Mod folder

From Europa Universalis 3 Wiki
Revision as of 19:31, 12 December 2014 by Meneth (talk | contribs) (→‎See also: Remove import category)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

This article is accurate for the latest versions of EU3, Napoleon’s Ambition, In Nomine, Heir to the Throne and Divine Wind.

The mod folder is the game directory where mods are stored. In vanilla, the folder was not made when the game was installed. Instead you needed to make this mod folder yourself or download a mod that will install the correct directory structure. However, this is not true in the recent expansions, where the mod folder is premade using a dummy text file.

Installed mods

You can have more than one mod in the mod folder. The game launcher will detect all mods that are properly made in this folder and let the user pick which mod to play. Anything you add here will not replace the original game files. To keep your mod organized you should add readme files only in the modname1 or modname2 directory. This way if you have more than one mod in your mod folder it does not become a mess and you know that all readme and other files are in the modname1 or modname2 folders. If you choose to, you can place readme files in this mod directory. EU3 only looks at .mod files and folders in this directory. Mods do not have to be numbered as the game launcher does not require them to be. The example .mod files here are just numbered to provide an example of different mod names.

Example

In this example we will use modname1 and modname2. These two folders represent mods, these folder names can be changed to anything. The subfolders in the mod folder need to be named the same as the .mod file. The name you choose will be what you see in the game launcher. One .mod file and one folder with the same name for each mod is all that is needed in this directory.

Layout

Mod folder

The .mod file should have the same name as the subfolder in the Mod folder. The example mod is named modname1. The .mod file can be edited using any basic text editor. The name of the mod is indicated by the first line in the code below. Where the mod adds new content, such as new missions or events the extend command is used. Finally the replace command is used to overwrite in game content with entirely new content. The .mod files are arranged as shown below. The contents of an example .mod file are shown below the layout information.

  • mod\modname1.mod
  • mod\modname2.mod
 name = "modname1"
 extend = "common"
 extend = "decisions"
 replace = "map"

sub-folders

The modname1 folder contains everything that is needed for a mod. Only folders that are needed for the mod should be added. As an example, if a mod only contains events then there should only be an events folder in this directory. Keeping only the folders and files that the mod needs will reduce the load time of the game because the game does not have to sort through folders and files it does not need. Folders used by a mod that are in the modname1 folder need to be declared in the mod\modname1.mod file.

  • mod\modname1 folder
  • mod\modname2 folder

See also