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{{version|timeless}} '''Modding''', or creating [[mods]], is the act of modifying the behavior of the base game (often referred to as ''vanilla''), either for personal use, or to release publicly to other players, for instance via the [[Steam Workshop]]. As with all Paradox games, [[Stellaris]] 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, shameless cheating, etc. This guide is intended to lower the entry barriers to the world of Stellaris modding. However, 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 experimentation! <div style="float:right;" class="mw-collapsible">{{ModdingNavbox}}</div> __TOC__ == Guidelines == * '''Create a mod for your modifications''': use a [[#Mod structure|personal mod]] even for small changes, and never directly modify the game files in the Steam Stellaris folder, as they may be overwritten without warning. * '''Use a good text editor''' (recommended: [https://vscodium.com/ VSCodium] or [https://code.visualstudio.com/ Visual Studio Code]) to edit files and search into multiple files. A good text editor can also format the displayed text so that braces can be collapsed if complete, and complete/incomplete pairs are highlighted. * '''Use the error.log file to get execution errors''': The log folder can be found right next to the mod folder. Good Editors usually have the ability to track changes to files from outside the program and prompt for a reload, thus showing you errors with one glance at the file. Note that some modifications need a game to be loaded or even the option to be used on screen/in the back-end before their code will run. * '''Use CWTools for advanced validation and auto-complete''': CWTools is a syntax validator for Stellaris modding, developed as an extension for Visual Studio Code and also available for Sublime. Read the [[forum:1066033|forum post]] by the developer for more info. * '''Minimize overwrites of vanilla files''', unless that is your main goal or somehow necessary (on_action triggers). Adding separate files and use [[#Game structure|loading from folders]] whenever possible, to improve mod compatibility and maintenance. Your files can have any name, all files in the folder will be loaded by the game. So choose a prefix no one else will ever use like the name of your mod. Even DLC follows that pattern. * '''Use a proper merge tool''' (like [http://winmerge.org/ WinMerge], or the Visual Studio Code Extension [https://marketplace.visualstudio.com/items?itemName=L13RARY.l13-diff L13 Diff] ), to [[Merging guide|merge between folders]], and update modified vanilla files to a new vanilla patch. * '''Backup your work''' to avoid losing everything. Consider using a source control system like [https://git-scm.com/ Git] and a collaborative forge like [https://github.com/ GitHub] to manage team collaboration. * '''Use UTF-8 encoding''' for text and .mod files. * '''Use UTF-8 with BOM''' for localization and name list files. * '''Indent properly''' and, again, use a good text editor, to easily spot unclosed curly braces. Vanilla uses 1 tab for indentation rather than spaces. * '''Use comments''' starting with a # character, to remember your reasons for writing tricky stuff. == Modding tutorial == There is a [[modding tutorial]] available which covers steps necessary to create a basic mod. == Mod management == The first steps of modding is getting to know where the mods are located, how they're structured and what to do when uploading your first mod! === Mod folder location === {| class="wikitable" ! OS !! Path |- | Linux || <code>~/.local/share/Paradox Interactive/Stellaris/mod</code> |- | Windows || <code>…\Documents\Paradox Interactive\Stellaris\mod</code> |- | Mac OS ||<code>~/Documents/Paradox Interactive/Stellaris/mod</code> |} Mods from the Steam Workshop will be placed in <code>…\SteamLibrary\SteamApps\workshop\content\281990</code>, named by their Workshop ID.<br> Mods from Paradox Mods will be placed in the mod folder location, named <code>PDX_*MOD_ID*</code>. === File and folder structure === Getting the structure set up correctly when creating a mod is essential for it to run properly. This is the required structure inside the main mod folder: * <code>modname.mod</code> – Includes the information used by the Stellaris launcher * <code>modname</code> – Folder where all the modified files are placed, in the same [[#Game structure|file and folder structure]] as the game folder ** Mod contents ** <code>descriptor.mod</code> – Required for the [[Patch 2.4|new launcher]] added in patch 2.4. Ignored in the old launcher. ** <code>image.ext</code> – PNG and JPEG files are supported. With the new 2.4 launcher, must be a PNG named <code>thumbnail.png</code> <code>modname.mod</code> and <code>descriptor.mod</code> both contain the mod information that the launcher uses when displaying the mod and uploading it.<br> The 2.4 launcher prefers <code>descriptor.mod</code> and will modify <code>modname.mod</code> to match the information in <code>descriptor.mod</code>, however if the file is not found, it'll use the information in <code>modname.mod</code>. The pre-2.4 launcher ignores it.<br> The <code>path="XXX"</code> is not needed in descriptor.mod.<br> Note that folder and file names are case sensitive on Mac OS X and Linux. '''modname.mod structure'''<br> This also applies to <code>descriptor.mod</code>. {| class="wikitable" !Name !Required !Description !Example |- | <code>name</code> | '''Yes''' | Name of your mod. | <code>name="My Stellaris Mod"</code> |- | <code>path</code> | modname.mod: '''Yes'''<br> descriptor.mod: '''No''' (Ignored) | Defines which folder is the mod’s folder. It can be an absolute directory or relative to the <code>…\Documents\Paradox Interactive\Stellaris</code> directory.<br>The Paradox Launcher will automatically correct a relative path to the corresponding absolute path.<br>'''Note:''' Stellaris uses <small>(Unix)</small> slash <code>/</code> instead of <small>(Microsoft)</small> backslash <code>\</code> (or <code>\\</code>). | <code>path="mod/MyStellarisMod"</code> |- | <code>dependencies</code> | No | Specifies if the mod should be loaded after the listed mod(s), if they exist.<br>Very useful for submods or compatibility patches to make sure they overrule certain mods. | <pre> dependencies={ "My Other Stellaris Mod" "Not My Stellaris Mod" } </pre> |- | <code>picture<code> | No | Specifies the mod thumbnail used on [[Steam Workshop]]. With the new 2.4 launcher, this must be a PNG file named <code>thumbnail.png</code>. | <code>picture="thumbnail.png"<code> |- | <code>tags</code> | No | List of tags for [[Steam Workshop]]. Using tags besides the predefined ones may prevent uploading on Paradox Mods.<br>Warning: don't forget quotes for tags that contain spaces. | <pre> tags={ "Tag1" "Tag2" } </pre> |- | <code>version </code> | No | Specifies what the launcher will show as the version of the mod.<br> (Not the version of the game it’s meant for). Any string is accepted. | <code>version="v.4.5"</code> |- | <code>supported_version</code> | Recommended | Specifies what game version the mod supports.<br>The last number can be replaced with the asterisk (*) symbol to tell the launcher that mod supports any value, like 2.4.*.<br>Only the last number supports this. | <code>supported_version="2.4.1"</code> |- | <code>remote_file_id</code> | No | Property added by the launcher that includes the Steam Workshop ID. Ignore it. | <code>remote_file_id="1234567890"</code> |} The data structure is similar to the proprietary Valve Data Format.