Kiara Posted January 16, 2017 Posted January 16, 2017 Hi there folks, I have a short question about event modding, which I couldn't really find an answer for on the wiki and in the forums. I'm currently writing an submod to an existing, much larger mod, introducing a few new event chains and/or additional options. Naturally I don't want to change those events in the original mods code, nor do I want to copy the code an do a total file overwrite for just a few changes. So I declared the extended event in my files, gave them the same id and namespace as the original, since the wiki said, those would be merged. But if I fire the event, the game always chooses the one of the original mod. My follow up events all work (console tested, and clear in validator, exept for the obvious duplicate ID). Of course my submod has the original as a dependency stated in the .mod file. Can someone please explain, how the merge and overwriting works in detail, when and how overwrites which event what?
genericlogin Posted January 16, 2017 Posted January 16, 2017 Sorry, but you just have to copy the entire file and then modify the event in the copy. Hopefully Paradox will change that someday (it's a real pain when your mod overrides many base game files), but for now we're stuck with it.
Kiara Posted January 16, 2017 Author Posted January 16, 2017 really? that really sucks. I thought that I was simply to dumb to, like set a flag or something like that. Oh well, Internet bandwith is cheap, so nobody will complain for a few extra kb. Thanks a lot for the answer.
coretex Posted January 18, 2017 Posted January 18, 2017 Its less about the total mod file size and more about overriding a core file that then another mod may also provide and cause mod conflicts that way. Depending on what you want to mod/add, some files "append" to existing code rather than override, so theres that to consider as well. Events though, usually are of the override kind unless you code an entire custom event trigger/chain/etc.
Kiara Posted January 18, 2017 Author Posted January 18, 2017 jup, this prevents multiple "add-on" mods for existing bigger mods. Meh, I think I will go with it, and just drop paradox an e-mail, maybe they will fix it in the patch for monks and clerics.
Kiara Posted February 16, 2017 Author Posted February 16, 2017 I posted a request in the official paradox CK2 suggestion forum for the dev's. https://forum.paradoxplaza.com/forum/index.php?threads/allow-dependent-mods-to-overwrite-single-events.999787/ It might help if some of you could push it, mith a little luck we could get it with the monks&mystics patch
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