How To Install Eu4 Mods

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  1. How To Install Eu4 Mods Without Steam
  2. How To Install Eu4 Mods Without Steam
  3. How To Install Eu4 Mods Without Steam

Modding, or creating mods, is the act of modifying the behavior of the base game (often referred as vanilla), either for personal use, or to release publicly to other players, for instance via the Steam Workshop.

As for all Paradox games, Crusader Kings II is moddable to a great extent.

Motivations of modders may vary widely: better translation to native language, more events or decisions, better map, major overhaul, etc.

Modding is not magic or heresy, anybody can learn to build a mod, and this guide is intended to lower the entry barriers to the world of CKII modding.

Consider downloading the Extended Timeline mod or another mod from the Steam Workshop and playing with it. The extended timeline mod is easily the most popular EU4 mod - it adds an almost uncountable number of nations to the game as well as about 9,500 years. First, go into documents, then Paradox Interactive, then Europa Universalis IV. Once you’re in the folder, create a folder called “mod”. Now put all your mods (zip files, mod files etc.) in here! Well that never happened. Turns out that even though I never got the message of it telling me that it was installing the mods it was still downloading them, I just had no way of knowing. So if your mods are not installing, just launch the game and let it sit at the launcher for a few minutes; even if it looks like it's not doing anything. Helpful tools can be found in the Dropbox folder (Europa Universalis IV Mod Tools). Including a list of Scopes, Triggers, Modifiers, Effects and Localisation Strings for scripting parts of the mod. The Dropbox folder is shared to everybody part of the mod team, others not part of the team do not get access until they're added to the mod team. Iron Universalis is a total conversion mod which will begin Europa Universalis in 1935 during the invasion of Ethiopia. Several events and decisions have.

Yet, however good the documentation, there is still a learning curve to it, and it cannot replace the need to read some working vanilla code and do lots of trial and error!

  • 3Mod structure
  • 8Advanced tips

Guidelines[edit]

  • Create a mod for your modifications: create a personal mod even for small changes, and never modify directly game files in Steam CKII folder, as they may be overwritten without warning.
  • Use a good text editor to edit files and search into multiple files. See text editors.
  • Validate your mod with The Validator, it will save you a lot of pain and time troubleshooting crashes and bugs.
  • Minimize overwrites of vanilla files by adding separate files and loading from folders whenever possible, to improve mod compatibility and maintenance.
  • Use a proper merge tool, to merge between folders, and update modified vanilla files to a new vanilla patch.
  • Backup your work to avoid losing everything. In case of a modding team, consider using a source control system like GitHub to act as backup and also manage collaboration.
  • Use ANSI (Windows-1252) encoding for text files.
  • Indent properly to easily spot unclosed curly braced. Vanilla uses 1 tab for indentation rather than spaces.
  • Use comments starting with # character, to remember reasons for writing tricky stuff.

Text editors[edit]

Here are text editors with CK2 language support:

  • Notepad++: CKII language file
  • Sublime Text: Syntax highlighting for Sublime Text 3
  • Atom: language-crusader-kings--i-i

Mod structure[edit]

Mods are located in folder ~Paradox InteractiveCrusader Kings IImod, which must contain:

  • the .mod file, to tell the launcher what to do with the mod-folder.
  • the mod folder or zip containing the mod data. The mod data must have the same file and folder structure as if it was along with CK2game.exe in the game directory. Note that folder and file names are case sensitive on Mac and Linux.

The name of the .mod file must not contain any white-spaces, otherwise it will not auto-select when re-starting the launcher.

The content of the .mod file is:

KeyRequired?EffectExample
nameYesDefines the name that shows up in the launchername = 'My Mod'
pathYesDefines which folder is the mod's folder. It is relative to ~DocumentsParadox InteractiveCrusader Kings II folder.path = 'mod/MyMod'
user_dirNoTells the launcher to store saved games and temporary files in a specific 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.

Warning: do not set user_dir for sub-mods of a main mod, as all user_dir of active mods are concatenated.

user_dir = 'MyMod'
archiveNoDefines a zip-file instead of a folder. Alternative to path. It is relative to ~DocumentsParadox InteractiveCrusader Kings II folder. 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.archive = 'mod/mymod.zip'
replace_pathNoTells the launcher to override everything in a folder, and load ONLY from the specified paths inside the mod. This is the only way to effectively remove stuff from vanilla, and is most often used for total conversion mods.

