Crusader Kings III

Crusader Kings III

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Mods acting weird
So I'm trying to test a mod to add new religions. I have a mod folder with the "game" folder copied to it (which I found from searching local files on my ck3). In the directory where religions are located, I added my own test religion.

However, when I open up the game and select the test mod to my playset, I don't see it change the game whatsoever. Does anyone know what I might be doing wrong, or how I could figure that out? CK3's fully updated and the error and debug logs don't seem to show anything yet. Thank you in advance
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Showing 1-8 of 8 comments
Owlcoholic Aug 9, 2021 @ 11:00pm 
I suggest joining the CK3 mod Co-op discord, it's where all us modders congregate and help one another. It'll be way easier to get help there than here.
Here's an invite: https://discord.gg/u2KZm79P
Owlcoholic Aug 9, 2021 @ 11:02pm 
As for your question though, you don't need the game folder in your mod folder, the mod folder's structure starts inside the game folder already.
So your mod folder should have the 'common', 'history', 'events' etc directly in there for it to overwrite vanilla files correctly.
rossobianco Aug 9, 2021 @ 11:45pm 
There are multiple "religion" folders. The most important is common/religion/religions. That's where you put your own_religion.txt. Others like e.g. holy_sites define what's at a holy site.
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.
Originally posted by rossobianco:
There are multiple "religion" folders. The most important is common/religion/religions. That's where you put your own_religion.txt. Others like e.g. holy_sites define what's at a holy site.
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?
Originally posted by Owlcoholic:
As for your question though, you don't need the game folder in your mod folder, the mod folder's structure starts inside the game folder already.
So your mod folder should have the 'common', 'history', 'events' etc directly in there for it to overwrite vanilla files correctly.

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!
rossobianco Aug 11, 2021 @ 1:31am 
Yes, you will see results if you alter the tenets of an existing religion. You could change catholicism from male dominated to equal, for example.
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.
rossobianco Aug 11, 2021 @ 1:35am 
Oh, and if some titles don't show properly you might need to alter the common/flavorization/00_title_holders.txt which is correspondent to the localization files.
Originally posted by rossobianco:
Oh, and if some titles don't show properly you might need to alter the common/flavorization/00_title_holders.txt which is correspondent to the localization files.

Alright, Thank you!
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Date Posted: Aug 9, 2021 @ 2:23pm
Posts: 8