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“Mod文件结构”的版本间的差异

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Steam标签
rivers.bmp
(未显示同一用户的3个中间版本)
第131行: 第131行:
 
====cultures====
 
====cultures====
  
Defines {{icon|culture}} [[culture]]s and [[culture group]]s.
+
定义{{icon|culture}}[[ 文化]] [[ 文化组]]
  
 
====custom_country_colors====
 
====custom_country_colors====
第369行: 第369行:
 
====provinces====
 
====provinces====
  
The history of every single province in the game is specified here. Who owned it, the base tax, who had discovered it, the religion, trade goods, etc.
+
游戏中每个省的历史都在这里详细说明。谁拥有它,基税,谁发现它,宗教,贸易商品等。
  
 
====wars====
 
====wars====
  
Historical wars.
+
历史上的战争事件
  
 
===interface===
 
===interface===
第441行: 第441行:
 
====rivers.bmp====
 
====rivers.bmp====
  
The locations of the rivers in the game.
+
它规定了游戏中河流的位置
  
 
====seasons.txt====
 
====seasons.txt====

2019年7月13日 (六) 14:46的版本

为了制作一个欧陆风云4的mod,你需要先创建一个文件夹,包含将要修改的目录,然后创建一个后缀名为.mod的文件。

目录

.mod 文件

mod文件默认位置依不同的电脑平台而不同:

  • Windows: Documents\Paradox Interactive\Europa Universalis IV\mod
  • Linux: ~/.local/share/Paradox Interactive/Europa Universalis IV/mod
  • Mac OS: ~/Documents/Paradox Interactive/Europa Universalis IV/mod

.mod文件提供给启动器对应mod的文件位置以及其显示名称,在1.8版本后,还应添加其所支持的游戏版本。例如:

name = "My Mod version 3"
path = "mod/mymod_v3"
supported_version = "1.9"

所支持的版本必须与游戏版本相同才能被加载。

当上传到steam创意工坊时,还需要包含一张图片和其标签以助于你的mod更容易被人所发现与了解,比如:

name = "My Mod version 3"
path = "mod/mymod_v3"
supported_version = "1.9"
picture = "mymod_picture.jpg"
tags = {
 "events"
 "historical"
}

图片文件需要在mod文件夹“mymod_v3”中,而不是在Europe Universalis IV\mod中。

Steam标签

“tags”指的是steam系统所使用的标签。符合创意工坊分类标签的Mod,会自动出现在对应分类。

目前支持的标签组合如下:

  • Alternative History
  • Balance
  • Events
  • Expansion
  • Fixes
  • Gameplay
  • Graphics
  • Guide
  • Historical
  • Loading Screen
  • Map
  • Military
  • Missions And Decisions
  • National Ideas
  • New Nations
  • Religion
  • Sound
  • Technologies
  • Trade
  • Translation
  • Utilities

如果mod文件中填写的标签不在列表之中,就会成为普通的自定义标签,列在分类标签的旁边。

附注

  • 音频文件格式
    只有.ogg文件才能正确运行,.mp3文件虽然不会导致游戏崩溃,但并不会被播放

mod文件夹

mod文件夹应与.mod文件在同一位置,并与游戏原目录有相同的结构(若未进行修改则可以省略)。游戏运行时会同时加载游戏根目录与mod下的文件,当两者文件名相同时会优先加载mod中的文件。

如果想让游戏不加载某个游戏原目录里一个文件夹下的所有文件,比如你想重做游戏的所有任务,那么需要在.mod文件中添加replace_path = "missions"。

name = "coolmod"
path = "mod/coolmod"
supported_version = "1.9"
replace_path = "missions"

PS:如果想用一个空文件夹代替某个游戏原文件夹,需要在该目录下放置一个挂名文件dummy.txt。否则空文件夹无法上传到steam。 [1]

文件夹中内容

common

advisortypes

定义顾问的能力、使用君主点数类型、修正。

ai_attitudes

定义AI国家对其他国家的态度,比如友好、敌意、保护性等等,同时注明该态度的影响因素。

ai_personalities

定义AI国家的整体个性,比如倾向于内政、外交或军事等等。

bookmarks

定义游戏剧本,以及该剧本所建议使用的国家。

buildings

指定可以建造的建筑类型以及其花费、收益等。

cb_types

Defines the Casus Bellis (CBs) a nation may use to declare war. It is important to note that wargoals are not defined in this file, and that incorrectly defining either may cause strange bugs.

