模组

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A mod (short for modification) is an alteration of the game and objective of modding. There's a large variety of mods, everything from small tweaks to total conversions.

Mod creators or players may create a wiki page for their preferred mod or tool, to act as a collaborative documentation of its features.

Installation

Mods can be downloaded and installed manually from User Modifications sub-forum (game registration needed), or automatically from Steam Workshop.

The mod installation folder is:

  • Windows: ~\Documents\Paradox Interactive\Crusader Kings II\mod\
  • Linux: ~/.paradoxinteractive/Crusader Kings II/mod/
  • Mac: ~/Documents/Paradox Interactive/Crusader Kings II/mod/

Never install mods in Steam directory (ex: C:\Program Files (x86)\Steam\SteamApps\common\Crusader Kings II\mod), as mod would not be properly loaded.

Check in the mod description the CK2 version compatible with the version of the mod. If needed, rollback to an older patch, using Steam Beta tab.[1]

In case of manual installation, the steps are usually the following (refer to specific mod instructions, if any):

  1. Remove any existing installation of the mod (mod folder and .mod file). This is very important, as the game loads all files present in mod folder, so old mod files that are no longer present or were renamed in a new version of the mod would conflict.
  2. Clear your gfx cache, by deleting the folder ~\Documents\Paradox Interactive\Crusader Kings II\<mod_name>\gfx, if any.
  3. Extract the downloaded archive, so that CK2 mod folder contains the .mod file and directory of the mod.
  4. Launch CK2 and select the mod in the Mod tab. Note that the mod may have a different name in the launcher than the name of the .mod file.
  5. Play!

For more info, see the structure of a mod.

Mod compatibility

Some smaller mods may be timeless, but most often a mod is only compatible with a specific vanilla patch, and players need to check the version and potentially rollback to an older patch.

Incompatibilities happens when a mod:

In addition mods may be incompatible with each others, if they modify the same vanilla files or entities (graphic sprites, defines, ...). Refer to the mod FAQs for known incompatibilities.

Mod lists

Mods with wiki pages

The mods are sorted alphabetically. Use Category:Mods to browse mods by subcategories.

Active mods

Inactive mods

Some mods are no longer maintained, and not compatible with the more recent vanilla patches:

Extended historical timeline

A subset of mods have tried to create additional historical bookmarks, in an attempt to extend the historical vanilla timeline covered by Paradox games.

The further away from vanilla timeframe and map scope the mod goes, the more mechanics and events need to be adapted or re-written to fit the period or location, and the more major the overhaul needs to be.

Start date(s) Map scope Mod
653 BC Vanilla Pharaohs & Consuls - Forum
323 BC Mediterranean Diadochi Kings
184 AD -> 220 AD China Romance of the Three Kingdoms
410 AD -> 962 AD Western Europe The Winter King
445 AD -> 600 AD Vanilla Early Bookmarks Submod for When The World Stopped Making Sense - Forum
476 AD -> 600 AD Vanilla When The World Stopped Making Sense
633 AD Vanilla A.D. 633: Rise of Islam
769 AD Vanilla Vanilla Charlemagne expansion
821 AD Vanilla Imperator Ludovicus - Bookmark for 821 AD - Forum
867 AD Vanilla Vanilla The Old Gods expansion
935 AD Vanilla Iranian Intermezzo: Bookmark for year 935 - Forum
1066 AD -> 1337 AD Vanilla Vanilla base game
1337 AD -> 1469 AD Western Europe Western Europe 1337-1469 - The Rose, the Lily, and the Oak - Forum
1180 AD, 1493 AD -> 1534 AD Japan Nova Monumenta Iaponiae Historica
2015 AD Vanilla 2015 mod - Forum

Utilities

These are utilities for players. For modding tools, see Modding tools and utilities

See also

References