Notes:

  • replace_path works with folders, not files. To overwrite a file, just create a file with the same name in the mod.
  • replace_path only affects files in the specified folder, not files in sub-folders within that folder. For instance, replacing 'history' does not replace 'history/characters' as well.
  • To reduce mod size and improve mod compatibility, it is usually best to minimize the amount of folders that are replace_path.
  • replace_path is ignored when installing mod in the old Crusader Kings IImod folder, hence why user mod folder must be used.
  • Unless you are sure you do need replace_path, you almost certainly don't.
replace_path = 'history'

replace_path = 'history/characters'

dependenciesNoTells the launcher that another mod has to be loaded before this one. The other mod will be loaded first, allowing the 2nd mod to override some files (otherwise the 1st mod would win). A dependency is not a hard requirement; you do not need a dependency loaded if the mod has one set. This is simply a way for the mod file to tell the launcher which files should be loaded first.dependencies = { 'Another Mod' 'Yet Another Mod' }
pictureNoImage under mod folder to serve as banner for Steam Workshop (will be displayed as 268px × 268px JPEG)picture = 'MyMod.jpg'
tagsNoList of tags for Steam Workshop. Warning: don't forget quotes for tags that contain spaces.tags = { 'Tag1' 'Tag 2' }
supported_checksumsNoList of expected checksums for which scripting condition supported_checksums will evaluate to true. This can be used in event modding to display a warning to the player.supported_checksums = { ABCD EFGH }

Below are some examples mod files, depending on the category of the mod:

Small mod[edit]

Small mods are the most common, and should neither use user_dir nor replace_path in order to keep compatibility with other small mods.

Big mod[edit]

Counter-strike 1.3 download half-life. Overhaul mods typically use user_dir as saves wouldn't be loadable outside of the mod anyway.For total conversion mods, replace_path can be used to completely ignore vanilla directories that don't make sense in the context of the mod (history, flags, ..)

Sub mod[edit]

Sub-mods of a main mod typically use dependencies to be able to override files from main mod.

Game data[edit]

  • Console commands, useful for debugging mods.
  • Defines, which allow to influence some hardcoded vanilla behaviors
  • Scopes, conditions, and commands used for scripting
  • Modifiers, used to influence calculations made by the game

Game structure[edit]

The game data is composed of hierarchy of folders, containing game files.

How To Install Eu4 Mods Without Steam

A mod follows the same folder structure as the base game, so that when loading the game the engine will combine files from vanilla and mod(s).In most folders, the engine will load all the files within, which allows a mod to add new definitions (titles, religions, ..) without having to copy and modify vanilla files.To make use of this, it is important to understand how the scripts are loaded both at file level and definition level.

The behavior when loading a mod is the following:

  • Engine processes folders and files based on some hardcoded load order.
  • If current folder is defined as replace_path, all vanilla files in that folder will be ignored, and only mod files will be loaded (if any).
  • If the mod folder and vanilla folder both contain files with same names, vanilla files will be ignored and mod version will be used.
  • Inside a given folder, the order in which files are processed is usually alphanumerical on combined vanilla and mod file names, though some folders may have a different behavior.
  • When encountering more than once the same definition (title, religion, decision, ..), the duplicate definition may:
    • be ignored (first definition wins)
    • fully override the previous definition (last definition wins)
    • partially override the previous definition (definitions are merged/additive, which only makes sense if there is actually something to merge: hierarchy, list, etc.)
    • coexist/break both (in which case duplicate IDs must be avoided)

Below is a list of CKII game files and folders, with associated modding guide, and loading behavior.

For loading behavior, the cell colours highlight whether the behaviour is the expected one, strange or requiring some attention, or unexpected and to be avoided.