<ref>VDF is a ad-hoc file format designed by Valve to support storage of hierarchical data, which is also used by [https://developer.valvesoftware.com/wiki/SDK_Installation Steam]. Open VDF parser: https://github.com/rossengeorgiev/vdf-parser/, [https://github.com/shravan2x/Gameloop.Vdf for .NET]</ref> '''Example modname.mod file <code>SomeMod.mod</code>''' <pre> name="SomeMod" path="mod/SomeMod" dependencies={ "othermod" "another mod" } tags={ "Graphics" "Economy" "Overhaul" } picture="thumbnail.png" remote_file_id="1234567890" supported_version="2.4.*" </pre> === Adding a thumbnail === The Steam Workshop allows for a preview thumbnail picture that'll be displayed when searching for mods and as a preview picture if you haven't uploaded any, otherwise it'll be placed to the right of the preview pictures.<br> It’s recommended to make the thumbnail 512px × 512px at minimum, which is used by the workshop frontpage.<br> Additionally, the thumbnail file should be under '''1 MB''' in size, otherwise, it will not be uploaded.<br> Both JPEG and PNG are supported, and after 2.4, the image file must be named '''thumbnail.png'''. # Make sure the Stellaris launcher is closed, so that it doesn't revert your changes # Open up <code>modname.mod</code> and <code>descriptor.mod</code> files # Make sure <code>picture="thumbnail.png"</code> exists, if not, add it # Add your image file in your mod folder # Start up the launcher and update your mod # Thumbnail should now show up at the [[Steam Workshop]] mod page You can always update the thumbnail at any time by updating the mod (unless you are only a co-author). === Creating a mod === You can use the game launcher to set up a mod structure for you by following these simple steps according to your launcher of choice: {| style="text-align:center;" class="wikitable" !# !Launcher v1 (<=2.3.3) !Launcher v2 (>=2.4.0) !Launcher v???? |- |1|| colspan="3" | Launch the game |- |2|| colspan="3" | Navigate to the mods tab |- |3||colspan="2"| Click '''Mod Tools''' |Click '''Upload Mod''' |- |4||Click '''Create Mod''' | |Click '''Create Mod''' |- |5|| colspan="3" | Insert the relevant information and click '''Create Mod''' at the bottom |- |6|| colspan="3" | Navigate to the [[#Mod folder location|mod folder]] and locate your mod folder |- |7|| colspan="3" | Start modding! |} === Uploading and updating a mod === Uploading and updating a mod follows the same procedure, depending on your launcher of choice: {| style="text-align:center;" class="wikitable" !# !Launcher v1 (<=2.3.3) !Launcher v2 (>=2.4.0) |- |1||colspan="2"|Launch the game |- |2||colspan="2"|Navigate to the mods tab |- |3||colspan="2"|Click '''Mod Tools''' |- |4||Click '''Upload Mod'''||Click '''Upload a Mod''' |- |5||colspan="2"|Select your mod from the list |- |6||Click '''Fetch Info''' and wait for a response||Select mod site |- |7|| ||Insert description<sup>'''*'''</sup> |- |8||Click '''Upload'''||Click '''Upload Mod''' |- |9||colspan="2"|The launcher will now upload your changes and inform you when it’s done or if an error occurred. |- |10||colspan="2"|Navigate to the mod service of choice and locate your mod;<br>'''Steam Workshop''', visit the [https://steamcommunity.com/app/281990/workshop/ Workshop] page, and locate the "Files you've posted" button by hovering over "Your Files" on the right<br>'''Paradox Mods''', visit the [https://mods.paradoxplaza.com/ Mods] page, login, and click "My uploaded mods" in the dropdown menu that appears when hovering over your name |- |+ style="caption-side:bottom; font-size:small;"|* – The inserted description will replace the current one used on the mod page! |} Note that if you subscribe to an uploaded version of your mod while you still have the .mod file of your original mod in the mods folder, the uploaded mod will likely not work. == Game data == * [[Console commands]], useful for debugging mods. * [[Defines]], which allows you to influence some hardcoded vanilla behaviors * [[Scopes]], [[Conditions]], and [[Commands]] used for scripting * [[Modifiers]], used to influence calculations made by the game * [[Events]], used to define popups with decisions * [[Map]], used for pre-generated galaxy maps == Game structure == Below is a list of game files and folders, listed alongside the modding guide for each. ==== Stellaris/common/ ==== {| class="wikitable" !Folder/File !Summary !Guides |- | agendas | Agendas are given to leader-candidates in Oligarchic government-forms | [[Agenda modding|Agendas]] |- | ai_budget | Determine how AI should handle resources. | [[AI modding|AI]] |- | ambient_objects | References used by code to spawn ambient objects | [[Model modding|Models]] |- | archaeological_site_types | Definitions for Archaeological Sites to be discovered and delved by Science Ships. | [[Ancestral Relics modding|Ancestral Relics]] |- | anomalies | Events that occur for research ships | [[Anomalies modding|Anomalies]] |- | armies | Definitions for army types | [[Army modding|Armies]] |- | <del>army_attachments</del> ''(Deprecated)'' | | |- | artifact_actions | Definitions for Artifact Actions. | [[Ancestral Relics modding|Ancestral Relics]] |- | ascension_perks | Definitions for Ascension Perks. | [[Tradition modding|Traditions]] |- | attitudes | Definitions containing the restrictions for each attitude used by the AI | [[AI modding|AI]] |- | bombardment_stances | Definitions of bombardment stances. | [[Bombardment Stance modding|Bombardment Stances]] |- | <del>buildable_pops</del> ''(Deprecated)'' | | |- | buildings | Setup for buildings constructable on planets, and those given through events | [[Building modding|Buildings]] |- | button_effects | Definitions for button effects. | [[Graphics modding|Graphics]] |- | bypass | Definitions for bypasses (gateway, worm hole and l-gate) | [[Bypass modding|Bypasses]] |- | casus_belli | Definitions for casus belli. | [[War modding|Wars]] |- | colony_automation | Definitions for colony autobuild types. | [[Colony Automation modding|Colony Automations]] |- | colony_automation_exceptions | Definitions for colony autobuild types. | [[Colony Automation modding|Colony Automations]] |- | colors | Color definitions used for the country color selection | [[Country modding|Countries]] |- | <del>component_flags</del> ''(Deprecated)'' | | |- | component_sets | List of the sets of components used by ships | [[Ship modding|Ships]] |- | component_slot_templates | Slot templates to be used with ship sections. | [[Ship modding|Ships]] |- | component_tags | Used to group components together for common modifiers | [[Ship modding|Ships]] |- | component_templates | Attribute setup for each weapon and the templates used for ships | [[Ship modding|Ships]] |- | country_types | Rules for each country within the game. | [[Country modding|Countries]] |- | decisions | Definitions for planetary decisions. | [[Decision modding|Decisions]] |- | defines | Basic game behaviors and settings | [[Defines]] |- | deposit_categories | Deposit categories relevant to deposit generation. | [[Planet Generation modding|Planet Generation]] |- | deposits | Setup for the deposits of resources found on planets as well as blockers spawned on habitable planets. | [[Planet Generation modding|Planet Generation]] |- | diplo_phrases | Setup for the logic behind the diplomatic phrases used between countries. | [[AI modding|AI]] |- | diplomacy_economy | Economy units based on diplomacy. Diplomatic upkeeps like influence upkeep of Federations are defined here. | [[Diplomacy modding|Diplomacy]] |- | diplomatic_actions | Setup for the rules for diplomatic actions. | [[Diplomacy modding|Diplomacy]] |- | districts | Definitions for districts. | [[Building modding|Buildings]] |- | economic_categories | Definitions for economic categories. | [[Economy modding|Economy]] |- | economic_plans | Definitions for AI economy plans. | [[AI modding|AI]] |- | edicts | Setup for the edicts used by countries. | [[Edicts modding|Edicts]] |- | ethics | Setup for ethics, controlling