mod file is defining the folder where temporary files such as savegames and error logs can be stored. The second line tells the game where the mod is kept here it's kept in the CK2 mod folder. In this case the mod will appear as My Mod in the launcher. mod file defines what the name of the mod will appear to be in the launcher. This file tells the game what to replace and where it's found. If a warning window pops up about changing file type, just click "Yes" to continue to make the change. To create the file simply create a *.txt file (right-click -> New -> Text Document, for Windows users) and then change the. You will also have to create a *.mod file named after your mod in a similar fashion to the folder that you've just created. Equally, if you create a new title history file then you must continue to preserve the folder structure. It is within this folder that you will be placing your mod files, and you must be careful to preserve the folder structure found in the main CK2 directory.įor example, "k_england.txt" can be found in "\crusader kings ii\history\titles", if your mod has modified this file then you must place the modified version in "Paradox Interative\Crusader Kings II\mod\My Mod\history\titles\k_england.txt". In this folder you must create a new folder named after your mod for the purposes of this guide I shall call it "My Mod". Within the "Crusader Kings II" folder you will find the "mod" folder, if you don't then create a new one. Starting from your "Documents" folder (or "My Documents") we must navigate to "Paradox Interactive". By doing it this way one is forced to copy any needed files, thus avoiding messing up one's CK2 installation. To do this we will be creating a new mod directory within CK2's mod folder found in the Documents folder (AKA "My Documents" in Windows XP). This guide will help you, potential Crusader Kings II modder, to setup your mod so that it is possible to load it into the game from the CK2 launcher. This shows the old method of using the "mod" folder found in the main CK2 directory. This is particularly useful when your ally decides to declare war on a country with no CB, this way you can keep the alliance without having to suffer the same -2 stability hit.An example mod directory. This exploit can be very useful if one were to save, look at the country where the call to arms came from, see who it's at war with, determine whether he/she wants to accept it, and then accept it if he/she wants to, or resign and re-load the save file. You will continue to be an ally of that country, and no negative effects will follow. If a country calls you to arms, and you save and then resign, you will not be obliged to accept/deny the call to arms, and the notification in the bottom-left corner will disappear. Similarly, if Calls are repeatedly ignored relations will visibly drop, as will trust. For the player, answering Calls to Arms, the levels of trust and of relations will increase positively with the nation Calling. The higher the level of trust, the more likely the AI is to answer favourably. If he selects neither he will lose both alliances, but not go to war with either state.įor AI nations, the greatest determinant of how to reply to a Call to Arms is trust. In this case only the Alliance with the nation answered is kept. Situations can arise where a nation is allied to both Aggressor and Defender in this case, he may only choose one to answer and will go to war with the other. If the nation receiving a Call to Arms does not answer, or declines to assist, they will automatically have any Military Alliance with the ally at war broken.
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