church_aspects

Defines 新教 Protestant church aspects and benefits of them and blessings for 科普特正教 Coptic nations.

client_states

Defines the preset client states which a nation may create upon reaching technology level 22.

colonial_regions

Defines the areas where colonial nations may spawn in. You need 5 provinces in a colonial region to spawn a colonial nation.

countries

Contains a list of text files describing some of the properties all countries, such as their historical idea groups, ruler names, leader names, ship names, their color on the map, and so on.

country_colors

Ordinarily the colors of a country's soldiers' uniforms are determined by the engine looking at the dominant colors of their flags. However, for certain countries it is sometimes needed to override this.

country_tags

Defines a unique, 3 letter code, or "tag", for every single country, and points to the file in common\countries in which it is defined. It is important that every single tag defined herein has a corresponding file in common\countries, or else the game will crash at launch. Check to make sure it is spelled correctly.

cultures

定义Culture icon.png文化文化组

custom_country_colors

Defines colors that can be used by custom nations.

custom_ideas

Defines ideas that can be used by custom nations.

defines

Defines the bonuses to players and AIs with different difficulty levels.

diplomatic_actions

Defines diplomatic actions and requirements for completing them.

disasters

Defines disaster types, triggers, and modifiers.

dynasty_colors

Defines the colors of dynasties on the dynasty mapmode.

estates

Defines the estates that you can interact and give provinces to.

event_modifiers

Defines modifiers which may give bonuses or maluses to a country, which are activated by event. These can be for either provinces or countries. The duration of the modifier is not specified in here, but in the event which triggered it.

factions

Defines the factions used in  大明's Celestial Empire government, merchant republics, and revolutionary republics. It is possible to define new factions in here too, for other countries. This requires many other files to work in tandem. For more information see modding factions.

fervor

Defines use of 月度狂热 fervor and related bonuses.

fetishist_cults

Defines the cults that you can choose from when playing as a Fetishist Fetishist nation.

government_names

Defines the names that will appear in events and decisions depending on your government rank and type.

governments

Defines the different types of governments and under what conditions the AI will switch to them.

great_projects

Defines Great Projects and associated modifiers.

hre_reforms

Defines the reforms the Emperor can pass, from Reichsreform to Renovatio Imperii

ideas

Defines the 解锁新的理念槽 ideas unlocked through spending points, as well as unique country (and group) National Ideas and Traditions.

institutions

Defines Institutions.png institutions, bonuses for supporting them, as well as their spawn province.

leader_personalities

Defines personality traits that generals and admirals may acquire after battles, and their associated bonuses.

native_advancement

Defines native ideas and other properties.

natives

Defines what type of natives live in different unoccupied provinces according to region, and their numbers, 进攻性 aggressiveness, and 残暴性 ferocity.

on_actions

These are triggers for events which fire when the game engine reaches certain conditions. These conditions do not seem to be documented well anywhere (though see this forum discussion) Some of these conditions are based on a game event like losing a siege, which can trigger event #9206, an event about tribal armies looting. Others are triggered via "pulses", as in "on_bi_yearly_pulse" which has a chance to trigger one of several events every two years.

opinion_modifiers

Defines the modifiers to countries' opinions of each other, and how long they last for.

parliament_bribes

Defines the required bribes for Parliament to increase the chances of passing legislation.

parliament_issues

Defines the issues that you can choose from in the Parliament menu.

personal_deities

Defines personal deities and associated bonuses for each for Hindu and Norse religions.

policies

Defines policies (acts) and associated modifiers granted by enabling each of them.

powerprojection

Defines fixed, dynamic, and ticking sources of Power Projection.png power projection, their decay, and their maximums.

prices

Defines the prices of tradegoods, and what alters the demand for them.

province_names

Defines dynamic province names; used if setting is enabled.

rebel_types

Specifies the different types of rebels, what their demands are, when they spawn, how hard they fight, etc.

region_colors

Determines the color of each region in the region mode, not labeled.

religions

Defines the different religions ingame along with their associated heresies, province and country bonuses, what they call their wars, and so on. More more information see religion modding

religious_reforms

Defines religious reforms for the Nahuatl.png Nahuatl, 因蒂崇拜 Inti, and 玛雅宗教 Mayan religions.

revolt_triggers

Determines if a country will become independent from rebels.

