EugeneStyles
Prince
- Joined
- May 21, 2007
- Messages
- 307
First off, let me say: you CAN download this and use it with your current install of RifE 1.30, but I recommend against it - you won't gain too much out of it. The reason I'm posting this here is in hopes of it being included in version 1.31... the only way it'll be useful to modders is if everyone has it.
Anyway, here's the point: In RifE 1.30, flavour start info is not modular. I can create a new civ but I can't define a flavorful environment for them to start in. The only way to do it is to overwrite the base python file, ask the user to hand-merge things, or ask Valkrionn to include my flavour info in the next version. So it occurred to me... why? Why can't it be read in from xml files, so that to modify flavour info for a civ you wouldn't have to modify the code, you just modify the data (in xml form). That way, you can include new versions of the xml in any modularly-loaded module to define flavour starts for that civ (or even for other civs... frex, Fall Under heavily modifies the Amurites and might want to tweak their flavour start info).
Thus, this project has two parts:
1) The python that loads flavour start info modularly instead of hardcoded.
2) The xml file that contains all the flavour start info for the base civs.
(and the attached zip file also includes the Myu modular flavour start info, to show you how it can work modularly)
If you download the attached file, it is meant to be extracted to pathToRife\Assets\. This will put the modified CvFlavourInterface.py file in python\entrypoints\, and will put the flavourInfos.xml file in xml\Flavour\. It will also put the flavourinfos.xml file for the Myu into Modules\NormalModules\Myu\Flavour\.
To use modular flavour start:
Assuming that the python file and base xml are installed in the proper places already, include a flavourInfos.xml file in yourModDirectory\Flavour\ or yourModDirectory\XML\Flavour\. Follow the same format as the Myu file or any of the entries in the base flavourInfos.xml file. Any questions, ask. I did not design the original flavourInterface, so I don't necessarily know what every valid input is for the <FlavourType> tags. You may need to experiment or search to find that out.
Like elsewhere in the game, modular files will overwrite basefiles, and each subsequent LoadPass will overwrite previous passes. Unlike elsewhere in the game, the file is called flavourInfos.xml. Your mod name should not go into the filename. That may have been a mistake, but in my quick-and-dirty implementation, I hardcoded the filename and didn't use a substring check or anything. The file must be called exactly flavourInfos.xml and must be included under your mod in either the Flavour\ or XML\Flavour\ directory.
RifE Team -- how about including this in v. 1.31? It's just two files.
Anyway, here's the point: In RifE 1.30, flavour start info is not modular. I can create a new civ but I can't define a flavorful environment for them to start in. The only way to do it is to overwrite the base python file, ask the user to hand-merge things, or ask Valkrionn to include my flavour info in the next version. So it occurred to me... why? Why can't it be read in from xml files, so that to modify flavour info for a civ you wouldn't have to modify the code, you just modify the data (in xml form). That way, you can include new versions of the xml in any modularly-loaded module to define flavour starts for that civ (or even for other civs... frex, Fall Under heavily modifies the Amurites and might want to tweak their flavour start info).
Thus, this project has two parts:
1) The python that loads flavour start info modularly instead of hardcoded.
2) The xml file that contains all the flavour start info for the base civs.
(and the attached zip file also includes the Myu modular flavour start info, to show you how it can work modularly)
If you download the attached file, it is meant to be extracted to pathToRife\Assets\. This will put the modified CvFlavourInterface.py file in python\entrypoints\, and will put the flavourInfos.xml file in xml\Flavour\. It will also put the flavourinfos.xml file for the Myu into Modules\NormalModules\Myu\Flavour\.
To use modular flavour start:
Assuming that the python file and base xml are installed in the proper places already, include a flavourInfos.xml file in yourModDirectory\Flavour\ or yourModDirectory\XML\Flavour\. Follow the same format as the Myu file or any of the entries in the base flavourInfos.xml file. Any questions, ask. I did not design the original flavourInterface, so I don't necessarily know what every valid input is for the <FlavourType> tags. You may need to experiment or search to find that out.
Like elsewhere in the game, modular files will overwrite basefiles, and each subsequent LoadPass will overwrite previous passes. Unlike elsewhere in the game, the file is called flavourInfos.xml. Your mod name should not go into the filename. That may have been a mistake, but in my quick-and-dirty implementation, I hardcoded the filename and didn't use a substring check or anything. The file must be called exactly flavourInfos.xml and must be included under your mod in either the Flavour\ or XML\Flavour\ directory.
RifE Team -- how about including this in v. 1.31? It's just two files.