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模组文件结构
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{{Version|1.9}} ==模组文件结构== ===本地模组=== 本地模组必须位于<code>~/.local/share/Paradox Interactive/Hearts of Iron IV/mod</code>或<code>C:\Users\<Username>\Documents\Paradox Interactive\Hearts of Iron IV\mod</code>,应该包括: * ''' '.mod'文件''',它告诉启动器如何处理模组文件夹。(文件名没有特殊要求,仅本地模组需要,当上传到steam创意工坊时该文件不会上传) * '''模组文件夹'''或者包含模组数据的压缩文件。模组数据要与游戏文件有相同的[[#Game structure|文件结构]]。 * '''descriptor.mod文件'''在模组文件夹内部——它应当包含与上面的.mod文件相同的信息。(注意:文件名必须为descriptor.mod,且不能用UTF-8 BOM编码储存) * 模组图片 (可选) - a file named '''thumbnail.png''' in the mod folder, to serve as Steam Workshop mod picture (Note: Must use .png format and 'thumbnail.png' name; dimensions aren't important, but should be 1:1 ratio) The game launcher's mod config tool '''can create basic structure automatically'''. Just go to ''Mods'' tab, then click ''Mod Tools'' and ''Create Mod''. Note that folder and file names are case sensitive on Mac OS X and Linux. ===Steam工坊模组=== Subscribed and downloaded mods from the steam workshop are in <code>.../Paradox Interactive/Hearts of Iron IV/workshop/content/394360</code> or sometimes <code>...\SteamLibrary\steamapps\workshop\content\394360</code> Mods downloaded from the Steam Workshop are treated differently than those manually installed or created:<br /> Though the mods .mod files will appear in the mod folder (represented by a ''remote_file_id''), The content of the mod will be stored in <code>...\Paradox\Hearts of Iron IV\workshop\content\394360\<remote_file_id></code><br /> The ''remote_file_id'' is an ID given to mods from the workshop. The ID is displayed as the name of the mod's .mod and zip files, but is further represented within the .mod and descriptor.mod files as such: name="New Ideologies" archive="workshop/content/281990/678893824/newideologies.zip" tags={ "Balance" "Gameplay" } remote_file_id="678893824" supported_version="1.0.0.19987" '''Note:''' Newer mods, starting with game version 1.9.0 are no longer stored in a .zip archive ==创建一个模组== ===总原则=== *Mods modify the game with the same file structure as in the vanilla game. *All appropriate files found in the folder are loaded *All .txt files should use UTF-8 without BOM format, Localisation files should use UTF-8 BOM Format *To overwrite vanilla file, use the same file name *To add content without changing any vanilla files, use a different file name *The Game will not check any further than the file directory for changes. If one is trying to add a line to a text file, one must copy the entire text file and add the line within said text file. ===创建简单的本地模组=== For example, to create a mod called "Test1", create a new text file called ''test1.mod'' and a folder named 'test1' within <code>...\Paradox\Hearts of Iron IV\mod</code>. The contents of ''test1.mod'' should be as follows: name="Test1" path="mod/test1" tags={ "Alternative History" } picture="thumbnail.png" supported_version="1.5.4" This is done to provide the game launcher with information about the mod. This includes the mod's name, location (from the mod file), tags (extra descriptors), picture name, and supported game version. ===创建次级模组=== Sometimes you will want your mod to depend on other mods, and also require a certain loading order. Mods will usually load in alphabetical order (so the mod last in the list will overwrite the earlier). But some things may affect this so if you need a certain load order and be clear that you have dependencies this needs to be specified by including its full name in the .mod file under "dependencies". name="testmodB" path="mod/testmodb/" # this guarantees we load testmodA first before our testmodB is loaded dependencies= { "testmodA" } supported_version="1.5.2" ==增加模组内容== For example, a simple modification could be changing the text that appears in the game. To change the quotes that appear in the loading screen, copy the "localisation/loading_tips_I_english.yml" file from the base install of the game, ".../Hearts of Iron IV/localisation/loading_tips_I_english.yml" to a "localisation" folder you create in the new "mod/test1" folder. The file structure now looks like the following: ''...\Paradox Interactive\Hearts of Iron IV\mod'' test1.mod test1 (dir) localisation (dir) loading_tips_I_english.yml As "loading_tips_I_english.yml" is unaltered, the game will run the same as usual. However, if it is changed, the information will be used by the game instead of the usual "loading_tips_I_english.yml". Modify the "loading_tips_I_english.yml" file in the mod folder so that it contains this: l_english: LOADING_TIP_0:0 "Test1 mod" When the game is loading with this mod active in the English language, the only quote shown will be "Test1 mod". ==小提示== *To understand how certain things in the code work, it can be useful to look into game files and search for things similar to what your mod is supposed to change *Alternatively, you can search the files of other users' mods in <code>...\steamapps\workshop\content\394360</code> *Try to minimize vanilla file overwrites, this will make it both easier for you to manage your mod content to keep it up to date, and reduce risk of conflict with other mods *When testing the mod, it can be very useful to look into Error log <code>...\Documents\Paradox Interactive\Hearts of Iron IV\logs\error.log</code> to gain a clue when something isn't working ==参见== Depending on what your mod is supposed to do, you may want to visit some of these pages relating to some more basic game content modding: * [[Country creation]] - How to create a new country, assign flag, place the new country into the game * [[National Focus modding]] - How to edit National Focus tree * [[Idea modding]] - How to add/edit National Ideas * [[Event modding]] - How to add/edit an Event {{Modding navbox}} [[Category:Modding]]
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