CoE5SE Commands¶
The commands CoE5SE adds to a mod's files, and the game's commands it reads its own way.
Files¶
Put CoE5SE's commands in your mod's .c5se: a file next to its .c5m, with the same name. CoE5SE reads it right after the .c5m. Without CoE5SE the game never opens it, so your mod still loads, without those lines.
Or put them in the .c5m, each line starting with #!@. The game without CoE5SE skips those lines.
Examples have a .c5se tab and a .c5m tab. The few commands that work in one file only say so.
Pages¶
| Section | Page | For |
|---|---|---|
| Spells | New Spells | New spells |
| Spell Modifiers | Limits and effects on a spell | |
| Spell Paths | New magic paths, and paths by name | |
| Monsters | Monster Traits | Traits on a monster or item |
| Commander Names | Lists of commander names | |
| Monster and Ritual Names | Names in place of offsets | |
| Classes | Recruitment Bonuses | What temples, libraries, villages and units add to a recruitment offer |
| Rituals | Ritual Effects | Effects only the game's own rituals had |
| Planes | Planes | New planes, and planes by name |
| Events | Events | Events that choose between groups of triggers and branches |
| Mod Setup | Mod Settings | Settings players change |
| Mod Loading | Needing CoE5SE, and loading after another mod | |
| Other Commands | The rest |