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The majority of game static data is represented in "blueprints" which can be added through plain json files without coding (assuming you don't want any strange new abilities granted by those gods requiring to code).
If you will need a reference for code, the main big mod adding new gods is Expanded content; the source code is on github at least for now.
Do I just add the json files in somewhere? I'm not planning on making anything fancy, just a 'skin' for a new diety.
That's the mod I'm trying to build off of haha
First one is quick and dirty - by creating a folder named "Blueprints" (I think the name may be changed by editing the Location List json, but I'm not entirely sure and honestly I don't think it matters) at the path "Pathfinder Second Adventure\Bundles" and throwing all your json down there. The game will invoke LoadAllJson right after loading all base game blueprints.
Second method is by utilizing the system called Owlcat Modification (you may know it if you use Homebrew Archetypes) - you first create a new folder containing the modification at the "AppData\LocalLow\Owlcat Games\Pathfinder Wrath Of The Righteous\Modifications" path and place your json into the Blueprints folder there. Then you need to 'register' this modification in the mod manager json (manually or by utilizing Wolfie's ModFinder utility app). The Owlcat Modifications Manager will invoke LoadBlueprints right before base game blueprints are loaded.
There's a small nuance to note - if you want to add a new deity, not only you need to create the blueprint of your deity, you also need to add it to the list of possible selections in another base game blueprint. Owlcat Modifications allow to "patch" base game data in a somewhat ugly and roundabout way, but you can't just drop a modified base game blueprint - this will cause the game to fail to load (and it seems like that is deliberate dev's decision) unless you install Microsoftenator's WrathPatches mod which solves this particular issue among other things. The first method probably doesn't crash from overriding base game blueprints, but I don't know a single person who's ever used it, so can't say for sure.
Should also probably mention that adding data from code is generally faster and easier unless you have a total incopatibility with programming.
I have two deity files made, so that's done too. I used one from Expanded Content and altered a few things. As for the game not loading, it seems to work just fine, only my deities are missing in the selection category.
I'm completely new to coding, I think the mod advanced thing I can do right now is create a new folder and add in text files. Sorry about that!