File/FolderWhat it containsHow to modLoading behavior
.common
  • achievements.txt
  • defines.lua
  • defines.txt
  • hints.txt
  • region_colors.txt
  • static_modifiers.txt
  • technology.txt
General information
  • Defines Steam Achievements
  • POP, general, diplomatic, economic and military variables
  • Defines playable start- and end-date
  • Defines the displayed hints
  • RGB code for each region
  • All difficulty, rank and standard modifiers
  • Technology data

Defines


Static modifiers
Technology modding

N/A
.commonalternate_startAlternate start modding[?] Merge
.commonartifact_spawnsArtifact moddingMerge.
.commonartifactsDefinitions of artifactsArtifact moddingMerge.
.commonbloodlinesBloodline modding
.commonbookmarksBookmarks are configured here (scenarios/start dates)Bookmark moddingMerge. Bookmarks are listed chronologically in-game, whatever the order in files.
.commonbuildingsBuildings folder, all buildings are stored here.Building modding[?] Merge
.commoncb_typesCasus Belli folder, all Casus-belli are stored here.Casus Belli moddingMerge, but override of casus belli by re-using same name does not work (creates duplicate casus belli)
.commoncombat_tacticsCombat tactics definitions.Unit modding[?] Merge
.commoncouncil_positionsConditions for an A.I. councillor to adopt a certain category of voting behavior.Councillor modding[?]
.commoncouncil_votingA.I. rules for how councillors from a behavior category will voteCouncillor modding[?]
.commonculturesCultures folder, all cultures are stored here.Culture moddingMerge. Since patch 2.4 cultures are merged like religions, and a new culture may be added to a vanilla culture_group via a separate file.
.commondeathDeath definitionsDeath modding
.commondeath_textFlavor text for succession screenDeath modding
.commondefinesDefines.Defines[?] Merge. Entries in files override common/defines.lua values.
.commondiseaseDiseases definitions.Disease modding[?] Merge
.commondynastiesDynasties folder, all dynasties are stored here.Dynasty modding.Merge. Duplicate dynasties loaded before vanilla (i.e., 000_ prefix) will overwrite dynasty shields. Duplicates loaded after (i.e., z_ prefix) will overwrite dynasty names. To overwrite both, use duplicate files, one with a preceding prefix and one with a succeeding prefix.
.commonevent_modifiersEvent_modifiers folder, all event modifiers are stored hereModifiersMerge.
.commonexecution_methodsExecution methodsDeath modding[?]
.commongame_rulesGame rules definitionsGame rules moddingMerge. The rules are displayed in UI based on order of files (alphanumerical on file name), then order of rules within the file.
.commongovernment_flavorGovernment naming definitionsGovernment modding[?]
.commongovernmentsGovernment definitionsGovernment moddingMerge. It is possible to define governments of the same government group in different files.
.commongraphicalculturetypesGraphicalculturetypes folder, all graphical culture types are stored here[?] Merge
.commonheir_textFlavor text for succession screenDeath modding
.commonholding_typesConditions for being allowed to build each holding type.Government modding[?]. It is not possible to add new holding types.
.commonjob_actionsDefines councillors actionsCouncillor moddingMerge.
.commonjob_titlesDefines councillors titlesCouncillor modding[?]
.commonlanded_titlesLanded_titles folder, all landed titles are stored here.Title moddingMerge. Merging behaviour is 'complicated and might not have been designed that way intentionally'[1]
