Warcraft Mod Crusader Kings 2
Current Trainers:Crusader Kings 2 V2 2.0.4 Steam Trainer +8
Crusader Kings 2 V2.1.1 Steam Trainer +8
Crusader Kings 2 V2.1.3 Steam Trainer +8
Crusader Kings 2 V2.1.4 Steam Trainer +8
Crusader Kings 2 V2.1.6 Steam Trainer +8
Crusader Kings 2 V2.2 Steam Trainer +8
Crusader Kings 2 V2.3 Steam Trainer +8
Crusader Kings 2 V2.3.2 Steam Trainer +8
Crusader Kings 2 V2.3.3 Steam Trainer +8
Crusader Kings 2 V2.3.4 Steam Trainer +8
Crusader Kings 2 V2.4.4 Steam Trainer +8
Crusader Kings 2 V2.4.5 Steam Trainer +8
Crusader Kings 2 V2.5.1 Steam Trainer +10
Crusader Kings 2 V2.5.2 Steam Trainer +10
Crusader Kings 2 V2.6.1 Steam Trainer +10
Crusader Kings 2 V2.6.2 Steam Trainer +10
Crusader Kings 2 V2.7 Steam Trainer +10
Crusader Kings 2 V2.7 Build 36024 Steam Trainer +10
Crusader Kings 2 V2.7.1 Trainer +10
Crusader Kings 2 V2.8.0 Trainer +10
Crusader Kings 2 V2.8.1.1 Trainer +10
Crusader Kings 2 V2.8.1.1 Trainer +11
Crusader Kings 2 V2.8.2 Trainer +11
Crusader Kings 2 V2.8.2.1 Trainer +11
Crusader Kings 2 V3.0 Trainer +11
Options :
- Inf.Wealth
- God Mode
- Morale 100%
- Better Damage
- No Revolt
- Super Stats
- Inf.Piety
- Inf.Prestige
- Fast Construction
- King Age Always 30
- Inf.Grace
Important Announcement to All Users on MrAntiFun.net Click Here
- Crusader Kings II
Age Customizer
This mini-mod just adds 20 traits to the Ruler Designer with only one effect: Modify your age. With the version 1.2, you can now create a character up to 100 years old!Age Customizer
This mini-mod just adds 20 traits to the Ruler Designer with only one effect: Modify your age. With the version 1.2, you can now create a character up to 100 years old!Performance Mods Remove India-Only Europe-Flat Map-Nontransparent Map-Disable Sounds and Music
2.8.X Compatible.1. Remove India (Removes all Indian provinces from the game)2. Flat Map (Makes the map flat)3. Nontransparent Map (Makes several map modes nontransparent)4. Disable Sounds and Music5. Only Europe (Removes almost all the provinces around Europe)Performance Mods Remove India-Only Europe-Flat Map-Nontransparent Map-Disable Sounds and Music
2.8.X Compatible.1. Remove India (Removes all Indian provinces from the game)2. Flat Map (Makes the map flat)3. Nontransparent Map (Makes several map modes nontransparent)4. Disable Sounds and Music5. Only Europe (Removes almost all the provinces around Europe)Castles Expanded
A mod adding 75 new buildings to castles.Castles Expanded
A mod adding 75 new buildings to castles.AGOT Legendary Warriors
This mod adds an event that has a chance to add a new combat trait Legendary Warrior to characters who meet specific requirements, currently Formidable Warrior and Brave.AGOT Legendary Warriors
This mod adds an event that has a chance to add a new combat trait Legendary Warrior to characters who meet specific requirements, currently Formidable Warrior and Brave.Conquest
Allows kings or higher to wage wars, where all captured territory goes to the aggressor.Conquest
Allows kings or higher to wage wars, where all captured territory goes to the aggressor.AGOT Colonize Away
Mod aims to let you colonize any province that doesnt have a character, uninhabited islands and such, and will eventually edit up some currently occupied provinces to become ruins.AGOT Colonize Away
Mod aims to let you colonize any province that doesnt have a character, uninhabited islands and such, and will eventually edit up some currently occupied provinces to become ruins.AGOT Tweaked Genetics
This mod tweaks genetic trait inheritance to slightly increase some traits, and slightly decrease others.AGOT Tweaked Genetics
This mod tweaks genetic trait inheritance to slightly increase some traits, and slightly decrease others.AGOT Tweaked Parameters
Edits some basic game settings like ship levy maintenance, portrait age, etc to be a bit more realistic.AGOT Tweaked Parameters
Edits some basic game settings like ship levy maintenance, portrait age, etc to be a bit more realistic.Reduced Truce Time
Reduces Truce Time from 10 years to 1 year.Reduced Truce Time
Reduces Truce Time from 10 years to 1 year.AGOT No High Valyrian Culling
This mod prevents culling of non-player High Valyrian charactersAGOT No High Valyrian Culling
This mod prevents culling of non-player High Valyrian charactersSame Gender Succession
Does it annoy you that even though you have Absolute Cognatic or Enatic Succession that all your vassals have Agnatic Succession? Do you wish that all your vassals have the same Gender Succession law as you? Than this the mod for you!Same Gender Succession
Does it annoy you that even though you have Absolute Cognatic or Enatic Succession that all your vassals have Agnatic Succession? Do you wish that all your vassals have the same Gender Succession law as you? Than this the mod for you!Military Info
This ultralight mod provides information about military units when the cursor hovers over their icons in the various military menus.Military Info
This ultralight mod provides information about military units when the cursor hovers over their icons in the various military menus.AGOT Green Valyria
Makes Valyrian peninsula green once againIf your answer is YES, maybe you have already tried to use Groove, Plex, and MediaPortal to replace the WMP ( Windows Media Player).However, for many people who have gotten used to using media player rather than download third-party applications to listen to songs, to watch video, it is necessary to solve the Windows Media Player stops working issue on Windows 10. Windows + s not working. Why is the Windows 10 Media Player Not Working?Generally speaking, the reasons why your Windows media player or media center crashes or does not work can be various.But to make things easier, the causes are mainly outdated or corrupted media player or some erroneous Windows media player or center settings.AGOT Green Valyria
