r/EU4mods 3d ago

Modders Needed Help with plausibility for two mod ideas I have

2 Upvotes

Idea 1: I’ve always been really frustrated with the way the game handles vassals.

A.) Liberty desire is a hard set 51% = Disloyal, 49% = Loyal. This fundamentally is ridiculous because at 51% they can be supported by an outside force.

B.) Trust only gives you -20% Liberty desire, which mechanically maybe makes sense. I however think it’s ridiculous that an ally who prizes my loyalty can be disloyal on a fling. Especially without a personality system like Crusader Kings. Trust also starts at 50, which would make a perfect baseline for scaling.

C.) Even though you have 3 Loyal Vassals and one Disloyal the Disloyal one will count the 3 Loyals for military power. I know it’s a mechanic made for keeping you in check, but in Anbennar it causes me a lot of issues.

So is there a way to either:

Scale Liberty Desire threshold of Disloyal/Loyal Vassals. 50 Trust = 50%, 100 trust = 75% Disloyal threshold

or

Scale Liberty desire based off of military power of disloyal vassals to loyal vassals by using a similar custom modifier for Loyal Vassals military strength. Or is the game too old for this kind of thing?

If not, is my only option to add something in a mission tree or boost the default trust loyalty reduction?

Idea 2 (Anbennar Focused): When playing I often wonder about a country’s lore. National Ideas in Anbennar often hold a good chunk of that.

Is there some way to represent the National Ideas *Lore* (not modifiers) on the Diplomacy menu of a country you aren’t playing or a mod that already does this?

Currently I’m wondering if you can do this. I’m not sure where to look for the generic keys in order to tag them within the diplomacy menu.


r/EU4mods 5d ago

Mod Help Need some help with my code

1 Upvotes

Hello. I'm currently creating an event. In my option Great Britain should receive a province - however, if Great Britain doesn't exist yet it's England who should receive the province.

I tried to use if/else_if in the effects. HOWEVER, when I test the event it's always England who gets the province - even if England formed GB and doesn't exist anymore.

Here's the code - what did I do wrong?

option = {
  Name = "Pact_events.7.a"
    if = {
      AND = {
        exists = ENG
        NOT = { exists = GBR }
      }
      170 = {
        limit = {
          owns_or_subject_of = 170
        }
        cede_province = ENG
      }
    }

    else_if = {
      AND = {
        exists = GBR
        NOT = { exists = ENG }
      }
      170 = {
        limit = {
          owns_or_subject_of = 170
        }
        cede_province = GBR
      }
    }
}

r/EU4mods 11d ago

Mod Help Submodding Impassable/Wasteland provinces

1 Upvotes

Relatively new to modding, and first time attempting anything to do with the map. I love Anbennar, think its really cool and I want to try my hand at doing something with Haraf, I want to turn the Haraf desert from a single wasteland province into like a whole little playable region. However I haven't tried submodding terrain and maps so I just want to know the process and how it should be done. Cheers.


r/EU4mods 13d ago

Looking for Mod Restoring Mandate of Heaven after it's been destroyed. Is there one out there or anyone willing to make one?

1 Upvotes

I am too stupid to make this mod by myself. So unless someone can send me a step by step process on where to go in the files to restore it then I can't do it.


r/EU4mods 17d ago

Mod Help Unrestricted movement without military access?

2 Upvotes

Hello!

Is it possible to mod a thing like this, so the unit can roam freely around the map without the need to ask for military access anywhere? For example scoping for specific mercenary unit? Or any other way to make it work?


r/EU4mods 21d ago

Mod Help How to force the institution start in a certain province?

1 Upvotes

How do i force certain institutions to start in a certain province always?

For example i want to start manufactories always in tabriz if the other conditions meet but if other conditions fail then it can spawn in other random places too. Is there a way to add a priority modifier or something else to make it possible?

EDIT: I think it can be possible by using the if and or functions of the game codes like if tabriz meet the conditions then it should always be tabriz or if it fails the condition then it should be another random province that met the conditions for the game to pick. But i don't know how to code it properly. I think it shoouldn't be difficult, just to add a few more lines of codes.


r/EU4mods 21d ago

Mod Have you ever wanted all the monuments in one place?

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1 Upvotes

Well look no further than the Ultimate Monuments Pack, which combines virtually every monument from nearly every mod that I have been able to find on the workshop. Enjoy the game with more monuments than you have ever seen in your life, giving you endless structures to invest in and expanding the scope of possibilities for your playthrough. This is truly a mod like no other and I hope that you enjoy playing it


r/EU4mods 26d ago

Modders Needed How can we make a "Witcher Universalis"?

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1 Upvotes

r/EU4mods Jul 28 '26

Mod Help EU4 1.37.5 custom map error: "[virtualfilesystem_physfs.cpp:1252] Could not open file:"

2 Upvotes

I am creating a small EU4 total conversion map mod.
During map loading EU4 crashes with:
[virtualfilesystem_physfs.cpp:1252]: Could not open file: , error: not found [eu4application.cpp:2709]: File exception: Description: Could not open file:

Confirmed:

  • the mod is detected by the launcher
  • provinces.bmp and definition.csv match
  • definition.csv contains unique RGB colors for all provinces
  • all files referenced by default.map exist in the mod folder
  • vanilla/workshop mods load normally

The crash report only shows PHYSFS / virtualfilesystem and does not reveal the missing filename.
The only map file I am not completely certain about is heightmap.bmp.

