example of this could be that you might want to show one event option for Germany's neighbors that they are not in a faction with and a different event option for the rest of the world. Therefore we try to take the good practices that has been introduced in our other games and integrate them to all of our titles. We’re continuously trying to improve the user-friendliness in our script language itself. We of course still have the beloved debug dog to bark at you when something is wrong. We hope this can be a useful tool for new modders to find what they’re looking for and old modders to discover hidden possibilities. This will print a list of all the triggers and effects we have in the game along with a small description of how they are used. ![]() One of the small help functions we’ve put in is the console command “trigger_docs”. For example focus trees will reload with your changes making it really quick and easy to work with making them and not forcing you to restart the game all the time. You can reload interfaces (even automatically as the game will check if files are modified and you will see changes instantly ingame) as well as several game systems. Using the launchers mod tool will allow you to create an empty mod for the game without any hassle and without even starting the game.Īnother thing we have put a lot of effort into is reloadability. Getting started with the creation of mods are now easier than ever before! The game is also much better at letting you know when you have made mistakes and everything that can go wrong will usually let you know with logs etc. We have also decided to include the tool we use (more further down), and while it is provided as-is and not really polished compared to the real game its very useful. In HOI4 all these things are in soft code, or part of scenario script setups making it a much better platform for cool mods. That meant not hard coding things (HOI3 had a lot of hard coded logic and references to certain nations). When starting out we decided we wanted to make HOI4 our most moddable game yet. ![]() Hi everyone, this weeks diary is going to get really technical! We will be talking modding and improvements we have made for the modders in HOI4.
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