Makes Valyrian peninsula green once againA.D. 633 - Rise of Islam
Extends the time period of CK2 to include the Sassanid Empire and the first invasions of the Islamic Caliphs, along with remnant followers of the Hellenic and Cushitic religions.A.D. 633 - Rise of Islam
Extends the time period of CK2 to include the Sassanid Empire and the first invasions of the Islamic Caliphs, along with remnant followers of the Hellenic and Cushitic religions.Shieldmaiden
Small mod for Crusader Kings II v2.5.2 - Unlocks enatic and enatic/cognatic succession laws for most cultures and also allows women to occupy council positions and be commanders with those laws active, this is also true to true cognatic succession. Also removes most restrictions from seduction focus.Shieldmaiden
Small mod for Crusader Kings II v2.5.2 - Unlocks enatic and enatic/cognatic succession laws for most cultures and also allows women to occupy council positions and be commanders with those laws active, this is also true to true cognatic succession. Also removes most restrictions from seduction focus.SinStar87's Ultimate AGOT Submod Collection
Contains a collection of most of my AGOT submodsSinStar87's Ultimate AGOT Submod Collection
Contains a collection of most of my AGOT submodsAGOT More Flags
Help reduce blank flags until the main AGOT mod adds themAGOT More Flags
Help reduce blank flags until the main AGOT mod adds themAGOT Alternate Portraits
Edits some of the default portraits to have a different lookAGOT Alternate Portraits
Edits some of the default portraits to have a different lookAbsolute Monarchy
Adds new ruling stylesAbsolute Monarchy
Adds new ruling stylestheocracy
Theocracy mod for those who wanted to play as pope or other church faction. Conserved all old functions for feudals and merchants Created new functions for church,soo every thing is new and different To start the game start as Count vassal of a Duke,go to decisions and use become bishoptheocracy
Theocracy mod for those who wanted to play as pope or other church faction. Conserved all old functions for feudals and merchants Created new functions for church,soo every thing is new and different To start the game start as Count vassal of a Duke,go to decisions and use become bishop
A mod (short for modification) is an alteration of the game and objective of modding. There's a large variety of mods, everything from small tweaks to total conversions.
Mod creators or players may create a wiki page for their preferred mod or tool, to act as a collaborative documentation of its features.
- 4Mods with wiki pages
Installation[edit]
Mods can be downloaded and installed manually from User Modifications sub-forum (game registration needed), or automatically from Steam Workshop.
The mod installation folder is:
- Windows:
~DocumentsParadox InteractiveCrusader Kings IImod
- Linux:
~/.paradoxinteractive/Crusader Kings II/mod/
- Mac:
~/Documents/Paradox Interactive/Crusader Kings II/mod/
Never install mods in Steam directory (ex: C:Program Files (x86)SteamSteamAppscommonCrusader Kings IImod), as mod would not be properly loaded.
Check in the mod description the CK2 version compatible with the version of the mod. If needed, rollback to an older patch, using Steam Beta tab.[1]
In case of manual installation, the steps are usually the following (refer to specific mod instructions, if any):
- Remove any existing installation of the mod (mod folder and .mod file). This is very important, as the game loads all files present in mod folder, so old mod files that are no longer present or were renamed in a new version of the mod would conflict.
- Clear your gfx cache, by deleting the folder ~DocumentsParadox InteractiveCrusader Kings II<mod_name>gfx, if any.
- Extract the downloaded archive, so that CK2 mod folder contains the .mod file and directory of the mod.
- Launch CK2 and select the mod in the Mod tab. Note that the mod may have a different name in the launcher than the name of the .mod file.
- Play!
For more info, see the structure of a mod.
Mod compatibility[edit]
Some smaller mods may be timeless, but most often a mod is only compatible with a specific vanilla patch, and players need to check the version and potentially rollback to an older patch.
Incompatibilities happens when a mod:
- has to overwrite vanilla files, usually because of modding restrictions or limits to folder-based loading behavior.
- is a total conversion and/or major overhaul, and is deeply tied to vanilla.
In addition mods may be incompatible with each others, if they modify the same vanilla files or entities (graphic sprites, defines, ..). Refer to the mod FAQs for known incompatibilities.
Mod lists[edit]
- List of Mods/Guides/Utilities (game registration needed)
Mods with wiki pages[edit]
The mods are sorted alphabetically. Use Category:Mods to browse mods by subcategories.
Active mods[edit]
Inactive mods[edit]
Some mods are no longer maintained, and not compatible with the more recent vanilla patches:
Extended historical timeline[edit]
A subset of mods have tried to create additional historical bookmarks, in an attempt to extend the historical vanilla timeline covered by Paradox games.
