Firstly you want a folder and .mod file inside of /mod/.. , or if you have Their Finest Hour: /tfh/mod/..
After this you should go here [ http://forum.paradoxplaza.com/forum/showthread.php?548955-HoI3PosEd ] and download the HoI3PosEd, this is a program that reads the country, province and unit files and allows you to look and edit them a bit more easily, as well as basically making editing which country owns what province not insanity-driving.
The mod folder should be something like ExampleMod, inside the .mod file you shouldat the least be using this setup:
- name = 'An Example Mod' - This is the text loaded up in the HOI3 Splash screen
- path = 'tfh/mod/ExampleMod' - The path to the mod folder
- extend = 'common' - extend basically means replace any files of the same name
- extend = 'history'
- extend = 'localisation'
- extend = 'gfx'
Before getting into the files, in almost all cases keep one of the original game's files next to what you are making, because in most cases typos or not following the format WILL break how the game runs, however luckily they are quick fixes compared to other games' modding, as almost all the files you will be working with are text based.
Now for the files themselves, at minimum a country needs the following:
- I want to change country name through decision or a focus. How would I do that? You would need to add a cosmetic tag to the nation, and that tag would have it's own naming. In your focus/event/whatever: setcosmetictag = NUK.
- Fandom Apps Take your favorite fandoms with you and never miss a beat.
- How To Change Another Country's Ideology Hoi4 Phase two actually began before the civil war was even over. I had plenty of political power, and since I was in control of a communist nation – even if it was still fighting itself – I was finally able to start boosting the popularity of communism abroad, specifically in.
- /common/countries.txt - This sets the Tag for the country, and then points to one of the txt files for the country, if you look at the file inside the game's common, you should get the idea of it pretty easily - also do not forget to have rebels included into it, also do not forget to have #'s, these act as comments, and tell the game to ignore text behind it, allowing you to note down things.
Example:
A mod I've decided to create which changes some names Like the UK to the Republic of Liverpool, it also changes some flags, as will hopefully change portraits and leaders. Embed Buttons To promote World Rename mod and grow its popularity ( top mods ), use the embed code provided on your homepage, blog, forums and elsewhere you desire. You can now use patterns (stripes, dots, etc.) of any color combination when creating your map. Just right-click on a country/state and use the available options. The Simple World map is now updated with an option to show all countries names as labels. A new website is now live: Historical Map Chart! It is the place to go for creating.
# North America
TEX = 'countries/New Texas.txt'
Also do not forget to port over:' REB = 'countries/Rebels.txt' ' as it makes sure rebels are present
- /common/country_colors.txt - this sets the colours for the countries units, in standard Red, Green, Blue 0-255 values, in this format:
# New Texas
TEX = {
- color1= { 69 200 208 }
- color2= { 124 200 162 }
- color3= { 137 200 124 }
}
- /common/countries/. - this is the first of the big txt files for a country, and are made up of these 'chunks':
color = {R G B} - The colour values of the country when in political map-mode ingame
graphical_culture = Generic - The culture the game uses when loading unit sprites and other things
last_election = 1935.10.14duration = 60- Pretty obvious, the last election in YYYY.MM.DD, then how long an election lasts in days
default_templates = {
- TAG_name = {
- typeOf_brigade
- }
}- The starting templates available when going into constructing a division, like when playing the USA, one template is the national guard right? this is where it is defined
- typeOf_brigade is the brigade type, e.g. infantry_brigade, if you want to find what they are then look inside /units/.. inside the main game's files.
After this are the unit_names, which are all the pregenerated names for brigades, corps, armies and ships and so on that you see ingame, they work in this format:
unit_names = {
- typeOf_brigade = {
- 'Text'[space]'Text'[space]'text'[so on and so on]
- }
- anotherTypeOf_brigade = {
- 'Text'[space]'Text'[space]'text'[so on and so on]
- }
}
This is where allllll those ministers you use in the politics screen are defined
ministers = {
- leaderNumber = {
- name = 'NameyName'
- ideology = market_liberal
- loyalty = 1.00
- picture = M45001
- positionTheyCanOccupy = trait
- anotherPositionTheyCanOccupy = trait
- start_date = 1936.1.1
- }
}
leaderNumber - Recommended to save 100 for every nation you make, this is the number used for all leaders ingame, so each minister, and every division, corp, army, etc., airgroup, fleet leader, so its best to have 100 for every minister, then have a large space then work on for military leaders
e.g.: country a has 1 to 100, b has 101 to 199, then so on, and then getting to military leaders starting from a having 10001 to 10099, with lets say 50 countries, leaving 5000 spaces for any more you think up
name = 'text' - the name of the person, duh
ideology = ideology_name - the political ideology they follow, look inside common/ideologies, then copy the name of the side you want.
