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1분 만에 확인하기CAPIE - Cyprian's API Extender: native library extending Hearts of Iron IV modding capabilities (pre-release)
저장소 README에서 가져옴
README 전체를 불러오는 중입니다.
README 전문 보기 ↗CAPIE (Cyprian's API Extender) is a small native library for Hearts of Iron IV. It gives mods a few things HOI4 script cannot do on its own: read what the player typed into the game's own text field, show a custom name for a country or a faction, and show a chosen flag or leader portrait. Mods use it through ordinary HOI4 script, and a mod written for CAPIE still loads and runs when CAPIE is missing.
The first mod built on it is Rename Anything.
Beta, nothing released yet. There is no download, no Workshop item and no GitHub release. Everything described as working was checked in the game on HOI4 1.19.3.0, in single player, on development builds. CAPIE 1.5.2 moves to HOI4 1.19.4.1: it passes every offline check against the new executable, but has not been tested in the game yet. Multiplayer has never been tested with two players, and we make no claim that it works.
Websites: Rename Anything and CAPIE.
Two Windows DLLs, capie_core.dll and capie_editor.dll, that run inside hoi4.exe while you
play. They hook a few functions of the running game with MinHook,
answer some of the game's text and picture lookups, and add data to the commands the player
issues. CAPIE never writes to the game's files, and it never writes game state either: every
name, flag and portrait a mod sets lives in ordinary game variables, saved with the campaign.
CAPIE is not a game patch, not a general scripting engine and not a network client. Mods can use only the operations CAPIE defines, and CAPIE checks every input.
The contract is plugin/capie/CONTRACT.md. It is plain HOI4 script:
you name your editor GUI by a fixed grammar, CAPIE adds the typed text to your Apply command as
temporary variables, and your effect reads them. Without CAPIE the same script takes the other
branch of your if. Scripts check temp_var:capie_cap, the API level, and compare it with >=.
| API level | CAPIE | What it adds | Checked in the game |
|---|---|---|---|
| 1 | 1.0 | Text fields for Rename Anything's own editors only | Yes |
| 2 | 1.1 | Text fields for any mod: up to 4 fields per editor, status keys CAPIE_STATUS, CAPIE_API, CAPIE_BUILD | Yes, with the SDK's demo mod |
| 3 | 1.1 | Console commands: change_nation_name, reset_nation_name, and capie_cmd for your own scripted effects (console contract) | Developer builds only |
| 4 | 1.2 | Country name layer: a custom name and adjective, with flag and colour left as they are | Yes: save, restart and load |
| 5 | 1.3 | Faction name layer, and the displayed name sent with the editor's opening | Once, on a 1.4 developer build |
| 6 | 1.4 | Country flag layer: any flag the game has, with the name kept | Once, on a 1.4 developer build |
| 7 | 1.5 | Leader portrait layer: the civilian portrait of a country's ruling leader | Not yet; offline tests only |
The name, flag and portrait layers are separate from cosmetic tags, so changing one leaves the others alone. A portrait from a DLC the player does not own falls back to the game's portrait.
If you would rather not write the records yourself, the CAPIE Script SDK wraps the contract in ready-made scripted effects for reading, checking and storing text, and comes with a small demo mod. It will be its own Workshop item.
What CAPIE does, as Rename Anything uses it (developer builds, HOI4 1.19.3.0, single player). The silly names are ours.
Text fields (API level 1 and 2): the game's own text field, with the typed text passed to the mod's Apply command.
Country name layer (API level 4): a custom name and adjective the game draws everywhere.
Faction name layer (API level 5), stored on the faction leader.
Country flag layer (API level 6): any flag the game has, with the name kept.
You only need CAPIE if a mod you play asks for it. The first release will install it in one of two ways:
irm https://github.com/capie-mods/capie/releases/latest/download/install.ps1 | iex) with a small terminal interface, orBoth are in preparation. Until the first release the installer refuses to run on purpose; its options are in tools/bootstrap/README.md.
Once installed, CAPIE loads only while the small "CAPIE" mod is enabled in your playset. Disable it and the game starts clean. The installer can also switch CAPIE off, roll back an update and uninstall it.
CAPIE supports one game build: HOI4 1.19.4.1 on Windows, from Steam (CAPIE 1.5.1 supported 1.19.4.0, CAPIE 1.5.0 supported 1.19.3.0). On any other build it stays off and mods fall back to plain script. Developer builds of CAPIE 1.2 to 1.5 exist; nothing is published.
Multiplayer is not tested. The contract describes a version check that keeps CAPIE features off until every player has the same build, but that check has not run on two machines yet.
Achievements are not possible, because mods that change common/ change the game's checksum.
Ironman was not tested.
The status page of the CAPIE site lists what works and what is still open.
hoi4.exe and every byte pattern it hooks. If
anything differs, it hooks nothing and the game runs without it. Bad input (empty, too long,
characters the game cannot show) is rejected and nothing changes.KERNEL32 and bcrypt. The launcher and
the proxy have no network code either. Only the installer goes online, and only when you ask it
to install or update.version.dll beside hoi4.exe, never replaces a version.dll
it did not install, and its uninstall removes only its own file after checking the hash.CAPIE loads itself into the game process, which some malware also does, so an antivirus may warn about it. The source is here and you can build it yourself.
The launcher goes through the Paradox Launcher, so you keep your playsets. It waits for the main
menu, then loads capie_core.dll and capie_editor.dll into the hoi4.exe it started, and only
when the "CAPIE" mod is enabled. The proxy loader is the alternative for setups where a launch
option does not fit: it loads CAPIE when the game's command line contains -capie.
More detail: architecture, proxy loader, and the technical notes on the native code.
You need Windows 10 or 11, Visual Studio 2022 with the C++ x64 tools and a Windows SDK, a local checkout of MinHook, uv for Python, and HOI4 1.19.4.1 on disk for the pin checks.
.\plugin\capie\build.ps1 -MinHookDir 'C:\path\to\minhook' # both flavors, offline tests, benchmarks
.\plugin\capie\mutation_check.ps1 # mutation tests
pwsh -File .\plugin\capie\build_launcher.ps1 # launcher and its tests
uv sync; uv run ruff check; uv run pytest # Python tools and checks
No build or test starts the game or touches a running process; hoi4.exe is read only as a file
for the signature checks. The full guide is building and testing,
and the documentation index is docs/README.md.
plugin/capie/ is CAPIE: the DLLs, the launcher, the proxy, the "CAPIE" switch mod and the
contract. tools/bootstrap/ is the installer, tools/release/ the release script,
sites/capie/ the documentation site, and docs/ the contributor guides and decision records.
| Repository | What is in it |
|---|---|
| rename-anything | The mod for players: rename your country, its leader, parties, states and cities in the panel that shows the name. |
| capie-script-sdk | Plain HOI4 script that lets any mod use CAPIE text fields without native code. |
| capie-design | The design system both products share: colours sampled from the game, marks, diagrams and the docs theme. |
The intended license is MIT. It is not in place yet: until a LICENSE file is added, all rights
are reserved.
CAPIE uses MinHook by Tsuda Kageyu, under the BSD 2-Clause license; see plugin/LICENSE.MinHook.txt.
Hearts of Iron IV is a trademark of Paradox Interactive. This project is not affiliated with or endorsed by Paradox Interactive.