The further away from vanilla timeframe and map scope the mod goes, the more mechanics and events need to be adapted or re-written to fit the period or location, and the more major the overhaul needs to be.
Start date(s) | Map scope | Mod |
---|---|---|
653 BC | Vanilla | Pharaohs & Consuls - Forum |
323 BC | Mediterranean | Diadochi Kings |
184 AD -> 220 AD | China | Romance of the Three Kingdoms |
410 AD -> 962 AD | Western Europe | The Winter King |
445 AD -> 600 AD | Vanilla | Early Bookmarks Submod for When The World Stopped Making Sense - Forum |
476 AD -> 600 AD | Vanilla | When The World Stopped Making Sense |
633 AD | Vanilla | A.D. 633: Rise of Islam |
769 AD | Vanilla | Vanilla Charlemagne expansion |
821 AD | Vanilla | Imperator Ludovicus - Bookmark for 821 AD - Forum |
867 AD | Vanilla | Vanilla The Old Gods expansion |
935 AD | Vanilla | Iranian Intermezzo: Bookmark for year 935 - Forum |
1066 AD -> 1337 AD | Vanilla | Vanilla base game |
1337 AD -> 1469 AD | Western Europe | Western Europe 1337-1469 - The Rose, the Lily, and the Oak - Forum |
1180 AD, 1493 AD -> 1534 AD | Japan | Nova Monumenta Iaponiae Historica |
2015 AD | Vanilla | 2015 mod - Forum |
Utilities[edit]
These are utilities for players. For modding tools, see Modding tools and utilities
See also[edit]
References[edit]
- ↑https://forum.paradoxplaza.com/forum/index.php?threads/how-to-rollback-your-version-of-ck2-to-a-previous-one.764752/
Retrieved from 'https://ck2.paradoxwikis.com/index.php?title=Mods&oldid=37267'
Modding, or creating mods, is the act of modifying the behavior of the base game (often referred as vanilla), either for personal use, or to release publicly to other players, for instance via the Steam Workshop.
As for all Paradox games, Crusader Kings II is moddable to a great extent.
Motivations of modders may vary widely: better translation to native language, more events or decisions, better map, major overhaul, etc.
Modding is not magic or heresy, anybody can learn to build a mod, and this guide is intended to lower the entry barriers to the world of CKII modding.
Yet, however good the documentation, there is still a learning curve to it, and it cannot replace the need to read some working vanilla code and do lots of trial and error!
- 3Mod structure
- 8Advanced tips
Guidelines[edit]
- Create a mod for your modifications: create a personal mod even for small changes, and never modify directly game files in Steam CKII folder, as they may be overwritten without warning.
- Use a good text editor to edit files and search into multiple files. See text editors.
- Validate your mod with The Validator, it will save you a lot of pain and time troubleshooting crashes and bugs.
- Minimize overwrites of vanilla files by adding separate files and loading from folders whenever possible, to improve mod compatibility and maintenance.
- Use a proper merge tool, to merge between folders, and update modified vanilla files to a new vanilla patch.
- Backup your work to avoid losing everything. In case of a modding team, consider using a source control system like GitHub to act as backup and also manage collaboration.
- Use ANSI (Windows-1252) encoding for text files.
- Indent properly to easily spot unclosed curly braced. Vanilla uses 1 tab for indentation rather than spaces.
- Use comments starting with # character, to remember reasons for writing tricky stuff.
Text editors[edit]
Here are text editors with CK2 language support:
- Notepad++: CKII language file
- Sublime Text: Syntax highlighting for Sublime Text 3
- Atom: language-crusader-kings--i-i
Mod structure[edit]
Mods are located in folder ~Paradox InteractiveCrusader Kings IImod, which must contain:
- the .mod file, to tell the launcher what to do with the mod-folder.
- the mod folder or zip containing the mod data. The mod data must have the same file and folder structure as if it was along with CK2game.exe in the game directory. Note that folder and file names are case sensitive on Mac and Linux.
The name of the .mod file must not contain any white-spaces, otherwise it will not auto-select when re-starting the launcher.
