Crusader Kings III

Crusader Kings III

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Solunaria Jul 11, 2022 @ 1:35pm
Please Help, Experienced Modders!
I made a mod! It's pretty good, if simple, but I learned how to mod because the thing I wanted so desperately didn't exist! I've got a second one I'm putting together, too.

But there are two things I really need to figure out how to do, so pretty please either instruct me or get me in contact with someone who might be willing to take a new modder under their wing? (Or even, if you're sure an instructional video covers what I'm asking, lend me a link! I am VERY tired of watching videos that never show what I need to see, though.)

1st: I can modify the files (once backing up the originals, of course, in case I change something that makes everything freak out) and bring about what I want, but uploading it into a mod that I can share with the community always goes wrong, because nothing will show me how many layers of files deep I'm supposed to be including, given that I am modifying and thus REPLACING files in the game rather than ADDING them. To be exact, the defines file.

2nd: Modders often say "only adjust if you give me credit", or fans upload a translated mod, etc... that implies that there is some magical way to actually SEE the CODE in mods found online, and oh GODS would seeing some of these peoples' work help me understand this coding language faster and more fluently, especially reading the code of people who made mods similar to what I want to do. Obviously, any use of someone's code in my own or even it INSPIRING my own will result in heaps of credit, double checking that I have express permission to have used it in any way, and a donation in thanks.

Please please, anyone, hellllp!!!
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Showing 1-8 of 8 comments
Scipione Jul 11, 2022 @ 1:54pm 
Ofcourse can you look into the mod code
Steam saves workshop items into its path: "PATH TO STEAM"\SteamApps\workshop\content\<AppID>\<Submission ID>\
There you can have a look at it.
Appid for this game is 1158310
Owlcoholic Jul 11, 2022 @ 7:33pm 
Originally posted by Solunaria:
I made a mod! It's pretty good, if simple, but I learned how to mod because the thing I wanted so desperately didn't exist! I've got a second one I'm putting together, too.

But there are two things I really need to figure out how to do, so pretty please either instruct me or get me in contact with someone who might be willing to take a new modder under their wing? (Or even, if you're sure an instructional video covers what I'm asking, lend me a link! I am VERY tired of watching videos that never show what I need to see, though.)

1st: I can modify the files (once backing up the originals, of course, in case I change something that makes everything freak out) and bring about what I want, but uploading it into a mod that I can share with the community always goes wrong, because nothing will show me how many layers of files deep I'm supposed to be including, given that I am modifying and thus REPLACING files in the game rather than ADDING them. To be exact, the defines file.

2nd: Modders often say "only adjust if you give me credit", or fans upload a translated mod, etc... that implies that there is some magical way to actually SEE the CODE in mods found online, and oh GODS would seeing some of these peoples' work help me understand this coding language faster and more fluently, especially reading the code of people who made mods similar to what I want to do. Obviously, any use of someone's code in my own or even it INSPIRING my own will result in heaps of credit, double checking that I have express permission to have used it in any way, and a donation in thanks.

Please please, anyone, hellllp!!!

I HIGHLY suggest you join the CK3 Mod Co-op Discord server, that's where all modding discussion happens. You'll be bale to get assistance with any issues, collaborate with other modders and share knowledge etc.

Here's an invite: https://discord.gg/


Your 2nd question was already answered, above.

As for the first question, You just need to match the exact same folder structure as the vanille 'game' folder.
So in your mod folder you will have a folder called common, and inside that a folder called defines, then your 00_defines.txt file will be in there, that will then overwrite the base game's defines file and load yours instead when your mod is active.

Anyway I hope that helps that specific question, and once again I highly recommend you join the modding co-op. I am Owl on the discord server, feel free to message me on there if you wanted any extra assistance. Much easier as I'll be able to share screenshots or do a screenshare etc.
Solunaria Jul 17, 2022 @ 6:28pm 
Thank you thank you thank you! I've been modding like crazy since! I'll definitely join! Thank you!!
Solunaria Jul 17, 2022 @ 6:30pm 
Owlcoholic, the discord link doesn't work, but your answer made all the difference in the world. Thank you again!!
Owlcoholic Jul 18, 2022 @ 8:30am 
Originally posted by Half-lidded Bruiser:
https://discord.com/servers/ck3-mod-co-op-735413460439007241
Here's a working link.
Thanks, I don't know how I managed to just link the discord site itself and not the server. I must have been very tired haha.
WoJo © Jul 19, 2022 @ 10:10am 
Before anything else, do NOT replace any game files.

In the paradox launcher create a new mod. This will create a folder in your (default windows) Documents\Paradox Interactive\Crusader Kings III\mod\yourmodname. Then you copy the file you want to edit from the game files (with all folders in the path after the folder named "game") into your newly created folder. Then edit those new files.

After you're done you open the paradox launcher again and then either activate the mod in your game or you upload it to workshop or whatever.
Solunaria Jul 19, 2022 @ 2:50pm 
I am surrounded by excellent mentor humans and I appreciate you all.
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Date Posted: Jul 11, 2022 @ 1:35pm
Posts: 8