Europa Universalis IV

Europa Universalis IV

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Cantons for Colonial Flags
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205.370 KB
Mar 28, 2020 @ 1:52pm
Sep 14, 2020 @ 7:32am
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Cantons for Colonial Flags

Description
This mod edits colonial flags, so that instead of taking the overlord's flag and cutting it in half, the overlord's flag is resized to half its size and put in a canton (top left corner) of the flag.



This is achieved by editing four shader files (masked_flag.shader, maskedflag_greydown.shader, text.shader and pdxmesh.shader). Because of that, this mod will work with any other mod, including ones that change flags, as long as those four files are not overwritten. To our knowledge, there are very few if any mods that do that.

Thanks to Hutama, flags on 3d map models and in text are also supported.

Works with revolutionary flags as well.

Known Issues

Overlord flag change

There is currently a bug present for colonies in vanilla with the 3d animated flags above cities. If the overlord changes its flag, the colonial flag will not get updated and will still display the old overlord flag.

This can happen when:
  • the overlord forms another country.
  • the overlord goes revolutionary.
  • the overlord is fully annexed by another country which then inherits the colony.

You will have to save and reload for the flags to be updated and displayed correctly.

This bug has been reported to Paradox and we can only hope it is fixed in a future update.

Detail loss on small UI flags

Nothing really to be done here, these UI flags are already tiny and lacking detail. Halving their size to tuck them in the corner means even further loss in resolution. Expect horizontal lines and small dot or symbols to disappear.

Sadly, a lot of the usual colonisers such as France, Great Britain or Denmark (after integrating Norway) are affected by this issue. How well. Form another tag or embrace the revolution as fast as you can and bleach your eyes in the meantime.

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Ironman compatible. Should work with any game version.

Feel free to use in your mods, provided you give credits to Yard1 & Hutama both in your mod description and in the relevant files.

Check other stuff I have worked on, especially Equestria at War :)

If you want to support me, please consider checking out my Patreon[www.patreon.com].
Popular Discussions View All (3)
15
Dec 31, 2024 @ 4:44am
wait, all flags are bugged
Redride' s OG
0
Jun 1, 2023 @ 5:36am
Possible algorithm to compute the "zoom factor" for custom flags
MouToN
0
Apr 13, 2020 @ 3:49pm
It's not loading
Jrookus
109 Comments
Tyddies Mar 6 @ 4:42pm 
Great mod!
Gospodin Amodus Oct 31, 2024 @ 3:14am 
Does it still work?
Limyx826 Nov 7, 2023 @ 10:30pm 
So do 1.36 break this? Cause they change the UI of the game this time round.
MyUsersDark Oct 17, 2023 @ 8:00am 
Basically required to play the game
MouToN Jun 1, 2023 @ 4:06am 
... but for* custom flags ...
MouToN Jun 1, 2023 @ 3:31am 
Also for txt.shader, I see that you use the formula
cantonCoord = v.vTexCoord + v.vTexCoordFlag * zoomFactor;
A general formula would be
int2 FlagsPerRowAndColumn = ...; // (16,16), (10,4), or (10,2)
cantonCoord = v.TexCoord + v.vTexCoordFlag / FlagsPerRowAndColmun;
For regular flags, FlagPerRowAndColumn is always (16,16) so your zoomFactor of (1/15,1/15) is quite close, but but custom flags, I have implemented, for a personal mod, a function that returns (10,4) or (10,2) — Vanilla values — which could be useful for your PixelShaderFlagTextColorColony::main.
MouToN Jun 1, 2023 @ 3:04am 
Hi, can anyone tell me if this also works with custom nation flags?
I know that the texture coordinates of the pattern are treated by the shader as they would be for any regular flags, but I think that the symbol is just another layer, added after the masked flag and before the overlay.
theprimaroxas May 2, 2023 @ 2:33am 
this is maybe the best flag mod in the game
Axl Apr 21, 2023 @ 5:46pm 
can comfirm this and sulphur's graphics are incompatible
Koltwilly Mar 17, 2022 @ 11:02am 
little update if you are curious, somehow sulphur's graphic pack did not disable during my trouble shooting, so that is what was causing the issue, as far as i can tell they edit some of the same shaders