loyalty = 0.00 to 1.00 - don't know exactly, think its to do with event triggers
picture = M0 - M00000 - the picture used, look inside /gfx/pictures/portraits then scroll down a bunch, you have a metric TON of pictures to use, but if you want your own then recreate the folder structure in your mod folder, then make your own - remember extend simply replaces anything with the same name, so you can just make your own M0 and use that.
positionTheyCanOccupy = trait - the position the minister can be selected for, for the position look inside common/government_positions, for traits look inside common/minister_types
start_date = YYYY.MM.DD - the date the minster is available for selection for
- gfx/flags/..
VERY IMPORTANT, ONE OF THE MOST IMPORTANT THINGS A COUNTRY NEEDS - the flag you place when you conquer a new territory, and the flag your new nation will be known by when it conquers the ground beneath it's glorious Armies!!!
.tga files, saved as the TAG the nation has been assigned in the common/countries.txt
If you need a program to open and edit them, download Paint.NET, it's free and works for what you need it to do
- history/countries/TAG - CountryName.txt
The rest of the important data for a country, made up of chunks as follows:
capital = provinceNumber - the province the country calls it's capital, this is simplified MASSIVELY by using HoI3PosEd, then looking around, clicking on a province, then noting down the number
government = type - look inside common/governments.txt for the one you want, Paradox has also added in comments explaining some of the bits the government allows inside each type in that file
ideology = type - the ideology the country follows, inside governments.txt are the ones you can choose from
- head_of_state = number
- head_of_government = number
- foreign_minister = number
- armament_minister = number
- minister_of_security = number
- minister_of_intelligence = number
- chief_of_staff = number
- chief_of_army = number
- chief_of_navy = number
- chief_of_air = number
- the starting ministers of the country, the ones available defined inside common/countries/.. in your country txt file
alignment = { x = value y = value } - the x and y co-ordinates the country starts at in the triangle in the diplomacy tab
neutrality = 0-100 - obvious
national_unity = 0-100 - obvious
money = value - obvious
[PRACTICAL/THEORY]
[TECHS]
- if you look into the base game's files, you can find out how these work, they basically assign which tech/how much practical and theory the country has at the start of the game
oob = 'TAG_1936.txt' - the OOB the country starts off with, explained later on
popularity = {
- national_socialist = 0
- fascistic = 0
- paternal_autocrat = 0
- social_conservative = 39
- market_liberal = 0
- social_liberal = 61
- social_democrat = 0
- left_wing_radical = 0
- leninist = 0
- stalinist = 0
}
organization = {
- national_socialist = 0
- fascistic = 0
- paternal_autocrat = 0
- social_conservative = 80
- market_liberal = 0
- social_liberal = 85
- social_democrat = 0
- left_wing_radical = 0
- leninist = 0
- stalinist = 0
}
- the popularity and organisation of the political parties in the country, shown in the politics tab ingame
training_laws = advanced_training
Icona v1 2 – create your own icons from image. press_laws = free_press
industrial_policy_laws = mixed_industry
education_investment_law = big_education_investment
Windat opener 2 3 3.
Windat opener 2 3 3.
economic_law = full_civilian_economy
conscription_law = volunteer_army
civil_law = open_society
- the different laws the country starts off with
- history/provinces/..
- every single province ingame with the province number, inside each is at minimum these bits of code:owner = PER
controller = PER
add_core = PER
infra = value
- the owner being who currently owns the province
- controller being who controls it, so e.g. when at war with a country, the other nation controls it, causing those angled lines to cross the province
- add_core being like cores in other Paradox games
- infra is the infrastructure level of the province
now before you even begin to think of editing it one by one, DON'T, JUST. GET. HOI3POSED. IT WILL SAVE YOU SO MUCH TIME I PROMISE
Also do not forget to copy over the REB - Rebels.txt from the game's history/countries/ folder.