.commonlawsLaw moddingMerge. A law with the same name as an existing law will append conditions to the allow section, but not the potential section.
.commonmercenariesMercenaries folder, all mercenaries are stored here[?] Merge
.commonminor_titlesMinor_titles folder, all minor (i.e. honorary) titles are stored hereMinor title moddingCannot be overridden, attempts to do so will result in multiple minor titles with the same tags, like traits
.commonmodifier_definitionsDefines dynamically defined modifiers, in particular special units modifiers.Unit modding[?] Merge
.commonnicknamesNicknames folder, all nicknames are stored hereMerge.
.commonobjectivesObjectives folder, all objectives (i.e. ambitions, factions, and plots) are stored here.Objective modding[?] Merge
.commonoffmap_powers
  • policies
  • statuses
Defines nations not represented on the map, but with a significant influence over it.Offmap power modding[?] Merge. Does NOT require Jade Dragon DLC.
.commonon_actionsOn_actions folder, all on_actions are stored hereEvent moddingMerge. Since patch 2.4 on_actions are merged, with new events being added to the previous list for a particular on_action, instead of replacing the list.
.commonopinion_modifiersOpinion modifiers folder, all opinion modifiers are stored hereModifiers[?] Merge
.commonprovince_setupDeprecated since patch 3.0.
.commonreligion_featuresReligion modding[?] Merge, but features with the same key get duplicated
.commonreligion_modifiersReligion_modifiers folder, all religion modifiers are stored here.Modifiers[?] Merge
.commonreligionsReligions folder, all religions are stored here.Religion modding
Merge. Vanilla religions can be overridden, without needing to duplicate the whole religion group. Restrictions: need to define reformed religion before the non-reformed.
.commonreligious_titlesReligious_titles folder, all religious titles are stored here[?] Merge
.commonretinue_subunitsRetinue subunits folder, all retinue subunits are stored here[?] Merge, but retinues with the same key get duplicated
.commonsave_conversionSave game compatibility[?]
.commonscripted_effectsScripted effects[?] Merge
.commonscripted_score_valueScripted score value[?] Merge
.commonscripted_triggersScripted triggers[?] Merge
.commonsocietiesDefinition of societiesSociety moddingMerge, but override of societies by re-using same name does not work (creates duplicate societies)
.commonspecial_troopsSpecial units definitionsUnit modding[?] Merge
.commonstoriesNot used.N/A
.commonsuccession_votingSuccession modding[?] Merge
.commontrade_routesTrade route definitions.Trade route modding[?]
.commontraitsTraits folder, all traits are stored here.Trait moddingMerge, but traits with same name will co-exist, and generated characters may get both versions of the trait at the same time. The last definition gets assigned to a character when using commands.
.commontributary_typesTributary relationship definitions.Tributary modding[?]
.commontriggered_modifiersDefines global modifiers that trigger under certain conditionsTriggered modifiers[?] Merge
.connectuiAppears to be leftover interface for the discontinued Paradox Connect service (used in older Clausewitz games CK2 is based on).Unusable
.decisionsDecisions folder, all decisions are stored hereDecision moddingMerge, but override of decision by re-using same name does not work (breaks the decision effect, that does nothing)
.dlcContains DLC information and zipped content filesDLC filesN/A
.dlc_metadata??
.eu4_converterEuropa Universalis 4 Save Converter folder, all files related to the EUIV converter are stored here.