their modifiers and categories | [[Ethics modding|Ethics]] |- | event_chains | Setup for the event chains used in the '''events''' folder | [[Event chain modding|Event chains]] |- | fallen_empires | Sets up the countries and system initializer used for fallen empires | [[System modding|Systems]] |- | federation_law_categories | Definitions for federation law categories. | [[Diplomacy modding|Diplomacy]] |- | federation_laws | Definitions for federation laws. | [[Diplomacy modding|Diplomacy]] |- | federation_perks | Definitions for federation perks. | [[Diplomacy modding|Diplomacy]] |- | federation_types | Definitions for federation types. | [[Diplomacy modding|Diplomacy]] |- | galactic_focuses | Definitions for galactic focuses relevant to the Galactic Community. | [[Diplomacy modding|Diplomacy]] |- | game_rules | Logic used for various game actions, i.e. can_enslave_pop. Logic here does not override hardcoded rules. | [[Gameplay modding|Gameplay]] |- | global_ship_designs | Designs used by the ship designer for each species | [[Ship modding|Ships]] |- | governments | Setup for the governments. | [[Government modding|Governments]] |- | graphical_culture | Controls the lighting used for ships, which differs between graphical cultures. | [[Species modding|Species]] |- | lawsuits | Unused. | |- | leader_classes | Definitions for leader classes. | [[Leader modding|Leaders]] |- | mandates | Controls the mandates used by factions | [[Mandate modding|Mandates]] |- | map_modes | Definitions for map modes to be used in the galaxy view. | [[Map Mode modding|Map Modes]] |- | megastructures | Definitions for megastructures. | [[Megastructure modding|Megastructures]] |- | name_lists | Sets up the names used for each species. | [[Empire modding|Empire]] |- | notification_modifiers | A variation of static modifiers. They have no modifiers and can only be added to empires. | [[Modifiers#Static Modifiers|Static Modifiers]] |- | observation_station_missions | Actions that can be done with observation stations depending on ethic choices. | [[Gameplay modding|Gameplay]] |- | on_actions | Events and actions that happens when you move, or do anything. | [[Event modding|Events]] |- | opinion_modifiers | Opinion of Empires on other Empires depending on Political status and Ethics. | [[Opinion modifier modding|Opinion Modifiers]] |- | personalities | Shows the personalities of Empires AI traits and of Fallen Empires and enables editing them. | [[AI modding|AI]] |- | planet_classes | The setup for all the planets and stars in the game. | [[Planet modding|Planets]] |- | planet_modifiers | Spawn chances planet modifiers (f.e. lush, hazardous weather, etc.). | [[Planet Generation modding|Planet Generation]] |- | policies | AI Policy grabbing (What order they take policies in) | [[Policies modding|Policies]] |- | pop_categories | Definitions for pop categories (social strata). | [[Pop Job modding|Pop Jobs]] |- | pop_faction_types | Population faction types and personalities | [[Pop Faction modding|Pop Factions]] |- | pop_jobs | Definitions for pop jobs. | [[Pop Job modding|Pop Jobs]] |- | precursor_civilizations | Precursor civilization weightings | [[Planet modding|Planets]] |- | random_names | Lists of random names for Empires | [[Gameplay modding|Gameplay]] |- | relics | Definitions for Relics. | [[Ancestral Relics modding|Ancestral Relics]] |- | resolution_categories | Definitions for resolution categories relevant to the Galactic Community. | [[Diplomacy modding|Diplomacy]] |- | resolutions | Definitions for resolutions relevant to the Galactic Community. | [[Diplomacy modding|Diplomacy]] |- | scripted_effects | Pre-defined blocks of [[Effects]] to be called elsewhere. | [[Dynamic modding|Dynamic]] |- | scripted_loc | Pre-defined methods to provide text based on the scoped object’s attributes. | [[Dynamic modding|Dynamic]] |- | scripted_triggers | Pre-defined blocks of [[Conditions]] to be called elsewhere. | [[Dynamic modding|Dynamic]] |- | scripted_variables | Pre-defined "@" variables to be called from other game files. | [[Dynamic modding|Dynamic]] |- | section_templates | Container of components that consist actual ships. | [[Ship modding|Ship]] |- | sector_focuses | Types of sectors and how they act. | [[Colony Automation modding|Colony Automations]] |- | sector_types | Types of sectors and how they act. | [[Colony Automation modding|Colony Automations]] |- | ship_behaviours | Standard ship behaviours. | [[Ship modding|Ship]] |- | ship_sizes | Sizes of the Ships. | [[Ship modding|Ship]] |- | solar_system_initializers | Defines starting systems for players, AI, event systems, hostile systems, etc. | [[System modding|Systems]] |- | <del>spaceport_modules</del> ''(Deprecated)'' | | |- | special_projects | | [[Special Project modding|Special Projects]] |- | species_archetypes | Definitions for species archetypes to give some shared attributes to species classes. | [[Species modding|Species]] |- | species_classes | Definitions for species classes that are sets of species portraits. | [[Species modding|Species]] |- | species_names | Definitions for species random names. | [[Species modding|Species]] |- | species_rights | Definitions for species rights. | [[Species modding|Species]] |- | star_classes | Types of solar systems (NOT individual stars themselves!) | [[System modding|Systems]] |- | starbase_buildings | Definitions for starbase buildings that each starbase can only have one of each of them. | [[Starbase modding|Starbases]] |- | starbase_levels | Definitions for starbase levels. | [[Starbase modding|Starbases]] |- | starbase_modules | Definitions for starbase modules. | [[Starbase modding|Starbases]] |- | starbase_types | Definitions for starbase types. To players, no effects, flavor only. To the AI, a starbase auto-build guide. | [[Starbase modding|Starbases]] |- | start_screen_messages | Messages that should be shown to the player at the start of the game. | [[Gameplay modding|Gameplay]] |- | static_modifiers | Blocks of [[Modifiers]] to be added to objects. | [[Modifiers#Static Modifiers|Static Modifiers]] |- | strategic_resources | Definitions for resources, not just strategic resources. | [[Economy modding|Economy]] |- | subjects | Definitions for subject types. | [[Diplomacy modding|Diplomacy]] |- | system_types | Definitions for system types. No effects, flavor only. | [[Starbase modding|Starbases]] |- | technology | Definitions for technologies. | [[Technology modding|Technology]] |- | terraform | Definitions for terraform methods. | [[Planet modding|Planets]] |- | trade_conversions | Definitions for trade value conversions. | [[Economy modding|Economy]] |- | <del>tile_blockers</del> ''(Deprecated)'' | | |- | tradition_categories | Definitions for tradition groups. | [[Tradition modding|Traditions]] |- | traditions | Definitions for traditions. | [[Tradition modding|Traditions]] |- | traits | Definitions for species traits and leader traits. | [[Traits modding|Traits]] |- | <del>triggered_modifiers</del> ''(Deprecated)'' | | |- | <del>war_demand_counters</del> ''(Deprecated)'' | | |- | <del>war_demand_types</del> ''(Deprecated)'' | | |- | war_goals | Definitions for war goals. | [[War modding|Wars]] |- | achievements.txt | Definitions for achievements. Modding this file doesn't make sense, since achievements are disabled for any "common" changing/expanding mods anyway. | |- | alerts.txt | | [[Message modding|Messages]] |- | message_types.txt | | [[Message modding|Messages]] |- |} ==== Stellaris/events/ ==== {| class="wikitable" !Folder/File !Summary !Guides |- | example_events.txt | Contains the event code for a set of events. | [[Event modding|Events]] |} ==== Stellaris/flags/ ==== {| class="wikitable" !Folder/File !Summary !Guides |- | *.dds | A flag image file. | [[Flag