- history/units/..
here are the txt files that hold the starting units of a country, and are worked and tweaked as the game goes, and are connected to a country by the history/countries/country.txt file created above, they work as follows, and work kinda the same for each layer of OOB, for everything else than those listed here, look at the game's OOBs in the same folder setup
DIVISONS:
division= {
- name = 'text'
- location = provinceNumber
- is_reserve = value
- regiment = { type = typeOf_brigade experience = value historical_model = value }
- regiment = { type = typeOf_brigade experience = value historical_model = value }
- regiment = { type = typeOf_brigade experience = value historical_model = value }
}
FLEETS:
navy = {
- name = 'text'
- base = provinceThatHasANavalBaseInIt
- location = provinceTheFleetIsIn
- ship = { type = heavy_cruiser name = 'name' historical_model = value }
- ship = { type = heavy_cruiser name = 'name' historical_model = value }
- ship = { type = light_cruiser name = 'name' historical_model = value }
- ship = { type = light_cruiser name = 'name' historical_model = value }
- ship = { type = light_cruiser name = 'name' historical_model = value }
}
AIR WINGS:
air = {
- name = 'name'
- base = provinceThatHasAnAirfieldInIt
- location = provinceTheWingIsIn
- wing = { type = tactical_bomber name = 'name' historical_model = value }
- wing = { type = interceptor name = 'name' historical_model = value }
}
STUFF THAT IS IN CONSTRUCTION IN THE PRODUCTION TAB:
military_construction = {
- country = TAG
- typeOfUnit = {
- name = 'name'
- historical_model = value
- }
- cost = value
- progress = value
- duration = value
}
type - look inside the game files /units/.. for all the unit types
historical_model - this I think is the value of the equipment the unit has
THE LAST THING TO ADD IN
- localisation/countries.txt
this is the where the names and adjectives for the countries are set, and at minimum should have these:
- TAG;EnglishName;FrenchName;GermanName;;SpanishName;;;;;;;;;x
- TAG_ADJ;EnglishName;FrenchName;GermanName;;SpanishName;;;;;;;;;x
Now one thing you shouldn't do is have spaces between the names, write the file as follows:
- REB;Partisans;Partisans;Partisanen;;Partisanos;;;;;;;;;x
- TAG1;EnglishName;FrenchName;GermanName;;SpanishName;;;;;;;;;x
- TAG2;EnglishName;FrenchName;GermanName;;SpanishName;;;;;;;;;x
- TAG3;EnglishName;FrenchName;GermanName;;SpanishName;;;;;;;;;x
- TAG4;EnglishName;FrenchName;GermanName;;SpanishName;;;;;;;;;x
- REB_ADJ;Partisans;Partisans;Partisanen;;Partisanos;;;;;;;;;x
- TAG1_ADJ;EnglishName;FrenchName;GermanName;;SpanishName;;;;;;;;;x
- TAG2_ADJ;EnglishName;FrenchName;GermanName;;SpanishName;;;;;;;;;x
- TAG3_ADJ;EnglishName;FrenchName;GermanName;;SpanishName;;;;;;;;;x
- TAG4_ADJ;EnglishName;FrenchName;GermanName;;SpanishName;;;;;;;;;x
Otherwise you will have some really fun text errors, also make sure to not forget the Rebels, already included in the example above
And that's it, you should have yourself a country now, now here are some other files you can make to provide the rest a country can have in HoI3:
- /history/leaders/YOURTAG.txt
Appcode 3 3 3 download free. For leaders.
- /localisation/Parties.csv
This file is responsible for names of parties in all the countries.
- /gfx/pictures/portraits
This is the directory for pictures of leaders and ministers. They need to be in 36x50 format, TGA.
Retrieved from 'https://hoi3.paradoxwikis.com/index.php?title=Adding_Countries&oldid=6936'
- 4Localisation
- 5Adding the cosmetic tag into the game
Cosmetic tag[edit]
Creating cosmetic tags is much easier than creating a complete country.