Note: vanilla files were moved inside /dlc/dlc030.zip

EU4 Converter modding[?]
.eventsEvents folder, all events are stored here.Event modding[?] Merge
.gfx
  • ambitions
  • characters
  • coats_of_arms
  • cursors
  • eurfonts
  • event_pictures
  • flags
  • fonts
  • FX
  • interface
  • loadingscreens
  • mapitems
  • models
  • polishfonts
  • titles
  • traits
Graphics folder, all graphics are stored here.Graphics modding

Graphics are mapped to a logical name (GFX_xxx) inside .interface*.gfx files
Warning: a missing flag for a title in flags will cause wrong flags to appear for most titles, due to a shift.

.historyHistorical data for characters, titles, provinces and wars for the possible start dates. This is a likely the text export of an internal database, which is sometime mentioned in the patch notes.[2]History moddingN/A
.historycharactersHistorical characters, optionally associated to a dynasty from commondynasties folder.Character modding[?] Merge. Duplicate character IDs break the character history and must be avoided.
.historydiplomacyNot usedN/AN/A
.historyoffmap_powersHistory of offmap powers (holder, status, ..)Offmap power modding[?] Merge
.historyprovincesHistory of provinces (holdings built, change of culture or religion)Province modding[?] Merge
.historytechnologyInitial technology of provinces, depending on the start date.Technology modding[?]
.historytitlesHistory of titles (list of successive holders)Note: titles that should be deactivated at game start (ex: reformed religion heads) must have an history file that disables the title.[?] Merge
.historywarsImportant on-going wars (attacker, defender, Casus Belli, war score, ..), usually for historical bookmarks.[?] Merge
.interface
  • generalstuff.gfx
  • sound.sfx
Interface graphicsInterface modding
  • Loading of *.gfx files is in alphanumerical order. Last spriteType definition loaded overrides previous ones with same name, if any (i.e. use zz_ file prefix to override vanilla sprites).
  • Loading from gfx/interface/<religion_group> sub-folders is locked for mods.
  • Only sound.sfx is taken into account, other .sfx files are ignored.
.interfacecoat_of_armsCoats of arms moddingCoat of arms definitions can be split across multiple files. No support for appending existing definitions from a different file.
.interfaceportrait_offsets.txt files with external offsets for portrait framesPortrait modding
.interfaceportrait_propertiesDynamic rules to select portrait properties valuesPortrait modding[?]
.interfaceportraitDefinitions of spriteType and portraitType elements for portraits.Portrait moddingMerge
.launcherLauncher graphics and configurationN/A
.localisationAll text data for things like country names and event description, has options for other languagesLocalisationFull override. If duplicates are in different files, first file loaded wins (i.e. use 00_ file prefix to override vanilla keys). If in same file, last duplicate in file wins. Warning: files must end with .csv extension, or they will not be taken into account.
.localisationcustomizable_localisationCustom localisation commands definitionsLocalisation#Custom commands[?] Merge.
.map
  • adjacencies.csv
  • default.map
  • definition.csv
  • geographical_region.txt
  • positions.txt
  • provinces.bmp
  • rivers.bmp
  • terrain.bmp
  • topology.bmp
  • trees.bmp
  • world_normal_height.bmp
Map settings, province shapes, continents, regions etc.Map moddingN/A
.mapstaticsMap external frame size, and positions of fixed 3D map elements (wonders, etc.)Map modding
.mapterrainMap modding
.modDummy mod folder, do not store mods here, use local mod folderMod fileBreaks mods, as configurations like replace_path are ignored.
.musicMusic used by the gameMusic modding[?] All .txt files song elements are loaded.
.soundAll sounds except music[?]
.tutorialTutorial configuration[?]

Specific guides[edit]

Only includes guides not already linked in the 'How to mod' column above or otherwise.

  • Troubleshooting - how to find errors in your mod
  • Save-game editing - how to change a save game


  • Patch 2.4 mod compatibility guide - how to migrate a mod from patch 2.3.6 to patch 2.4.X
  • Patch 2.5 mod compatibility guide - how to migrate a mod from patch 2.4.5 to patch 2.5.X
  • Patch 2.6 mod compatibility guide - how to migrate a mod from patch 2.5.2 to patch 2.6.X
  • Patch 2.7 mod compatibility guide - how to migrate a mod from patch 2.6.3 to patch 2.7.X
  • Patch 2.8 mod compatibility guide - how to migrate a mod from patch 2.7.2 to patch 2.8.X
  • Patch 3.0 mod compatibility guide - how to migrate a mod from patch 2.8.3.2 to patch 3.0.X
  • Patch 3.1 mod compatibility guide - how to migrate a mod from patch 3.0.X to patch 3.1.X
  • Merging guide - how to merge mod files with a new vanilla patch


  • Total conversion guide - Creating a total conversion mod
  • Creating a mod exe installer guide - Advanced guide for creating a Windows installer

Tools & utilities[edit]

These are utilities for modders. For player tools, see utilities.

  • Notepad++ - Editor to change files, is better than normal editor
  • Notepad++ language file for CKII - very helpful to read code
  • The Validator - Support tool to find errors in files
  • EU4:JoroDox mod making tool / Forum thread - View mod files & create CK2 compatible 3D models
  • Portrait Builder - Tool to preview character portraits
  • Text Fixer - alphabetize your localisation file

Advanced tips[edit]

  • For the bigger mods using a source control management tool (Git, ..), it is handy to create a symbolic link between CKII mod folder and the working directory of the local repository, especially if the mod also has sub-mods. Note that you'll still need to copy the .mod file(s) manually, but they rarely change. Run the following command from the parent directory of main git folder, replacing:
    • <mod_path_name> by the value of path attribute from .mod file
    • <git_mod_folder> by the name of the sub-folder that contain mod data (folders common, decisions, events, etc..)

Testing Mods[edit]

Certain, more obscure console commands (that don't show up if you type 'help' in the console) are extremely useful in the process of testing a mod.