modding|Flags]] |- | colors.txt | Sets up the allowed colors for flags and the randomizable combos. | [[Flag modding|Flags]] |} ==== Stellaris/fonts/ ==== {| class="wikitable" !File !Summary !Guides |- | fonts.asset | Sets up the fonts used by the game. | [[Font modding|Fonts]] |} ==== Stellaris/gfx/ ==== {| class="wikitable" !Folder/File !Summary !Guides |- | advisorwindow | Sets up the 3D view for the advisor | [[Graphics modding|Graphics]] |- | arrows | Contains the images used by various arrows ingame. | [[Graphics modding|Graphics]] |- | cursors | Contains the cursor files/images used ingame. | [[Graphics modding|Graphics]] |- | [[Event Pictures|event_pictures]] | Contains the pictures used in '''events'''. | [[Event modding|Events]] |- | fonts | Contains the font files used ingame. | [[Font modding|Fonts]] |- | FX | Contains the FX shaders used ingame. | [[Graphical Effect modding|Graphical Effect]] |- | interface/ | Contains the images used for interfaces ingame. | [[Graphics modding|Graphics]] |- | interface/anomaly | Contains the images used for the anomaly mechanic | [[Graphics modding|Graphics]] |- | interface/buttons | Contains the images used for buttons | [[Graphics modding|Graphics]] |- | interface/diplomacy | Contains the images used for the diplomacy interface. | [[Graphics modding|Graphics]] |- | interface/elections | Contains the images used for the election interface. | [[Graphics modding|Graphics]] |- | interface/event_window | Contains the images used for the event window. | [[Graphics modding|Graphics]] |- | interface/flags | Contains the image masks used for flags. | [[Graphics modding|Graphics]] |- | interface/fleet_view | Contains the images used for fleets. | [[Graphics modding|Graphics]] |- | interface/frontend | Contains the images used for the frontend interface. | [[Graphics modding|Graphics]] |- | interface/government_mod_window | Contains the images used for the government modification interface. | [[Graphics modding|Graphics]] |- | [[Interface Icons|interface/icons]] | Contains the icons used for everything in the game. | [[Graphics modding|Graphics]] |- | interface/main | Contains the images used for generic actions. | [[Graphics modding|Graphics]] |- | interface/old | Contains the images used from EU4 | [[Graphics modding|Graphics]] |- | interface/outliner | Contains the images used for the outliner interface. | [[Graphics modding|Graphics]] |- | interface/planetview | Contains the images used for the planet view interface. | [[Graphics modding|Graphics]] |- | interface/progressbars | Contains the images used for progress bars ingame. | [[Graphics modding|Graphics]] |- | interface/ship_designer | Contains the images used for the ship designer interface. | [[Graphics modding|Graphics]] |- | interface/situation_log | Contains the images used for the situation log interface. | [[Graphics modding|Graphics]] |- | interface/sliders | Contains the images used for sliders ingame. | [[Graphics modding|Graphics]] |- | interface/system | Contains the images used for the system view interface. | [[Graphics modding|Graphics]] |- | interface/tech_view | Contains the images used for the technology view interface. | [[Graphics modding|Graphics]] |- | interface/tiles | Contains the images used for the tile view interface. | [[Graphics modding|Graphics]] |- | interface/topbar | Contains the images used for the topbar interface. | [[Graphics modding|Graphics]] |- | interface/waroverview | Contains the images used for the war view interface. | [[Graphics modding|Graphics]] |- | keyicons | Contains the images used for button presses ingame. | [[Graphics modding|Graphics]] |- | lights | Contains the logic used for the light effects ingame. | [[Graphical Effect modding|Graphical Effect]] |- | loadingscreens | Contains the images used for loadscreens. | [[Graphics modding|Graphics]] |- | models | Contains the model .mesh files and images. | [[Models modding|Models]] |- | models/portraits | Contains the portrait .mesh files and images. | [[Portrait modding|Portraits]] |- | particles | Contains the logic and images used for particles. | [[Graphics modding|Graphics]] |- | pingmap | Contains the logic used for pings. | [[Graphics modding|Graphics]] |- | portraits | Contains the logic used for portrait images. | [[Portrait modding|Portraits]] |- | projectiles | Contains the logic used for projectiles. | [[Graphics modding|Graphics]] |- | shipview | Contains the logic used for ship view. | [[Graphics modding|Graphics]] |- | worldgfx | Contains the logic and images used for world graphic effects. | [[Graphics modding|Graphics]] |- |} ==== Stellaris/interface/ ==== {| class="wikitable" !Folder !Summary !Guides |- | *.gfx | Controls the assignment of image to interface variable. | [[Interface modding#GFX files|Interfaces]] |- | *.gui | Controls the visual logic of an interface. | [[Interface modding|Interfaces]] |} ==== Stellaris/localisation/ ==== {| class="wikitable" !File !Summary !Guides |- | *l_simp_chinese.yml | Contains Chinese localisation | [[Localisation modding|Localisation]] |- | *l_english.yml | Contains English localisation | [[Localisation modding|Localisation]] |- | *l_french.yml | Contains French localisation | [[Localisation modding|Localisation]] |- | *l_german.yml | Contains German localisation | [[Localisation modding|Localisation]] |- | *l_polish.yml | Contains Polish localisation | [[Localisation modding|Localisation]] |- | *l_russian.yml | Contains Russian localisation | [[Localisation modding|Localisation]] |- | *l_spanish.yml | Contains Spanish localisation | [[Localisation modding|Localisation]] |- | *l_braz_por.yml | Contains Brazilian/Portuguese localisation | [[Localisation modding|Localisation]] |} ==== Stellaris/map/ ==== {| class="wikitable" !Folder/File !Summary !Guides |- | galaxy | Contains the galaxy options. You cannot add new ones currently. | [[Map modding|Galaxy]] |- | setup_scenarios | Controls the logic for different sizes of galaxies. | [[Map modding|Galaxy]] |} ==== Stellaris/music/ ==== {| class="wikitable" !Folder/File !Summary !Guides |- | *.ogg | A music file. | [[Music modding|Music]] |- | songs.asset | Controls the assignment of music to a code name, and sets the volume of playback. | [[Music modding|Music]] |- | songs.txt | | [[Music modding|Music]] |} ==== Stellaris/prescripted_countries/ ==== {| class="wikitable" !Folder/File !Summary !Guides |- | *.txt | Contains a pre-scripted setup for a country. Listed on the side ingame. | [[Galaxies modding|Galaxies]] |- | setup_scenarios | Controls the logic for different sizes of galaxies. | [[Galaxies modding|Galaxies]] |} ==== Stellaris/sound/ ==== {| class="wikitable" !Folder/File !Summary !Guides |- | *.asset | Sets up sounds. | [[Sound modding|Sound]] |- | *.wav | A sound file. | [[Sound modding|Sound]] |} == Overwriting specific elements == {{anchor|Mod_Load_Order|Overwriting Specific Elements}}{{See also|#Mod load order}} Occasionally, it is possible to overwrite a specific game element without needing to replace the entire vanilla file. In some cases adding an element with a similar identifier (id or key) into another file will duplicate that element for the game. But in other cases, the version that comes first (First In, Only Served; '''FIOS''')/last (Last In, Only Served; '''LIOS''') will be used instead.<ref>[[forum:990537]]</ref> The order in which files are processed is based on [[commons:Media:ASCII-Table-wide.svg|ASCIIbetical order]] of the filenames. If the names are the same, they'll be processed based on the displayed order in the launcher (or loading template). Before [[patch 2.5]] the load order was the reverse-ASCIIbetical order of the mod display name, with vanilla always being first (if it’s at the ''top'' of the mod list, it'll be loaded ''last''). Note that if there are multiple mods with the same display name, only the one whose mod file comes first, will be used. Note that this feature is not documented and thus might be subject to arbitrary changes between versions. {{SVersion|2.5}} === Common folder === {{expand|with=overwrite type info}} <!