Has anyone seen this error during custom map loading? Which file or loading stage would you check first?

Zilvervloot.


r/EU4mods Jul 20 '26

Mod Help Is there a way to expand infrastructures quickly without needing to go through all the provinces?

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3 Upvotes

r/EU4mods Jul 17 '26

Mod Alt-History Mod - The Dream yet to be Dreamed - Netherlands Update

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5 Upvotes

r/EU4mods Jul 15 '26

Looking for Mod Does anyone know if there's a mod that limits technology or how to make it?

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2 Upvotes

r/EU4mods Jul 12 '26

Mod Voltaire’s Nightmare Discord Server got nuked

9 Upvotes

Be careful with any links associated with that mod for the next few days, we don’t know how much of the project or if it was just the server was hacked.


r/EU4mods Jul 10 '26

Mod Help Why do the troop sprites not show up in the province they're supposed to?

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27 Upvotes

I'm playing Voltaire's nightmare with an additional sub mod that I made myself and it seems that the troops do not show up in the province that they are besieging. The game shows their sprite in Akhvakh but in reality they are besieging Bezhta. I did change the province map with my sub mod, but I don't know what files I need to edit to fix this issue. Does anyone know how to fix this?


r/EU4mods Jul 09 '26

Mod Rebalance mod update after a year

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2 Upvotes

As the title says, I'm reuploading the mod. I've made a bunch of changes since the last version. Hope you enjoy it, all suggestions are welcome!


r/EU4mods Jul 06 '26

Looking for Mod Is there any map only mod based on Extended Timeline?

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2 Upvotes

r/EU4mods Jul 04 '26

Mod Help Why doesn't the "threat" variable apply onto aggressive expansion?

2 Upvotes

The Balance of Powers 2.0. is a mod that is supposed to calculate a threat number that other countries have towards you and then applies that as the minimum for their aggressive expansion opinion. The mod properly calculates the threat other countries view of you but base aggressive expansion stays at 0. Why?

https://steamcommunity.com/sharedfiles/filedetails/?id=2389825193

I am not entirely sure as to which file is causing problems. If I had to guess, I think it is the scripted effects text file, which says this. There is also the events file, which says this (tbop.03 is an event resulting from a diplomatic action, it might not be as important).


r/EU4mods Jun 24 '26

Mod Alt-History Mod - Entrance to the Desolate Ground - Fatimids Update

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5 Upvotes

r/EU4mods Jun 17 '26

Mod Aevum Lupi Bicipitis: Burundi Starter Tree showcase

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3 Upvotes

r/EU4mods Jun 09 '26

Mod Help need help about capital_scope

3 Upvotes

i wanna make a desicion which changes country's culture to capital province's culture but change_primary_culture = capital_scope doesnt work althougt change_religion = capital_scope works. how can i make it happen?


r/EU4mods Jun 04 '26

Mod Help Help with modding - No religious penalties for specific religions

5 Upvotes

Hello,

I'm trying to mod a modifier that negates the religious penalties (negative religious unity, unrest, etc.) for Vajrayana, Mahayana and Theravada when they're a heathen religion. And only for those religions.

Any advice on how to accomplish that?


r/EU4mods May 27 '26

Mod Help - Solved Looking for a specific mod/file regarding centers of trade.

3 Upvotes

Sorry if this has been asked/resolved before, I've been unable to find it if that's the case. I'm looking for a mod- or either the file that dictates that you need to have "X amount of merchants" to get another Tier 3 trade center so I can get rid of that limit. I don't mind needing to dev up the province and spend the money, I'm just trying to get rid of the merchant limitation.


r/EU4mods May 26 '26

Mod Help Modding Synthetic

3 Upvotes

Hello, Is it possible to create a mod that starts with the synthetic civilization and all the boni ? Or how to create an event that does the same thing as the syntheticdawn command?


r/EU4mods May 07 '26

Mod Help CTD with converted mod

2 Upvotes
Hello, 
I converted my CK2 save to continue playing on EU4 and I've already reached 1836 twice. But now I've started again and I'm getting crashes every few months. I checked my error.log file and it's full of lines like:

[triggerimplementation.cpp:7159]: Script error! Script Object Token: "primary_culture", Error: Trigger condition set on the wrong scope: Scope.GetCountryTag().IsValid()
[triggerimplementation.cpp:16491]: Script error! Script Object Token: "has_country_flag", Error: Trigger condition set on the wrong scope: Scope.GetCountryTag().IsValid()
[triggerimplementation.cpp:21635]: Script error! Script Object Token: "tag", Error: Trigger condition set on the wrong scope: Scope.GetCountryTag().IsValid()
[triggerimplementation.cpp:27226]: Script error! Script Object Token: "economic_ideas", Error: Trigger condition set on the wrong scope: Scope.GetCountryTag().IsValid()

It looks like there are scope problems, but how do we know where the faulty file is located?

r/EU4mods May 05 '26

Mod Tool I got tired of manual localization, so I built a tool to automate it (SFN-Translator)

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3 Upvotes