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Here's an invite: https://discord.gg/u2KZm79P
So your mod folder should have the 'common', 'history', 'events' etc directly in there for it to overwrite vanilla files correctly.
Then you have the localization folder, where you have the actual in game text defined. Like in localization/english/religion/religion_christianity_l_english.yml you could change e.g. christianity_devil_name:0 "Satan" to christianity_devil_name:0 "Miss Piggy".
Creating an entirely new religion is fairly easy, but a lot of entries must be edited for it.
For the more lazy approach you can just copy and paste a lot of existing stuff to your new religion, but then it appears less unique.
I only edited the common/religion/religions directory by copypasting a base-game text file and replacing the names and tenets. Would this be enough to see results in game if I were to go to the character customizer for example?
That makes a bit more sense, I'll try starting the directory with common instead of game and see how that works. And I might join the discord for future help. Thanks!
But creating an entirely new religion and have it show up properly, you basically have to alter or create at least 2 files. common/religion/religions/your_religion.txt, and localization/english/religion/your_religion.yml.
If you want to add custom holy sites you need to alter or create 2 more files common/religion/holy_sites/00_holy_sites.txt and localization/english/religion/religion_l_english.yml.
For most smaller mods, like creating new religions, cultures or dynasties you need to look at basically 3 folders. "common" for the game mechanics, "localization" for proper name displa and descriptions and "history" for stuff existing at a game's start (like entire new dynasty trees or new rulers).For creating something like custom decisions you also need to work with the "event" folder.
Alright, Thank you!