--{| class="mw-collapsible wikitable" style="float: left; margin-left: -5px; margin-top: -5px; min-width:40%; max-width:50%;"--> {| class="mw-collapsible wikitable" style="float: left; margin-left: -5px; margin-top: -5px" |- ! <!--style="min-width:12%;max-width:22%;"--> rowspan=2 | Folder !! colspan=3 | Overwrite !! rowspan=2 | Contents |- ! <!--style="width:3%;"|--> Type ! <!--style="width:25%;"|--> Error Log ! <!--style="min-width:30%;max-width:50%;"|--> Notes |- | achievements | {{icon|unknown}} | {{icon|unknown}} | | |- | agendas | LIOS | Object key already exists | | {{iconify|Agenda}} definitions and weights. |- | ai_budget | {{icon|unknown}} | {{icon|unknown}} | | What fractions of its resources the AI wants to spend on things. |- | ai_espionage | {{icon|unknown}} | {{icon|unknown}} | | None (all content in subfolders) |- | ├───operations | {{icon|unknown}} | {{icon|unknown}} | | |- | └───spynetworks | {{icon|unknown}} | {{icon|unknown}} | | |- | ambient_objects | {{icon|unknown}} | {{icon|unknown}} | | Graphics objects. |- | anomalies | LIOS | Object key already exists | | [[Anomaly]] description keys, images, spawn chances and conditions, and event pointers. |- | archaeological_site_types | {{icon|unknown}} | {{icon|unknown}} | | {{iconify|Archaeology Site}} definitions. |- | armies | LIOS | Object key already exists | | {{icon|assault army}} Army type definitions. |- | artifact_actions | LIOS | Object key already exists | | {{iconify|Minor Artifact}} artifact action definitions. |- | ascension_perks | LIOS | [None]<br><small>since 3.X</small> | Pre version 3.X: [Error log] Object key already exists | {{iconify|Ascension Perk}} definitions. |- | asteroid_belts | {{icon|unknown}} | {{icon|unknown}} | | Graphics for [[asteroid]] belts. |- | attitudes | LIOS | Object key already exists | | {{icon|opinion}} AI [[Attitude]] definitions. |- | bombardment_stances | LIOS | Object key already exists | | [[Orbital bombardment]] type definitions. |- | buildings | LIOS<br><small>since 3.3</small> | Object key already exists | Pre version 3.3: Breaks auto-generated modifiers | {{iconify|Building}} definitions. |- | button_effects | {{icon|unknown}} | {{icon|unknown}} | | |- | bypass | LIOS | Object key already exists | | [[Bypass]] type definitions. |- | casus_belli | LIOS | Object key already exists | | {{iconify|Casus Belli}} conditions. |- | colony_automation | {{icon|unknown}} | {{icon|unknown}} | | How player colonies controlled by automated sector management determine which districts and buildings to build. Each [[designation]] has its own script. Not used by AI empires. |- | colony_automation_exceptions | {{icon|unknown}} | {{icon|unknown}} | | {{icon|crime}} Conditional overrides to automated sector management. |- | colony_types | LIOS | Object key already exists | | {{iconify|Designation||Colony}} definitions. |- | colors | {{icon|unknown}} | {{icon|unknown}} | | RGB country and species color sets. |- | component_sets | FIOS | Object key already exists | | {{icon|component}} Ship [[component]] icon and frame assignment. |- | component_slot_templates | {{icon|unknown}} | {{icon|unknown}} | | Graphics assignments for weapon slot types. |- | component_tags | {{icon|unknown}} | {{icon|unknown}} | | {{icon|component}} List of referenceable tags assignable to ship [[component]]s. |- | component_templates | FIOS | Object key already exists | | {{icon|component}} Ship [[component]] definitions. |- | country_container | {{icon|unknown}} | {{icon|unknown}} | | |- | country_customization | {{icon|unknown}} | {{icon|unknown}} | | Which capital building types and robot portraits empires use. |- | country_types | LIOS | [None]<br><small>since 3.X</small> | Pre version 3.X: [Error log] Object key already exists | Rules for empires, enclaves, and other country types. |- | crisis_levels | LIOS | {{icon|unknown}} | | {{iconify|Become the Crisis}} ascension perk crisis level definitions. |- | crisis_objectives | LIOS | {{icon|unknown}} | | {{iconify|Menace}} rewards for completing {{iconify|Become the Crisis}} objectives. |- | decisions | LIOS/DUPL | Object key already exists | Entire override ONLY. | {{iconify|Decision}} definitions and AI weights. |- | style="max-height: 90px" | defines | LIOS | {{small|''[none]''}} | The block the define is in must be included as well. :E.g.: <small><code>NGameplay = { POLICY_YEARS = 10 }</code></small> | Global variables and settings. |- | deposit_categories | {{icon|unknown}} | {{icon|unknown}} | | List of [[orbital deposit]] and [[planetary feature]] categories. |- | deposits | LIOS | Object key already exists | | [[Orbital deposit]], [[planetary feature]], and [[blocker]] definitions and drop weights. |- | diplo_phrases | {{icon|unknown}} | {{icon|unknown}} | | [[File:Diplomacy_alliance.png|24px|link=Diplomatic agreement]] Diplomatic phrase keys and conditions for diplomatic actions. |- | diplomatic_economy | LIOS | Object key already exists | | [[File:Diplomacy_alliance.png|24px|link=Diplomatic agreement]] [[Diplomatic agreement]] costs. |- | diplomatic_actions | NO/LIOS | Object key already exists | Entire override ONLY. | [[File:Diplomacy_alliance.png|24px|link=Diplomatic agreement]] [[Diplomatic action]] conditions. |- | style="height: 45px" | districts | LIOS<br><small>since 3.3</small> | Object key already exists | Pre version 3.3: Breaks auto-generated modifiers | {{iconify|District}} definitions. |- | dynamic_text | {{icon|unknown}} | {{icon|unknown}} | | |- | economic_categories | LIOS | Object key already exists | | [[File:Empire_economy.png|24px|link=Economy]] Definitions and modifier generation for [[Modifiers#Economic_Categories|economic categories]] used by [[Economy_modding#Economy_Units|resource blocks]] and AI budgets. * {{icon|job}} Includes job categories and subcategories which determine which modifiers apply to which jobs |- | economic_plans | {{icon|unknown}} | {{icon|unknown}} | | AI empire resource income goals. |- | edicts | LIOS | Object key already exists | | {{iconify|Edict}} definitions and AI weights. |- | espionage_assets | LIOS | {{icon|unknown}} | Entire override : ''PASS'' | {{iconify|infiltration}} [[Espionage asset]] definitions. |- | espionage_operation_categories | {{icon|unknown}} | {{icon|unknown}} | | {{iconify|infiltration}} List of espionage operation and intel categories. |- | espionage_operation_types | LIOS | {{icon|unknown}} | Entire override : ''PASS'' | {{iconify|infiltration}} Espionage operation definitions. |- | style="height: 45px" | ethics | LIOS | {{small|''[none]''}} | Might break "selected ethic" graphic if too many Ethics; '''WARNING:''' Due to new multiple ethics files, the auto-generated file will randomly break off as some empires have no ethics when randomly generated. So entire overwrite is suggested. | [[Ethics#Empire ethics|Empire ethic]] definitions and [[Ethics#Pop ethics|ethic attraction]] modifiers. |- | event_chains | FIOS | {{small|''[none]''}} | | [[Event]] chain image assignment and referenceable counters. |- | fallen_empires | {{icon|unknown}} | {{icon|unknown}} | | {{icon|elder race}} [[Fallen empire]] definitions. |- | federation_law_categories | {{icon|unknown}} | {{icon|unknown}} | | {{icon|Federation}} [[Federation#Federation laws|Federation law]] category assignment. |- | federation_laws | {{icon|unknown}} | {{icon|unknown}} | | {{icon|Federation}} [[Federation#Federation laws|Federation law]] definitions and AI weights. |- | federation_perks | {{icon|unknown}} | {{icon|unknown}} | | {{icon|Federation}} [[Federation#Federation types|Federation perk]] definitions. |- | federation_types | {{icon|unknown}} | {{icon|unknown}} | | {{icon|Federation}} [[Federation#Federation types|Federation type]] definitions. |- | first_contact | {{icon|unknown}} | {{icon|unknown}} | | [[First contact]] progression definitions. |- | galactic_community_actions | {{icon|unknown}} | {{icon|unknown}} | | {{icon|galactic community}} Costs to perform special galactic community actions. |- | galactic_focuses | {{icon|unknown}} | {{icon|unknown}} | | {{icon|galactic community}} Galactic focus definitions. |- | game_rules | LIOS | {{small|''[none]''}} | | Tooltip generating conditions. |- | global_ship_designs | FIOS | A ship design already exists | | Premade ship designs. |- | governments | LIOS | Object key already exists | | [[Government type]] conditions, ruler titles, and election candidate weights. |- | ├───authorities | LIOS | Object key already exists | Specific override is impossible. Entries override ONLY. | [[Authority]] definitions. |- | └───civics | LIOS | Object key already exists | | [[Civic]] and [[origin]] definitions. |- | graphical_culture | {{icon|unknown}} | {{icon|unknown}} | | Graphics info for ship skins. |- | greeting_overlay_sounds | {{icon|unknown}} | {{icon|unknown}} | | |- | intel_categories | {{icon|unknown}} | {{icon|unknown}} | | {{icon|intel}} Which information is revealed by specific [[Intelligence#Intel_level|intel category levels]]. |- | intel_levels | {{icon|unknown}} | {{icon|unknown}} | | {{icon|intel}} Assigns intel category levels to intel level. |- | lawsuits | {{icon|unknown}} | {{icon|unknown}} | | Unused |- | leader_classes | LIOS | Object key already exists | | {{iconify|Leader}} type definitions. |- | mandates | LIOS | Object key already exists | | {{iconify|Mandate}} definitions. |- | map_modes | LIOS | Object key already exists | | Map mode definitions. |- | megastructures | LIOS | Object key already exists | | [[Megastructure]] definitions. |- | menace_perks | {{icon|unknown}} | {{icon|unknown}} | | {{iconify|Become the Crisis}} perk definitions. |- | message_types | {{icon|unknown}} | {{icon|unknown}} | | Alert message icon definitions. |- | name_lists | {{icon|unknown}} | {{icon|unknown}} | | Sets of random names for ships, fleets, armies, planets, and leaders. |- | notification_modifiers | {{icon|unknown}} | {{icon|unknown}} | | <!--|} {| class="mw-collapsible wikitable" style="float: right; margin-left: 3px; margin-top: -5px; margin-right: -10px; min-width:40%; max-width:50%;" |+ O-Z (Observation Station<br>Missions – War Goals) |- ! style="max-width:22%;"| Folder ! style="width:3%;"| Overwrite<br>Type ! style="width:25%;"| Error Log ! style="min-width:33%;max-width:50%;"| Notes--> |- | observation_station_missions |<small>DUPL/LIOS</small> | {{icon|unknown}} | Entire override ONLY. | [[Observation post]] mission definitions and AI weights. |- | on_actions | NO/MERGE | {{small|''[none]''}} | Cannot modify existing entries; new entries will be merged with the existing entry with the same NAME={}. : Load order is top first. | Assigns [[events]] to be triggered when certain game actions happen. |- | opinion_modifiers | <small>DUPL/LIOS</small> | {{small|''[none]''}} | <small><code>add_opinion_modifier</code> is LIOS</small> | {{iconify|Opinion}} modifiers and conditions. |- | personalities | LIOS | Object key already exists | | [[AI Personality]] definitions and weights. |- | planet_classes | LIOS<br><small>since 3.3</small> | {{small|''[none]''}} | Pre version 3.3: DUPL – breaks habitability modifiers if individually overwritten. | [[Celestial body]] graphics and definitions. |- | planet_modifiers | LIOS | Object key already exists | | {{icon|Planet modifier}} Random planet modifier spawn chances. |- | policies | LIOS | Object key already exists | Existing Object key can be override with <small><code>NAME = {}</code></small> | {{iconify|Policy}} definitions and AI weights. |- | pop_categories | LIOS | Object key already exists | | {{icon|pop}} [[Population#Stratum|Pop category type]] definitions. |- | pop_faction_types | LIOS | Object key already exists | | [[Faction]] demands, join conditions, attraction modifiers, and actions. |- | pop_jobs | LIOS<br><small>since 3.3</small> | Object key already exists | Pre version 3.3: [Type] NO – Breaks auto-generated modifiers if overwriting a specific job and not the whole file. | {{iconify|Job}} definitions and auto-assignment weights. |- | precursor_civilizations | {{icon|unknown}} | {{icon|unknown}} | | List of [[Precursor]] civilizations and conditions. |- | random_names | {{icon|unknown}} | {{icon|unknown}} | | Components for randomly generated Empire, Federation, Faction, First Contact, and War names. |- | └───base | {{icon|unknown}} | {{icon|unknown}} | | Lists of celestial object names and randomly generated species name affixes. |- | relics | NO | Object with key already exists | | [[Relic]] definitions and AI triumph weights. |- | resolution_categories | {{icon|unknown}} | {{icon|unknown}} | | {{icon|galactic community}} Defines which category individual resolutions are in and the category icon. |- | resolution_groups | LIOS | Object with key already exists | | {{icon|galactic community}} Assigns frames and text colors to resolution categories. |- | resolutions | LIOS | Object with key already exists | | {{icon|galactic community}} [[Resolution]] definitions and AI weights. |- | script_values | {{icon|unknown}} | {{icon|unknown}} | | Dynamically calculated referenceable value. |- | scripted_effects | LIOS | Object key already exists | | [[Dynamic_modding#Scripted_effects|Scripted effects]]. |- | scripted_loc | {{icon|unknown}} | {{icon|unknown}} | | [[Localisation_modding#Bracket_Commands|Dynamic localization]]. |- | scripted_triggers | LIOS | Object key already exists | | [[Dynamic_modding#Scripted_triggers|Boolean trigger conditions]]. |- | scripted_variables | FIOS | Variable name taken | | [[Dynamic_modding#Scripted_variables|Global variables]]. |- | section_templates | NO <small>DUPL/FIOS</small> | Duplicate section template found. Multiple sections are named … | '''Warning''': existing can't be overwritten, used ships/starbases will get deleted. | {{icon|ship class}} [[Ship_designer#Sections|Ship section]] definitions. |- | sector_focuses | LIOS | Object key already exists | | Sector automation construction weights. |- | sector_types | {{icon|unknown}} | {{icon|unknown}} | | [[Sector]] definitions. |- | ship_behaviors | FIOS | Behavior name already exists | | Ship AI. |- | ship_sizes | LIOS | Object key already exists | | {{icon|ship class}} [[Ship_designer#Types|Ship chassis]] definitions, including {{iconify|Starbase}}s and [[spaceborne aliens]]. |- | situations | {{icon|unknown}} | {{icon|unknown}} | | [[Situation]] definitions. |- | solar_system_initializers | FIOS | Initializer already exists | | [[Unique_systems|Predefined solar systems]], some including country, colony, and/or fleet generation. |- | special_projects | FIOS | Object key already exists | | [[Special project]] definitions. |- | species_archetypes | LIOS<br><small>since 3.3</small> | Object key already exists | Pre version 3.3: Breaks auto-generated modifiers. | Assigns {{iconify|Trait Point}}s and [[Trait]] sets to [[Species]] archetypes. |- | species_classes | LIOS | Object key already exists | | Assigns portraits, species archetype, and graphical culture to [[Species#List_of_species_classes|species classes]]. |- | species_names | {{icon|unknown}} | {{icon|unknown}} | | Lists for randomly generating species names. |- | species_rights | LIOS | Object key already exists | Effect tooltips are independent of the effects. | [[Species rights]] definitions and AI