ruler_personalities

Defines various ruler personalities, their effects, modifiers to chances of developing, and costs for custom nations.

scripted_effects

Scripted effects.

scripted_functions

Scripted functions.

scripted_triggers

Scripted triggers.

static_modifiers

Defines the effects of a large number of effects that don't change, such as Prestige.png prestige, Legitimacy.png legitimacy, and Icon war exhaustion.png war exhaustion.

technologies

Specifies the different tech levels according to what monarch power is used for them.

trade_companies

Defines provinces required, naming, and colors of trade companies.

tradegoods

Defines tradegoods and what effects come from controlling their trade.

tradenodes

Defines which provinces are in what tradenodes, and how the nodes connect to each other.

triggered_modifiers

Defines things like the "Conquest of Mecca" modifier which hold constant so long as certain conditions are met.

units

Defines the stats and tech group of land and naval units.

wargoal_types

Defines wargoals for Casus Bellis (i.e. what can be taken in peace deals and what causes the ticking warscore)

achievements.txt

Defines achievements.

alerts.txt

This file holds your message settings.

defines.lua

Miscellaneous things. Searching this file can be useful for finding a number of settings.

graphicalculturetype.txt

Defines graphical culture types.

historical_lucky.txt

Defines lucky nations.

technology.txt

Defines tech groups.

decisions

These .txt files define the decisions a country can take, including its preconditions, effects and what determines whether the AI will pick it.

events

These files define events that can happen to players or AI countries: what triggers them, how often they happen, and their options and effects.

gfx

Contains the art assets used ingame. Most germane for modding are the flags and event_pictures folders.

history

advisors

Defines historical advisors (Machiavelli, da Vinci, Newton, etc.)

countries

Files in here define the history of every country in the game. The filenames must begin with the country's tag. At a bare minimum they must contain the preferred government type, tech group, religion, culture and preferred capital. Optionally they may specify historical monarchs, regime changes, religious conversions and the like.

diplomacy

Define historical alliances, royal marriages, vassals, etc.

provinces

游戏中每个省的历史都在这里详细说明。谁拥有它,基税,谁发现它,宗教,贸易商品等。

wars

历史上的战争事件

interface

These .gfx and .gui files define the structure of the interface, menus, and how the art assets are displayed.

localisation

Contains .yml files specifying what text is displayed ingame, optionally translated into other languages.

map

lakes

Contains the positions and elevations of lakes.

random

Base files for use in generating random new world map tiles

tiles

Files and images relating to new random new world tiles

terrain

Contains small image files specifying how things like the fog of war, border lines and so on look.

adjacencies.csv

Defines what provinces are connected to others via narrow straits that troops can walk across unless blockaded by an enemy.

ambient_object.txt

Tells the engine where to display flavor objects on the map, like bears and eagles and windmills and stuff.

area.txt/region.txt/superregion

Defines the areas, regions and superregions for provinces

climate.txt

Defines the climates of provinces, like which ones get the attrition modifiers in winter.

continent.txt

Defines which provinces belong to which continent.

definition.csv

Defines each province by number and what RGB value they correspond to in provinces.bmp

heightmap.bmp

Grayscale image telling the engine how high each bit of the map should be elevated. Light is high, dark is low. Altering this does NOT alter whether provinces have terrain penalties during combat; that is specified in terrain.bmp.

minimap.base

The background of the minimap

positions.txt

The location of buildings and units in a province

provinces.bmp

The layout of the provinces, both land and sea, are defined here. Each province is a unique RGB color, which is specified in definition.csv. When editing this make sure to do so without antialiasing or blurred brush edges on.

region.txt

Specifies which provinces belong to what region.

rivers.bmp

它规定了游戏中河流的位置

seasons.txt

Defines the start and end of the seasons and how the color filter on the map changes.

terrain.bmp

Specifies which areas of the map are mountainous, forest, etc. by color.

terrain.txt

Defines the penalties associated with terrain, and how they correspond to the colors in terrain.bmp

trade_winds.txt

Defines the trade winds for oceanic crossings

trees.bmp

Locations of different tree types

world_normal.bmp

It's a normalmap for the engine to handle lighting and speculars and stuff.

_canal_river.bmp

Shows the location of the canal named at the start of the file

missions

Defines missions for the player and the AI can attempt, including the requirements, conditions for winning and failure, and the reward.

参考