Created mods didn't appear

EricNgui

CPU of 1980's Planeptune
Joined
Jul 23, 2014
Messages
138
Location
Liverpool, UK
I am attempting, for first time to create a Civ through ModBuddy, and I have followed most of the steps and I attempted to test run, and the civilization does not show up to be selected to play. I went to the database and these are the errors I am receiving, I am not sure what they mean. :confused: :crazyeye:

[638367.656] columns StrategicViewType, TileType are not unique
[638367.656] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[638372.750] Validating Foreign Key Constraints...
[638372.750] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[638372.750] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[638372.750] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[638372.750] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[638372.750] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[638372.750] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[638372.750] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[638372.750] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[638372.750] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[638375.343] Failure to check references for foreign key Units(PolicyType).
[638375.343] no such table: PolicyTypes
[638375.343] Failed Validation.

If anyone has any idea please ASAP let me know. Thank you!
 
Those errors don't mean anything. Everyone gets them, we blame them on Firaxis.

Judging from how you're not getting any other errors than these, apparently, it tells me that you're doing one of two things wrong:

1) You haven't actually enabled your logs yet. Even if you are in indeed doing something very wrong in the mod, the logs will refuse to tell you unless you enable them.

2) You haven't set any of the files to be loaded into the database. To know for sure, though, we'd need to see the mod itself, latest version, attached to a post.
 

Attachments

  • Prince of Wales (v 1).zip
    11.6 KB · Views: 23
Your civilization needs at least 2 unique components to function - you only have 1.

I don't have a lot of time right now, I'll get back to you if I notice any problems later.
 
Hmmmm... I don't see any obvious errors. Loading it in-game, no errors appeared in the log either. I would guess it has to do with a couple of things.

The first is all of the missing text fields like this:

Code:
<Row Tag="TXT_KEY_CIV5_WELSH_TEXT_1">
      <Text><!-- Add Civilopedia text here --></Text>
</Row>

If you aren't going to fill the text in, delete the <Row> </Row> sections.

The other element that raises suspicion is all of the "0" references.

Code:
    <Water>0</Water>
    <River>0</River>
    <FreshWater>0</FreshWater>
    <Mountain>0</Mountain>
    <NearbyMountainRequired>0</NearbyMountainRequired>
    <Hill>0</Hill>
    <Flat>0</Flat>

Most of these are booleans, meaning the game is looking for true/false, not 0 or 1. Again, delete any lines you are not using for the building or unit.
 
This:
Code:
  <Civilization_BuildingClassOverrides>
    <Row>
      <CivilizationType>CIVILIZATION_WELSH</CivilizationType>
      <BuildingClassType>[COLOR="Red"][B]BUILDINGCLASS_AMPHITHEATER[/B][/COLOR]</BuildingClassType>
      <BuildingType>BUILDING_EISTEDDFOD</BuildingType>
    </Row>
  </Civilization_BuildingClassOverrides>
needs to be BUILDINGCLASS_OPERA_HOUSE in order to match with the <BuildingClass>BUILDINGCLASS_OPERA_HOUSE</BuildingClass> line in your building.

...................................................................................................................
Prince of Wales (v 1).modinfo

Code:
  <Files>
    <File md5="00026F8877D3D1BDFEBE76567ED862AC">XML/Buildings.xml</File>
    <File md5="3FC02009143333E882C446BC9BA47AFA">XML/Civilization.xml</File>
    <File md5="647EC5DA4DDBDE2D151E754718C421B3">XML/Leader.xml</File>
    <File md5="19E0FF22B64470A47851ABEE101C9925">XML/Trait.xml</File>
    <File md5="FFF19E53A6440C2F742A7646577453D0">XML/Units.xml</File>
  </Files>

From one of my mods:

Code:
  <Files>
    <File md5="7DCCC072D454E5B9596A04108C820ECB" import="0">Great Admirals/Text_GAdmirals.xml</File>
    <File md5="ABD855E7326314FACC8FD931F77A9D0D" import="0">Great Admirals/UnitNames_GAdmirals.xml</File>
    <File md5="99ABBDD8D342BB27C51284C5AA20DCCD" import="0">Great Generals/Text_GGenerals.xml</File>
    <File md5="192E77534533C485FCF325ED1199C3B7" import="0">Great Generals/UnitNames_GGenerals.xml</File>
    <File md5="068ED082C0244254E6B156800E2974EA" import="0">LUA/Great People Names.lua</File>
    <File md5="DE4AECC4314407CB997345A6CF106A08" import="1">LUA/TableSaverLoader.lua</File>
    <File md5="2E3B50BF5A346AA3CFAFF0D0083B0015" import="0">SerialEventGoodFiles/Promotion_Created.xml</File>
    <File md5="43E891B6B301EFF4F23F4AAA63972887" import="0">SerialEventGoodFiles/SerialEventUnitCreatedGood.lua</File>
    <File md5="37438941B2672936C437207A8888B5C4" import="0">SQL/CleanUp.sql</File>
    <File md5="8C2C337A61777792463DBCFAF7FE2510" import="0">SQL/UniqueUnitNames_CivColumn.sql</File>
  </Files>

  • Did you create the mod using ModBuddy or did you copy a previous mod, rename the .modinfo file you had in that mod and then merely do text-editing on the Prince of Wales (v 1).modinfo file?
  • Did you add the XML files to the mod by dropping them into the mod folder via your browser, or did you add them to the ModBuddy project by using the Add > New Item > XML Rules function within Modbuddy? *


* note: you can also create the XML files 1st in notepad or other text editor and add them in through ModBUddy by doing a Add > Existing Item function within Modbuddy.*
 
@LeeS: He's probably using a very old version of ModBuddy that doesn't have a VFS option (note that import="1", i.e., VFS=true, is actually the default if the import clause is not present, which was the behavior at the game's release).

@EricNgui: Though the old version of the SDK is good to have around for the working Nexus 3D Viewer, all of the other components should be discarded, and the new versions should be used.
 
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