  • observe - switches you to Observer Mode. You will no longer play as any specific character - this will allow the game to run for a long period of time, uninterrupted. It also makes every invisible trait and secret religion visible.
  • run <filename.txt> - runs script in a txt file located in the in the Documents install directory. It will be executed from the player's scope. Useful for testing tricky scripts - you can just have the script open in a different window, run it, tweak the script, save it, and run it again - it will be recompiled every time.
  • reloadevents - reloads and recompiles every single event (may take a while depending on your hardware). Useful if you want to tweak an entire event or chain of events without rebooting the game every time.
  • reloadloc - reloads the entire localisation table. Useful if you spot a typo while testing your mod, or if you are trying to fit as much text in an event frame as possible.

More Console commands are available on the main page, and are very useful for more specific alterations like adding lovers or killing people.

External links[edit]

See also[edit]

References[edit]

  1. Forum:774248/page-14#post-19100145
  2. http://www.ckiiwiki.com/Patch_2.0#Database
Characters • Dynasties • Provinces • Titles • Bookmarks
Commands • Conditions • Scopes • Modifiers • Events • Decisions
Defines • Game rules • Alternate starts • Religion • Culture • Governments • Traits • Bloodlines • Technology • Laws • Buildings • Casus Belli • Tributaries • Units • Objectives • Disease • Death • Minor titles • Societies • Artifacts • Offmap power • Councillors • Trade routes • Succession • Great works
Map • Graphics • Coats of arms • Portraits • Interface • Minimap • Music • Localisation
Troubleshooting • The Validator • Console commands • Save-game editing • Steam Workshop • EU4 Converter
Creating a mod • Creating a mod installer • Merging vanilla changes • Creating a total conversion • Save game compatibility
Patch 2.4 • Patch 2.5 • Patch 2.6 • Patch 2.7 • Patch 2.8 • Patch 3.0
Retrieved from 'https://ck2.paradoxwikis.com/index.php?title=Modding&oldid=37919'

Extended Timeline Modification is a mod for Europa Universalis IV, created by Qweytr.

Description:

Qweytr The Extended Timeline allows you to start at any date between the year 2 and the present day and lets you continue playing all the way to year 9999. Every start date in the timeline is fully functional with historical countries, rulers and religions allowing you to play for example as the ancient Roman Empire or any modern world nation.

How To Install Eu4 Mods Without Steam

To install:

Unpack into „…DocumentsParadox Interactive Europa Universalis 4” and activate in game’s menu

Report problems with download to [email protected]

How To Install Eu4 Mods Without Steam

Name

Type

Size

Date

Total

7 days

Europa Universalis IV - Extended Timeline Modification v.Finalmod14.6 MB4/30/201696.2K151
Europa Universalis IV - A Song of Ice and Fire v.1.0mod48.2 MB3/5/20188.7K94
Europa Universalis IV - Warcraft Universalis v.1.12mod154.2 MB3/5/20183.7K33
Europa Universalis IV - Rome Universalis v.beta 2.1mod90.3 MB11/13/201621.1K28
Europa Universalis IV - Real Flags v.1.02mod605.8 KB8/22/20193.5K22
Europa Universalis IV - American Roman Empire v.1.0mod261 KB9/21/20155.7K16
Europa Universalis IV - West Slavic Kinship v.1.22.1mod77.2 MB12/18/20169.8K14
Europa Universalis IV - New Perspectives v.0.03mod2 MB8/21/20195K13
Europa Universalis IV - New Trade Companies v.0.01mod91.7 KB8/21/20193.8K13
Europa Universalis IV - Ottoman Realism v.1.0mod15.5 MB12/15/20147.4K11
Europa Universalis IV - Colonial Wars: Realism v.1.3.5mod19.3 MB8/21/20192.1K10
Europa Universalis IV - Brave New Worlds v.0.3mod12.9 MB6/15/20191199
Europa Universalis IV - Heirs of Carthage v.1.02mod989.2 KB8/21/20191.1K8
Europa Universalis IV - Unit Addon v.0.04mod113.9 KB5/1/20165.2K8
Europa Universalis IV - Historical Bosnia v.1.22.00mod1.8 MB8/22/20194.7K7
Europa Universalis IV - Algonquin Faction Pack v.0.1mod4.1 MB4/5/20148.2K6