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OBSOLETE: Civ 6 Mod Manager (Experimental) 0.7

- Fixed "Edit Set" to only edit Mod Sets (was allowing editing of normal mods).
- Fixed "Edit Set" to rebuild <Blocks>, etc.
- Added ability to edit Mod Sets. This will affect saved games using the Mod Set, so it can be used to add or remove mods from a saved game. Note this could be a bad idea for some mods, however--you wouldn't want to remove a mod that created the civ you are currently playing, for instance.
- Will prompt for Civ 6 directory if it can't find it through Steam.
- Fixed bug with mods containing spaces and/or starting with a number in their filename--apparently component Id's in .modinfo have to start with a letter and contain no spaces.
- Fixed bug with .NET DOM not properly trimming XML text values (affected "Current Time Of Day" mod).
- Fixed "Cannot insert the node at the specificed location" bug added in v0.2
- Fixed crash on non-existent files in .modinfo (this was the source all of crashes that have been reported);
- Generated XML files now properly declare UTF-8 instead of UTF-16;
- Save settings to .xml file instead of registry;
- Install application creates desktop shortcut;
- Alternate .zip download for anyone having trouble with the installer--just unzip it under Program Files: http://qskoz.com/Civ6/ModManager_v0.2.zip
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