The content of the .mod file is:
Key | Required? | Effect | Example |
---|---|---|---|
name | Yes | Defines the name that shows up in the launcher | name = 'My Mod' |
path | Yes | Defines which folder is the mod's folder. It is relative to ~DocumentsParadox InteractiveCrusader Kings II folder. | path = 'mod/MyMod' |
user_dir | No | Tells the launcher to store saved games and temporary files in a specific folder. This can be useful for mods incompatible with vanilla saves (because of new titles, flags, religions, cultures, buildings, etc.), so that things don't get mixed up. Warning: do not set user_dir for sub-mods of a main mod, as all user_dir of active mods are concatenated. | user_dir = 'MyMod' |
archive | No | Defines a zip-file instead of a folder. Alternative to path. It is relative to ~DocumentsParadox InteractiveCrusader Kings II folder. This is the format used for mods downloaded from the Steam Workshop, but when uploading a mod to the workshop, path structure must be used instead. | archive = 'mod/mymod.zip' |
replace_path | No | Tells the launcher to override everything in a folder, and load ONLY from the specified paths inside the mod. This is the only way to effectively remove stuff from vanilla, and is most often used for total conversion mods. Notes:
| replace_path = 'history' replace_path = 'history/characters' |
dependencies | No | Tells the launcher that another mod has to be loaded before this one. The other mod will be loaded first, allowing the 2nd mod to override some files (otherwise the 1st mod would win). A dependency is not a hard requirement; you do not need a dependency loaded if the mod has one set. This is simply a way for the mod file to tell the launcher which files should be loaded first. | dependencies = { 'Another Mod' 'Yet Another Mod' } |
picture | No | Image under mod folder to serve as banner for Steam Workshop (will be displayed as 268px × 268px JPEG) | picture = 'MyMod.jpg' |
tags | No | List of tags for Steam Workshop. Warning: don't forget quotes for tags that contain spaces. | tags = { 'Tag1' 'Tag 2' } |
supported_checksums | No | List of expected checksums for which scripting condition supported_checksums will evaluate to true. This can be used in event modding to display a warning to the player. | supported_checksums = { ABCD EFGH } |
Below are some examples mod files, depending on the category of the mod:
Small mod[edit]
Small mods are the most common, and should neither use
user_dir
nor replace_path
in order to keep compatibility with other small mods.Big mod[edit]
Overhaul mods typically use
user_dir
as saves wouldn't be loadable outside of the mod anyway.For total conversion mods, replace_path
can be used to completely ignore vanilla directories that don't make sense in the context of the mod (history, flags, ..)Sub mod[edit]
Sub-mods of a main mod typically use
dependencies
to be able to override files from main mod.Game data[edit]
- Console commands, useful for debugging mods.
- Defines, which allow to influence some hardcoded vanilla behaviors
- Scopes, conditions, and commands used for scripting
- Modifiers, used to influence calculations made by the game
Game structure[edit]
The game data is composed of hierarchy of folders, containing game files.
A mod follows the same folder structure as the base game, so that when loading the game the engine will combine files from vanilla and mod(s).In most folders, the engine will load all the files within, which allows a mod to add new definitions (titles, religions, ..) without having to copy and modify vanilla files.To make use of this, it is important to understand how the scripts are loaded both at file level and definition level.
The behavior when loading a mod is the following:
- Engine processes folders and files based on some hardcoded load order.
- If current folder is defined as
replace_path
, all vanilla files in that folder will be ignored, and only mod files will be loaded (if any). - If the mod folder and vanilla folder both contain files with same names, vanilla files will be ignored and mod version will be used.
- Inside a given folder, the order in which files are processed is usually alphanumerical on combined vanilla and mod file names, though some folders may have a different behavior.
- When encountering more than once the same definition (title, religion, decision, ..), the duplicate definition may:
- be ignored (first definition wins)
- fully override the previous definition (last definition wins)
- partially override the previous definition (definitions are merged/additive, which only makes sense if there is actually something to merge: hierarchy, list, etc.)
- coexist/break both (in which case duplicate IDs must be avoided)
Below is a list of CKII game files and folders, with associated modding guide, and loading behavior.
For loading behavior, the cell colours highlight whether the behaviour is the expected one, strange or requiring some attention, or unexpected and to be avoided.
File/Folder | What it contains | How to mod | Loading behavior |
---|---|---|---|
.common
| General information
| Defines Static modifiers Technology modding | N/A |
.commonalternate_start | Alternate start modding | [?] Merge | |
.commonartifact_spawns | Artifact modding | Merge. | |
.commonartifacts | Definitions of artifacts | Artifact modding | Merge. |
.commonbloodlines | Bloodline modding | ||
.commonbookmarks | Bookmarks are configured here (scenarios/start dates) | Bookmark modding | Merge. Bookmarks are listed chronologically in-game, whatever the order in files. |
.commonbuildings | Buildings folder, all buildings are stored here. | Building modding | [?] Merge |
.commoncb_types | Casus Belli folder, all Casus-belli are stored here. | Casus Belli modding | Merge, but override of casus belli by re-using same name does not work (creates duplicate casus belli) |
.commoncombat_tactics | Combat tactics definitions. | Unit modding | [?] Merge |
.commoncouncil_positions | Conditions for an A.I. councillor to adopt a certain category of voting behavior. | Councillor modding | [?] |
.commoncouncil_voting | A.I. rules for how councillors from a behavior category will vote | Councillor modding | [?] |
.commoncultures | Cultures folder, all cultures are stored here. | Culture modding | Merge. Since patch 2.4 cultures are merged like religions, and a new culture may be added to a vanilla culture_group via a separate file. |