weights. |- | star_classes | FIOS | {{icon|unknown}} | | Spawn odds and planet generation rules and environmental hazards based on the central star or star set. |- | starbase_buildings | DUPL/LIOS | Object key already exists | Entire override ONLY. | {{icon|starbase}} [[Starbase#Buildings|Starbase building]] definitions and AI weight modifiers. |- | starbase_levels | LIOS | Object key already exists | | {{icon|starbase}} [[Starbase#Level|Starbase chassis]] definitions. |- | starbase_modules | DUPL/LIOS | Object key already exists | Entire override ONLY. | {{icon|starbase}} [[Starbase#Modules|Starbase module]] definitions. |- | starbase_types | LIOS | Object key already exists | | {{icon|starbase}} [[Starbase#Types|Starbase designation]] conditions, AI ratios, and AI buildings & module weights. |- | start_screen_messages | FIOS | {{small|''[none]''}} | The first valid part for each location will be used and the rest discarded without issue. | Localization keys and conditions used to assemble the game start message. |- | static_modifiers | FIOS | {{small|''[none]''}} | | [[Modifier]] definitions. |- | strategic_resources | FIOS | {{small|''[none]''}} | | All [[resource]] definitions. |- | subjects | LIOS | [None] | Functions are limited/restricted by:<br><small><code>diplomatic_actions</code> and <code>game_rules</code></small> | {{icon|vassal}} [[Subject empire]] type definitions. |- | system tooltips | {{icon|unknown}} | {{icon|unknown}} | | Tooltips displayed when hovering over a system. |- | system_types | LIOS | Object key already exists | | System designation type conditions and weights. |- | technology | LIOS* | Duplicate technology: [''tech''] | LIOS overrides mostly still work despite the DUPL-type error entry. However, if the overwriting tech lacks a "potential" block, it will inherit the "potential" block from the overwritten tech. | [[Technology]] definitions, drop weights, and AI weights. |- | ├───category | {{icon|unknown}} | {{icon|unknown}} | | List of [[Technology#Research_areas_&_fields|research categories]] and icon assignments. |- | └───tier | LIOS | {{icon|unknown}} | | List of technology tiers. Defines number of previous tier tech requirements. |- | terraform | DUPL | {{small|''[none]''}} | | {{iconify|Terraform}}ing costs and conditions for every valid planet type pair. |- | trade_conversions | LIOS | Object key already exists | | {{icon|policy}} Trade Policy definitions. |- | tradition_categories | LIOS | Object key already exists | | [[Traditions#Tradition_trees|Tradition tree]] definitions and AI weights. |- | traditions | LIOS | Object key already exists | Effect tooltips are independent of the effects. | Individual [[tradition]] definitions, including adoption and finisher effects. |- | traits | DUPL/NO | {{small|''[none]''}} | Entire override ONLY. | [[Leader trait]] and [[Trait|species trait]] definitions. |- | war_goals | LIOS | Object key already exists | | {{icon|casus belli}} [[War goal]] definitions, conditions, and AI weights. |} FIOS – First in, only served. LIOS – Last in, only served DUPL – Duplicates NO – Cannot individually overwrite Please note that not everything could be tested extensively. === Localisation folder === Localisation is likely LIOS A guide for overwriting localisation can be found [[Localisation modding#Overwriting Vanilla Text|here]]. === Events folder === Events are treated as FIOS === Interface folder === Interface is likely LIOS == Tools & utilities == === Tools === * [http://notepad-plus-plus.org/ Notepad++] – Powerful editor to change files. * [http://winmerge.org/ WinMerge] – Contrasts the difference between two text files. Useful for updating mods. * [https://vscodium.com/ VSCodium] – Powerful, hackable, free open source editor. Use with CWTools extension, powerful syntax checker for Paradox games. * [https://code.visualstudio.com/ VS Code] – Powerful, hackable, free editor from Microsoft (based on open source code). Use with CWTools extension, powerful syntax checker for Paradox games. * [[Maya exporter]] – Clausewitz Maya Exporter to create your own 3D models. * [https://github.com/a1studmuffin/SpaceshipGenerator/ Spaceship Generator] – A Blender script to procedurally generate 3D spaceships * [https://www.getpaint.net/ paint.net] – Freeware software for digital photo editing * [https://bcssov.github.io/IronyModManager/ Irony Mod Manager] – Mod Manager with conflict solver for Paradox Games * [https://drive.google.com/file/d/100PWcRh-GOCoM-mIqmu0xjZFuY5Yrn2a/view Stellaris Galaxy Generator] – by [https://discord.gg/WpeXm2h BlackPhoenix134] ([https://imgur.com/a/xRYEjg0 preview]) * [[forum:951308|Static Galaxy Generator]] – A static galaxy generator and editor for your mods. ([https://steamcommunity.com/sharedfiles/filedetails/?id=699098812 How to use]) * [https://www.sublimetext.com/ Sublime Text] – Powerful, moddable, hackable text editor. Install packages as your needs evolve. * [http://stellaris.timango.com/ Random Empire Generator] – by [https://www.reddit.com/r/Stellaris/comments/kyjy60/a_random_empire_generator_v28/ u/MarinusWA0]. * [https://github.com/OldEnt/stellaris-triggers-modifiers-effects-list List of Stellaris triggers, modifiers and effects] – for most game versions since launch, includes compare between Stellaris patches GitHub feature. === Help links === * [[Steam Workshop]] – The place for where you can share your creations with other players. * [https://discord.gg/WpeXm2h The Stellaris Modding Den] – the central modding discord for Stellaris. * [https://reddit.com/r/StellarisMods Stellaris Modding Subreddit] * [https://docs.google.com/document/d/17knnrF_RzaVFo_s66360m7rCypSH6yMTymA8B0jpTog/edit Paradox Graphics – A Comprehensive Guide] – In-depth documentation for preparing 3d models for Clausewitz engine games like Stellaris. == Advanced tips == * For the bigger mods using a source control management tool (Git, …), it is handy to create a symbolic link between Stellaris 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 <code>path</code> attribute from .mod file ** <git_mod_folder> by the name of the sub-folder that contain mod data (folders common, decisions, events, etc…) mklink /J "%USERPROFILE%\Documents\Paradox Interactive\Stellaris\mod\<mod_path_name>" ".\<git_mod_folder>" === Testing Mods === 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 and more specific alterations. * <code>observe</code> – 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. * <code>run</code> <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. * <small><s><code>reloadevents</code> – 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.</s> not yet implemented</small> * <small><s><code>reloadloc</code></s><code>reload text</code></small> – 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. === Troubleshooting mod installation === Multiplayer requires same mod list and load order for all players. Try reload mods button in launcher. All installed mods > Reload installed mods. Check if non-ASCII characters exist in the address of the mod folder. Verify integrity of Stellaris installation files (for Steam right click on Stellaris > Properties > Local files > Verify). Warning: Verification tool does not check for any additional files put into the installation folder, and those might still alter the checksum. Check [[Patches|patch notes]] and compare your unmodded game (vanilla) with reference checksum. Make sure your antivirus is not blocking the launcher. It might do so silently without a warning. Check if your OneDrive ran out space or is disconnected if you are using it (you might not know that you are). If you have a mod both as a local and as a workshop subscription game will refuse to load it. Remove or move one, including root Stellaris/mod/.mod file Delete Paradox Launcher database files as