Whereas a complete country requires the chosen tag to be declared in the vanilla file in /Hearts of Iron IV/common/country_tags, a cosmetic tag is completely dynamic in this sense and scripting the tag is not required. The tag is also not required to be of 3 characters, but spaces should not be used in the tag as the game will not recognize it as one tag (the tag is not what you see in-game though once you add in localisation).
Flag[edit]
Flags are added in for cosmetic countries the same way as one would for regular countries:
Three flags need to be added:
- A large one (82x52 pixel) in /Hearts of Iron IV/gfx/flags
- A medium one (41x26 pixel) in /Hearts of Iron IV/gfx/flags/medium
- A small one (10x7 pixel) in /Hearts of Iron IV/gfx/flags/small
All three should be in TGA-file format and named as follows:
So for instance:
It is recommended that add in flags for all 4 ideologies (_neutrality, _communism, _democratic and _fascism) are added in, as it is not possible to use only your cosmetic tag as a fallback; the flag would not change. It is possible however to use the same flags for different ideologies, as long as all 4 flags are there.
Map color[edit]
The color of a cosmetic tag can be changed by adding an entry to the game's commoncountriescosmetic.txt file:
Localisation[edit]
In order to change the name of your country when your scripted cosmetic tag becomes in use, one should add in localisation.To do so, go to /Hearts of Iron IV/localisation/. It is recommended to use a hex-editor such as Notepad++
By using vanilla files[edit]
If one uses the vanilla file /Hearts of Iron IV/localisation/countries_cosmetic_l_<language>.yml, the process is fairly straightforward; one should simply add their localisation the same way the others are set up:
For instance:
By using your own file[edit]
For compatibility-purposes, it may be wise to add in your own file.It does not matter what name for your localisation file is chosen, but it has to end in '_l_<language>.yml', with <language> being the language your localisation is in. It is important to have at least english as the game will then default to that instead of the keys used by the game data when an unsupported language is used.
Once inside the file, it should be set up as follows:
From here on one can follow the vanilla file guide.
Hoi4 Rename Country
Adding the cosmetic tag into the game[edit]
There are four ways to implement your cosmetic tag into the game:
- By events
- Through national focuses
- By adding it to a country's history file
- By decisions
Implementing a cosmetic tag through event[edit]
- Main article: Event Modding
The dynamic tag is enabled by the following command:
Using this command as an effect in your event is sufficient to see results in-game. It is possible to create new leaders or portraits here for your new country as well.You can alter the cosmetic tag of a non-player country by targeting its TAG, as follows:
Implementing a cosmetic tag through national focus[edit]
Implementing a cosmetic tag is very similar to implementing the tag through event; the only difference is that the command has to be added to the completion reward rather than the effect of the event.
The focus-trees can be found in /Hearts of Iron IV/common/national_focus
Implementing a cosmetic tag through history[edit]
The easiest way to do this is by simply adding the command anywhere outside any scope inside a country's history file in /Hearts of Iron IV/history/countries/.It is also possible to declare a date at which point the cosmetic tag is implemented, in order to restrict the tag to certain bookmarks.
Implementing a cosmetic tag through decision[edit]
Hoi4 Change Country Name
To implement cosmetic tags via decision, just add the set_cosmetic_tag command within the decision's effects.
Documentation | Effects • Triggers • Defines • Modifiers • List of modifiers • Scopes • Localisation • Variables • Arrays • On actions |
Scripting | AI • Bookmarks • Buildings • Cosmetic tags • Countries • Divisions • Decisions • Equipment • Events • Ideas • Ideologies • National Focuses • Resources • Scripted GUI • Technology • Units |
Map | Map • States • Supply areas • Strategic regions |
Hoi4 Change Country Name Cheat
Graphical | Interface • Graphical Assets • Entities • Posteffects • Particles • Fonts |
Cosmetic | Portraits • Namelists • Music • Sound |
Other | Console commands • Troubleshooting • Mod structure |
Retrieved from 'https://hoi4.paradoxwikis.com/index.php?title=Cosmetic_tag_modding&oldid=32713'