.commondeath | Death definitions | Death modding | |
.commondeath_text | Flavor text for succession screen | Death modding | |
.commondefines | Defines. | Defines | [?] Merge. Entries in files override common/defines.lua values. |
.commondisease | Diseases definitions. | Disease modding | [?] Merge |
.commondynasties | Dynasties folder, all dynasties are stored here. | Dynasty modding. | Merge. Duplicate dynasties loaded before vanilla (i.e., 000_ prefix) will overwrite dynasty shields. Duplicates loaded after (i.e., z_ prefix) will overwrite dynasty names. To overwrite both, use duplicate files, one with a preceding prefix and one with a succeeding prefix. |
.commonevent_modifiers | Event_modifiers folder, all event modifiers are stored here | Modifiers | Merge. |
.commonexecution_methods | Execution methods | Death modding | [?] |
.commongame_rules | Game rules definitions | Game rules modding | Merge. The rules are displayed in UI based on order of files (alphanumerical on file name), then order of rules within the file. |
.commongovernment_flavor | Government naming definitions | Government modding | [?] |
.commongovernments | Government definitions | Government modding | Merge. It is possible to define governments of the same government group in different files. |
.commongraphicalculturetypes | Graphicalculturetypes folder, all graphical culture types are stored here | [?] Merge | |
.commonheir_text | Flavor text for succession screen | Death modding | |
.commonholding_types | Conditions for being allowed to build each holding type. | Government modding | [?]. It is not possible to add new holding types. |
.commonjob_actions | Defines councillors actions | Councillor modding | Merge. |
.commonjob_titles | Defines councillors titles | Councillor modding | [?] |
.commonlanded_titles | Landed_titles folder, all landed titles are stored here. | Title modding | Merge. Merging behaviour is 'complicated and might not have been designed that way intentionally'[1] |
.commonlaws | Law modding | Merge. A law with the same name as an existing law will append conditions to the allow section, but not the potential section. | |
.commonmercenaries | Mercenaries folder, all mercenaries are stored here | [?] Merge | |
.commonminor_titles | Minor_titles folder, all minor (i.e. honorary) titles are stored here | Minor title modding | Cannot be overridden, attempts to do so will result in multiple minor titles with the same tags, like traits |
.commonmodifier_definitions | Defines dynamically defined modifiers, in particular special units modifiers. | Unit modding | [?] Merge |
.commonnicknames | Nicknames folder, all nicknames are stored here | Merge. | |
.commonobjectives | Objectives folder, all objectives (i.e. ambitions, factions, and plots) are stored here. | Objective modding | [?] Merge |
.commonoffmap_powers
| Defines nations not represented on the map, but with a significant influence over it. | Offmap power modding | [?] Merge. Does NOT require Jade Dragon DLC. |
.commonon_actions | On_actions folder, all on_actions are stored here | Event modding | Merge. Since patch 2.4 on_actions are merged, with new events being added to the previous list for a particular on_action, instead of replacing the list. |
.commonopinion_modifiers | Opinion modifiers folder, all opinion modifiers are stored here | Modifiers | [?] Merge |
.commonprovince_setup | Deprecated since patch 3.0. | ||
.commonreligion_features | Religion modding | [?] Merge, but features with the same key get duplicated | |
.commonreligion_modifiers | Religion_modifiers folder, all religion modifiers are stored here. | Modifiers | [?] Merge |
.commonreligions | Religions folder, all religions are stored here. | Religion modding | Merge. Vanilla religions can be overridden, without needing to duplicate the whole religion group. Restrictions: need to define reformed religion before the non-reformed. |
.commonreligious_titles | Religious_titles folder, all religious titles are stored here | [?] Merge | |
.commonretinue_subunits | Retinue subunits folder, all retinue subunits are stored here | [?] Merge, but retinues with the same key get duplicated | |
.commonsave_conversion | Save game compatibility | [?] | |
.commonscripted_effects | Scripted effects | [?] Merge | |
.commonscripted_score_value | Scripted score value | [?] Merge | |
.commonscripted_triggers | Scripted triggers | [?] Merge | |
.commonsocieties | Definition of societies | Society modding | Merge, but override of societies by re-using same name does not work (creates duplicate societies) |
.commonspecial_troops | Special units definitions | Unit modding | [?] Merge |
.commonstories | Not used. | N/A | |
.commonsuccession_voting | Succession modding | [?] Merge | |
.commontrade_routes | Trade route definitions. | Trade route modding | [?] |
.commontraits | Traits folder, all traits are stored here. | Trait modding | Merge, but traits with same name will co-exist, and generated characters may get both versions of the trait at the same time. The last definition gets assigned to a character when using commands. |
.commontributary_types | Tributary relationship definitions. | Tributary modding | [?] |
.commontriggered_modifiers | Defines global modifiers that trigger under certain conditions | Triggered modifiers | [?] Merge |
.connectui | Appears to be leftover interface for the discontinued Paradox Connect service (used in older Clausewitz games CK2 is based on). | Unusable | |
.decisions | Decisions folder, all decisions are stored here | Decision modding | Merge, but override of decision by re-using same name does not work (breaks the decision effect, that does nothing) |
.dlc | Contains DLC information and zipped content files | DLC files | N/A |
.dlc_metadata | ? | ? | |
.eu4_converter | Europa Universalis 4 Save Converter folder, all files related to the EUIV converter are stored here. Note: vanilla files were moved inside /dlc/dlc030.zip | EU4 Converter modding | [?] |
.events | Events folder, all events are stored here. | Event modding | [?] Merge |
.gfx
| Graphics folder, all graphics are stored here. | Graphics modding Graphics are mapped to a logical name (GFX_xxx) inside .interface*.gfx files Warning: a missing flag for a title in flags will cause wrong flags to appear for most titles, due to a shift. | |