they might be corrupted (backup first): # Do the steps on point 5 at ''[[#Purging all mods]]''. # In the Paradox Launcher use Mods > Reload installed mods. If you are using Irony Mod Manager do not fire Conflict Solver unless you intend to use it. Conflict Solver creates list of conflicts and generates overwrites for each one based on your load order. So if you change mod composition of a collection or load order you have to rerun conflict solver each time (alternatively delete patch folder in /Stellaris/mod/) You can purge Irony settings stored in .roaming/Mario/ if you ever need to. === Purging all mods === This will reset your mod settings completely (nuclear option!): # Quit Stellaris and Stellaris (Paradox) Launcher # Unsubscribe from all mods. Stellaris Workshop -> Your files (under your avatar) -> Subscribed items – > Unsubscribe From All . # Quit Steam # Go to SteamLibrary\steamapps\workshop\content\281990 and delete everything. # Go to the Stellaris [[#Mod folder location|settings folder]] (one above the mod folder) and delete the following files <small>(some of these might not be present in the actual version)</small>: #* dlc_load.json #* game_data.json <small>(only pre 2.8 launcher)</small> #* mods_registry.json <small>(only pre 2.8 launcher)</small> #* launcher-v2.sqlite <small>(since 2.8 beta launcher)</small> #* in settings.txt everything inside <code>last_mods={ }</code> # Restart Steam. # Open Paradox launcher. # Close Paradox launcher. # Resubscribe to your mods. # WAIT UNTIL ALL DOWNLOADS ARE DONE. DO NOT START PARADOX LAUNCHER UNTIL DOWNLOADS ARE COMPLETE. # Start Paradox Launcher. # Close Paradox launcher. === Mod load order === Ordering mods incorrectly can lead to problems in game. Mods that edit the same game files will conflict. The following section will give general tips on load order and a general load order guide. Ordering mods correctly will reduce problems, but is not guaranteed to fix all problems. ; ''General Tips'' # Mods at the top of the list are loaded first, mods lower down will overwrite. # Try to build a mod list around one or two large mods. Large mod examples are Gigastructural Engineering, ACOT, ZOFE, NSC, ESC, etc. Trying to make a mod pack function with many large mods requires advanced modding abilities such as custom coding/scripting. Load order correctness will only go so far. # Mods can be ordered in two ways. #* Irony Mod Manager (IMM): In IMM mods can be ordered in the right hand Collection Mods panel. Mods can be moved by clicking and holding the left mouse button while dragging the mod up or down the list. A mod can also be moved by editing their order number, or moved to first/last position or moved up or down by one position using the arrow icons to the left and right of the mod number. Once ordering is done click apply. #* Paradox Launcher: Similar to IMM you can drag a mod up or down, or renumber the mod to change its order. # Mods beginning with '''~''' go at the very top of the list. # Mods beginning with '''!''' go to the very bottom (some exceptions). # The more '''!''' a mod has the further down it goes (a '''!!''' mod will be below a '''!''' mod). # Mods that resolve conflicts (patch mods) between 2 or more mods go anywhere below the mods they patch. A section after all your normal mods is probably better for organization and visualization. # Mods that are submods go below the main mod. For example, Planetary Diversity would be higher in the load order, and the sub modules (such as Planetary Diversity – Exotic Worlds) go below Planetary Diversity main mod. ; ''General Order'' * Sort mods z to a – then move the mods around using the below list as a guide. * The list is comprised of mod type categories. A mod category higher in the list has lower priority and will be overwritten by conflicting mods lower in the list. The numbers in the list do not indicate priority. For example, the mod category Unofficial patches is position 1. AI mods are position 2. AI mods are lower in the list, and as such will overwrite Unofficial patches if there is a conflict. * Examples of mods that belong to a category will be given in brackets. The order of the mods in the bracket has nothing to do with load order, they are only examples of types of mods. # Unofficial patches always go at the very top (Ariphaos Unofficial Patch, Community Patch) (note that community flash patch reverts ariphaos fixes in a number of places. If not patching with Irony Conflict solver, don't use community patch.) # AI mods, which includes mods that edit AI economies (Starnet, Galvius, Better Ultimate Economic Plan, etc.) #* It is highly inadvisable to use more than one AI mod, unless you know what you are doing. # Map generation mods (More Natural Looking Galaxies) # Prerequisite mods (Guillis Planetary Modifiers, Amazing Space Battles, SLEX) # Music mods (Space Ambient Music) # Namelist mods (Just Star Names, Lithoid Namelist) # Species mods (new species and edits to existing ones, such as Trace’s Better Necroids) # Trait and leader mods (Trait Diversity, Merged Leader Levels) # Content addition mods (Generally these are mods that add extra content to the game such as origins, events, archeology, stories. Examples include Precursor Story Pack, Origins Extended, More Events Mod) # Flag/Emblem mods (Just More Flags, StarClan Emblems) # Room/background mods (Diverse Rooms, Backgrounds Collection) # Cityscape mods (Collection of Cities, Interesting Cities) # Federation/Vassal mods (Exalted Domination – Vassals and Tributaries, Federation Expanded) # General gameplay mods that don't fit anywhere else (jump Gates, L-Cluster Access, Invasion! SA) # Shipset mods (Dark Necroid Ships, NSC and NSC submods. Put NSC below all other shipset mods) # Technology mods (Examples are Gigastructural Engineering, ACOT, ZOFE, Upper Limits, Technology Ascendant, Extra Ship Components (ESC) (if using ACOT and ZOFE, make sure to place the mod Acquisition of Technology (ACT) below them, and place ESC below ACOT, ZOFE and ACT) # Space affecting mods (Real space, Immersive Galaxy) # UI Overhaul mods (UI Overhaul Dynamic (UIOD), Tiny Ship Components) # Planetary Diversity and its submods # Tradition and ascension perk mods (Plentiful traditions, Expanded Stellaris Ascension Perks. These should go below UIOD but above their UIOD Patches) # Ethics & Civics mods (Ethics and Civics Redux, Civics Expanded – These should go below UIOD but above their UIOD Patches) # UIOD Overrides (Dark Blue UI Overhaul, Immersive Beautiful Stellaris/Universe) # Fix and tweak mods (Aggressive Crisis Engine, Necroids Bug Fix, Reduce Aura Graphics, Diplomacy Adjustments) # Patch mods (UIOD Patches, !Patch ESC Combined Ships in Scaling Lite, !Patch – Cubemap Fix, !!Universal Modifiers Patch, ! The Merger of Rules) #* There are two types of patch mods. First are patch mods that resolve conflicts between several mods, for example Real Space (1) System Scale (2) Gigastructural Engineering (3) Patch. #* Next, there are omnibus/general patch mods. These mods change game behaviour to account for many mods, for example The Merger of Rules, Universal Resource Patch. #* Place omnibus/general patch mods BELOW patch mods that resolve conflicts for a few mods. == External links == * [[forum:923348|Stellaris Dev Diary #31: Modding (Scripting Anomalies)]] * [[forum:924762|Stellaris Dev Diary #32: Modding art]] * [[forum:1416409|Stellaris Dev Diary #182: The Perils of Scripting and How to Avoid Them]] * [[forum:1461327|Stellaris Dev Diary #204: Scripting Language and Moddability Improvements]] * [[forum:1508908|Stellaris Dev Diary #240: Scripting Improvements in 3.3]] == 另见 == * [[模组]] == 参考资料 == <references /> {{ModdingNavbox}} [[Category:模组制作|#]] [[en:Modding]]
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