It looks like the issue is with a recent Civ 6 update. I just happened to play a game with my first mod, that works correctly of course, and noticed the custom building was doing the same thing now. So everyone who has a custom building in their mod should have this issue with all past and...
Well, I got it to not spawn across the map. However, 1) Buildings are still not showing up at all when I build it in my custom district. 2) I can now place the buildings with FireTuner on the map, and it shows up fine.
So now I am trying to figure out how my buildings show up fine when placed...
Try using a MODIFIER_SINGLE_UNIT_ATTACH_MODIFIER or MODIFIER_ALL_UNITS_ATTACH_MODIFIER setup. In the base game's UnitAbilities.xml file it has examples. Since it is working against all units, you could go through those modifiers with the requirements, then they will attach the modifier only if...
Has anyone ever had an issue with their buildings spawning like 6 hexes away from your custom district that it is supposed to be in? I've been trying to figure out why it is doing this. I didn't have this problem in my last mod, though I did not make a new district either like I did in this...
You need to create your own requirement set. See code below for example.
<!-- In your Units.xml file -->
<Types>
<Row Type="ABILITY_ROMAN_LEGION" Kind="KIND_ABILITY"/>
</Types>
<Tags>
<Row Tag="CLASS_ROMAN_LEGION" Vocabulary="ABILITY_CLASS"/>
</Tags>...
Yea, it is a base game rig. Just imported Tsar Peter and edited the mesh, left the armature alone. Tsar Peter's animations is generally already what I want. Well I guess I need to figure out why it is not showing up in game. One thing I noticed in Fire Tuner under the Asset Preview tab (you know...
I have not messed with the sections of the asset file above the geometries section since I was planning on using all those base game animations. I did also notice you made custom animations. Do I need to make custom animations like you did, or can I just reuse base game animations?
So I got my leader to show up in Asset Previewer, it is hard to see since the viewer camera is pointed at the leader's feet or something, so you can only fully see it if you zoom out far. I tested a base game leader to make sure it wasn't just something wrong with mine, but same camera view even...
I tried asking sukritact didn't get an answer yet, but figured it out. So if anyone else asks:
1) You copy a base game .wig file, paste it in your geometries folder of your project, and rename it the same name as your .geo file
2) Copy the lines of code between the START and STOP notes in the...
Never mind I figured it out. Referenced in the .geo file between <m_DataFiles>.
Near end of .geo file:
...
<m_DataFiles>
<Element>
<m_ID text="GR2"/>
<m_RelativePath text="GEOMETRY.fgx"/>
</Element>
<Element>
<m_ID text="WIG"/>
<m_RelativePath text="GEOMETRY.wig"/>
</Element>
</m_DataFiles>
...
Have you figured out the .wig file yet? I've posted the question on Deliverator's form, and he replied that he believes you copy and rename an existing .wig file then reference it somewhere, that Sukritact would know. I started a conversation with Sukritact to ask him where I need to reference...
I'm getting a new error. In Mod Buddy when I try to view it in Asset Editor, it shows an error in the output panel which says I am missing the WIG file (.wig) for my geometry. I don't know what this is. I opened a base game WIG file to look at it, but it looks like how the BLP files do if you...
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