.history | Historical data for characters, titles, provinces and wars for the possible start dates. This is a likely the text export of an internal database, which is sometime mentioned in the patch notes.[2] | History modding | N/A |
.historycharacters | Historical characters, optionally associated to a dynasty from commondynasties folder. | Character modding | [?] Merge. Duplicate character IDs break the character history and must be avoided. |
.historydiplomacy | Not used | N/A | N/A |
.historyoffmap_powers | History of offmap powers (holder, status, ..) | Offmap power modding | [?] Merge |
.historyprovinces | History of provinces (holdings built, change of culture or religion) | Province modding | [?] Merge |
.historytechnology | Initial technology of provinces, depending on the start date. | Technology modding | [?] |
.historytitles | History of titles (list of successive holders) | Note: titles that should be deactivated at game start (ex: reformed religion heads) must have an history file that disables the title. | [?] Merge |
.historywars | Important on-going wars (attacker, defender, Casus Belli, war score, ..), usually for historical bookmarks. | [?] Merge | |
.interface
| Interface graphics | Interface modding |
|
.interfacecoat_of_arms | Coats of arms modding | Coat of arms definitions can be split across multiple files. No support for appending existing definitions from a different file. | |
.interfaceportrait_offsets | .txt files with external offsets for portrait frames | Portrait modding | |
.interfaceportrait_properties | Dynamic rules to select portrait properties values | Portrait modding | [?] |
.interfaceportrait | Definitions of spriteType and portraitType elements for portraits. | Portrait modding | Merge |
.launcher | Launcher graphics and configuration | N/A | |
.localisation | All text data for things like country names and event description, has options for other languages | Localisation | Full override. If duplicates are in different files, first file loaded wins (i.e. use 00_ file prefix to override vanilla keys). If in same file, last duplicate in file wins. Warning: files must end with .csv extension, or they will not be taken into account. |
.localisationcustomizable_localisation | Custom localisation commands definitions | Localisation#Custom commands | [?] Merge. |
.map
| Map settings, province shapes, continents, regions etc. | Map modding | N/A |
.mapstatics | Map external frame size, and positions of fixed 3D map elements (wonders, etc.) | Map modding | |
.mapterrain | Map modding | ||
.mod | Dummy mod folder, do not store mods here, use local mod folder | Mod file | Breaks mods, as configurations like replace_path are ignored. |
.music | Music used by the game | Music modding | [?] All .txt files song elements are loaded. |
.sound | All sounds except music | [?] | |
.tutorial | Tutorial configuration | [?] |
Specific guides[edit]
Only includes guides not already linked in the 'How to mod' column above or otherwise.
- Troubleshooting - how to find errors in your mod
- Save-game editing - how to change a save game
- Patch 2.4 mod compatibility guide - how to migrate a mod from patch 2.3.6 to patch 2.4.X
- Patch 2.5 mod compatibility guide - how to migrate a mod from patch 2.4.5 to patch 2.5.X
- Patch 2.6 mod compatibility guide - how to migrate a mod from patch 2.5.2 to patch 2.6.X
- Patch 2.7 mod compatibility guide - how to migrate a mod from patch 2.6.3 to patch 2.7.X
- Patch 2.8 mod compatibility guide - how to migrate a mod from patch 2.7.2 to patch 2.8.X
- Patch 3.0 mod compatibility guide - how to migrate a mod from patch 2.8.3.2 to patch 3.0.X
- Patch 3.1 mod compatibility guide - how to migrate a mod from patch 3.0.X to patch 3.1.X
- Merging guide - how to merge mod files with a new vanilla patch
- Total conversion guide - Creating a total conversion mod
- Creating a mod exe installer guide - Advanced guide for creating a Windows installer
Tools & utilities[edit]
These are utilities for modders. For player tools, see utilities.
- Notepad++ - Editor to change files, is better than normal editor
- Notepad++ language file for CKII - very helpful to read code
- The Validator - Support tool to find errors in files
- EU4:JoroDox mod making tool / Forum thread - View mod files & create CK2 compatible 3D models
- Portrait Builder - Tool to preview character portraits
- Text Fixer - alphabetize your localisation file
Advanced tips[edit]
- For the bigger mods using a source control management tool (Git, ..), it is handy to create a symbolic link between CKII mod folder and the working directory of the local repository, especially if the mod also has sub-mods. Note that you'll still need to copy the .mod file(s) manually, but they rarely change. Run the following command from the parent directory of main git folder, replacing:
- <mod_path_name> by the value of
path
attribute from .mod file - <git_mod_folder> by the name of the sub-folder that contain mod data (folders common, decisions, events, etc..)
- <mod_path_name> by the value of
Testing Mods[edit]
Certain, more obscure console commands (that don't show up if you type 'help' in the console) are extremely useful in the process of testing a mod.
- observe - switches you to Observer Mode. You will no longer play as any specific character - this will allow the game to run for a long period of time, uninterrupted. It also makes every invisible trait and secret religion visible.
- run <filename.txt> - runs script in a txt file located in the in the Documents install directory. It will be executed from the player's scope. Useful for testing tricky scripts - you can just have the script open in a different window, run it, tweak the script, save it, and run it again - it will be recompiled every time.
- reloadevents - reloads and recompiles every single event (may take a while depending on your hardware). Useful if you want to tweak an entire event or chain of events without rebooting the game every time.
- reloadloc - reloads the entire localisation table. Useful if you spot a typo while testing your mod, or if you are trying to fit as much text in an event frame as possible.
More Console commands are available on the main page, and are very useful for more specific alterations like adding lovers or killing people.
External links[edit]
See also[edit]
References[edit]
- ↑Forum:774248/page-14#post-19100145
- ↑http://www.ckiiwiki.com/Patch_2.0#Database
Characters • Dynasties • Provinces • Titles • Bookmarks
Commands • Conditions • Scopes • Modifiers • Events • Decisions
Defines • Game rules • Alternate starts • Religion • Culture • Governments • Traits • Bloodlines • Technology • Laws • Buildings • Casus Belli • Tributaries • Units • Objectives • Disease • Death • Minor titles • Societies • Artifacts • Offmap power • Councillors • Trade routes • Succession • Great works
Map • Graphics • Coats of arms • Portraits • Interface • Minimap • Music • Localisation
Troubleshooting • The Validator • Console commands • Save-game editing • Steam Workshop • EU4 Converter
Creating a mod • Creating a mod installer • Merging vanilla changes • Creating a total conversion • Save game compatibility
Patch 2.4 • Patch 2.5 • Patch 2.6 • Patch 2.7 • Patch 2.8 • Patch 3.0
Retrieved from 'https://ck2.paradoxwikis.com/index.php?title=Modding&oldid=37919'
With over two thousand mods on Steam Workshop alone, the Crusader Kings II modding community have recently passed a milestone in user-generated content. This impressive feat is a blessing for players but also a cause for paralysis: Which of these mods should one choose?
After all, even if one focuses on just the popular choices, so many other excellent mods might be overlooked.
Similar to our approach with EU4's & Stellaris' mod libraries, let's break down the available add-ons into key categories to find some amazing mods to customize your CKII campaign!
HOW TO MOD
For first timers wanting to modify their game, Steam Workshop has thankfully made the whole process as easy as clicking the subscribe button on the mod you want and Crusader Kings II will automatically download it and add it to its launcher. From there, the player can choose to enable or disable any mod of their choice.
As outlined in previous guides, here are some essential tips for modding a Paradox title via Steam for the first time:
- Check if the mod is up to date with the most recent patch for Crusader Kings II. Once a new expansion comes out you may have to wait a few days, weeks, or even months for bigger mods, until the mod is updated. Thankfully, CKII will give you a warning if you're about to load a mod that isn't up to date. Also, each mod will tell you on the side menu if it requires certain DLC.
- Hey, still want to play that favourite mod of yours but CKII's latest update ruins your save game? You can always roll back your CKII version to continue your campaign. Check the mod pages on Steam or the Paradox forums on how to do this since it might be different for each mod and version of the game. If all else fails, ask in the comments threads for instructions!
- Check if the mods you've selected are compatible with the other mods you've downloaded. This information is usually found on each mod's page as they usually list which mods they are able to run with.
- Remember that most mods are Ironman incompatible as they necessarily change balance. If you're achievement hunting, you'll need to find those mods that will tell you on their descriptions that they're Ironman compatible.
- Finally, sometimes it takes a while for the CKII interface to properly load the mod's latest version. Check if you have auto-updates enabled for mods and then, if you're unsure, simply relaunch the CKII launcher to check if all of the mods are present and up to date.
For mods too large for Steam, you can usually hunt for their pages on the Paradox Forums and find the instructions on how to install from there. You can also google search large mod Wikipedia’s in order to find instructions for installation.
Again, there are so many mods available that it's impossible to include all of the greats so this list ought to serve as an example of how to get mods rather than strictly which mods to get. Let's dive right into four major categories to start off your modding crusade!
Total Conversion Mods
Mods that change almost everything with a singular guiding hand. A total suite is presented to the player to try. Thankfully, CKII has some of the best Total Conversion Mods in the Paradox Stable.
CK2+ by Wiz, Vukica and the CK2+ Team (Link)
One example of a mod not on the Steam Workshop, CK2+ is a massive overhaul that changes every aspect of the game from the map to core mechanics to events. Aimed at giving more content for the player to explore whether it's new provinces, new interactions with other characters, or new mechanics such as a factions overhaul, there is a reason it is titled CK2+.
This mod is so venerable and respectable as a total upgrade for the game that individual mods on the Steam Workshop make CK2+ compatible versions of their mods specifically to be included in this grander Crusader Kings II experience.
Follow the link above and follow the instructions on the forum to find how to install this amazing piece of work! If you like this mod, also check out the Historical Immersion Project located in the same modding sub-forum as CK2+.
A Game of Thrones Mod by knuckey, Cabezaestufa, and team (Link)
Crusader Kings II is probably the best game in all of PC gaming to represent the intense political action of George R.R. Martin's world. This mod seeks to do the universe of A Song of Ice and Fire justice with its impressively researched bookmarks and hefty focus on character interactions. It is not only a complete overhaul of the game mechanics to match the books, but the addition of other interactions such as magic and a complex system to handle massive civil wars with multiple claimants expands the CKII experience to new heights.
When The World Stopped Making Sense by Enlil and Team (Link)
Delve into the “dark” ages of late antiquity and the Early Middle Ages when the collapse of the Roman Empire in the West brought about a chaos that shook the very core of European Civilization. Pushing back the start date to 476, a whole new world of content is available to the player and a rich time extension is populated by meticulously researched settings, bookmarks, and historical persons. New decisions and mechanics bring this unique part of world history to life in stunning detail.
Elder Kings by Etienne and Team (Link)
Not to be outdone, the Elder Scrolls fandom has its own gorgeous and deeply detailed mod. Replete with custom events and custom mechanics, this puts the TOTAL in Total Conversion. You don't even need to be a fan of the Elder Scrolls to appreciate a dive into this dense and fully fleshed out world.
One of their most clever converted mechanics is the transformation of the Chinese Empire console from the base game into whole realms you can interact with ruled by their respective diety. One of the most polished mods out there.
Character Mods
CKII is the Paradox game that focuses on characters and historical figures more than simply abstract nations or empires. A whole treatment of mods just for this central focus is a big part of modding CKII.
Ruler Designer Unlocked by kadet4 (Link)
Finally, creating your perfect starting character has never been easier. The mod's title is self explanatory as traits are available for your custom character without any restrictions (unless you yourself place those restrictions!). Unique playthroughs and unique dynasties are finally available to the player. A simple yet incredibly rewarding mod, this is a must for anyone who wants full control over the progenitor of their dynasty.
Rich Childhood by Slothinator (Link)
Rich is the right word for it. This mod brings to life the interim years of a young man or woman's rise to adulthood. Instead of a tiny whelp that eventually becomes a “real” character, this mod seeks to make the experience of growing up as exciting as adult life. There is no downside to this mod. The events offer a playful and intriguing encounter for the player for those (hopefully) rare times where regencies must be in charge of a young prince or princess.
Sketchy Traits by Sketchy (Link)
Another simple mod that adds a plethora of interesting and necessary traits available for characters to have. Physical traits such as fluency and fertility as well as personality traits such as psychopathy and creativity are some of the additions that puts another dimension to the already character-oriented nature of CKII. Whether it's seeking extra bonuses or looking to generate a compelling narrative, this mod helps to add texture to the character trait system.
Trait Softcap Exterminated by Xdbored (Link)
All that hard work making all the “right” decisions to develop the character and personality you've always wanted is now finally preserved! CKII intrinsically has a hidden limit for character traits and this mod simply eliminates this cap. With this mod, a player's actions finally stick and personalities culminate in grandiose and memorable characters.
Mechanical Mods
Modding can be as simple as changing game mechanics to suit one's needs or elevate gameplay. Here are some of the best in the genre.
Your Personal Castle by =F4D=Nuubialainen and dangitsdaaaaang (Link)
Isn't it strange that your capital holding is almost completely indistinguishable from anyone else's? 'Your Personal Castle' addresses this issue by allowing the player to build bonus-creating additions to their home holding. Whether it's secret passages or studious libraries, not only are these great for customizing one's capital experience, but the mod also provides associated events to each addition to the castle that immerses the player in what it means to build a grand stronghold. By far one of the most popular mods out there!
No Inter-religious Defensive Pacts by Dratoran (Link)
A lesser known and small mod, but one I believe that truly makes sense. This mod disallows defensive pacts to form between different religions. There has been plenty of discussion about the game-mechanic known as defensive pacts while some saying it artificially hampers gameplay by gaming the system to resist the player. While other mods do away with defensive pacts in totality, I believe this small mod finds the better middle ground. Defensive pacts will form, but at least you won't have to worry about Richard the Lionheart and Saladin somehow joining forces to stop you. While some players might want that challenge, this mod is for those who want a slightly more historical treatment of expansion.
Improved Genetics by Crimson9 (Link)
Using scientific data to bring more realism to CKII's genetics is the stated purpose of this mod and while it's a subtle change (since CKII's genetics system is not that far from 'reality'), this mod actually helps to make heredity in the game more reliable, stable, and predictable (thank you, science). The creator is not just versed in Mendelian genetics, but has factored in polygene inheritance for a truly fascinating if not invisible experience of heredity.
Cosmetic Mods
What would be a mod list without some gorgeous aesthetic options to choose from? Here are some of the most pleasing offerings available.
Patrum Scuta by Solo (Link)
What would the Middle Ages be without the glorious beauty of heraldry? This mod takes this basic premise and turns it into a rich aesthetic experience. This is not simply a graphic pack that adds hundreds of new heraldic styles as well as enriching the present options, but this mod also implements them in a historically researched way.
True to history coats of arms are restored as well as dynamically generated crests are in line with researched records. This also presents a plethora of different options for custom dynasties that the only drawback is that it makes the selection menu for a heraldic shield over a thousand clicks long!
In heavens Cartographic Map by In heaven (Link)
While Paradox's choice to present an abstracted three dimensional contour map is beautiful enough as it is, this mod brings the player back to a cartographical setting. It is as if the player is pulled into a map room with his or her closest advisers reviewing the state of the world on a map worthy of the timeframe. Let this graphical upgrade help to immerse you into the world of CKII!
Anime Portraits by Art and Seiji (Link)
I was surprised to discover it years ago and I was ashamed to admit that I loved it. Who knew that Crusader Kings II could be a unique anime experience? Oddly perfect portraits for every type of character and character condition make this mod both dazzling and frightening. Even if one is not a fan of the style, it stands as a testament to an impressive graphical upgrade. While not everyone's cup of tea, it also serves as an indication that there are plenty of mods out there that modify and improve character portraits to suit the player.
Medieval Music Complete by [LVG]Caesar (Link)
We can never overlook the rich musical history of the Middle Ages. From chants to poetry, this mod is one example of the plethora of auditory enhancements that reintroduces a bit of history to the game. While Paradox provides impressive music for its games, it commits a crime by not including period songs like it used to do for games like Europa Universalis II. Mods like this fix this disparity.
What are your favourite CK2 Mods? Let us know in the comments!