Erebras
Prince
PLEA FOR HELP
I am doing something very basic to not cause my mod changes to load or take effect. I have read Kael's modders' guide. I have read the various postings from the likes of whoward69 and LeeS and others so I get a sense of what is easily accomplished. I modded CivIII, so I am not a stranger to working with and tweaking game files, but the .xml and .sql stuff kept me away for years, and apparently with good reason.
At this point I just want to ask a few quick questions. I don't need to upload my files for people to see where I went wrong when someone can just say, "Pfft, of course you have to do this. What were you thinking?"
Synopsis: Create the mod in ModBuddy. Create an xml file under the Mod Solution. Under Mod Properties add OnModActivated action to UpdateDatabase with ModChange.xml file. Build Solution.
I don't know what Rebuild Solution or Clean Solution do, but Build Solution creates a mod file in the CiV game that I can then enable and start. The mod changes do not take effect.
For further clarity, is the .xml file and its associated action sufficient to activate the mod, or is the additional scripting required, such as in .lua or .sql or somewhere? My impression is that simple updates and changes don't require scripting events.
The .xml mod changes are not extraordinary. I can actually get it to delete technologies, but even with using the same wording as other published mods and DLC scenario .xml files, I cannot get the mod to load new technologies. Please keep in mind that I am not new to modding. Those new technologies I attempted to load had all the associated entries, from Help to Portrait to Icon Atlas to X and Y grid coordinates to Prerequisite Techs.
My impression is that somehow the mod is not getting that extra "ummph" to add the new techs to the tech tree. What am I failing to do?
I am doing something very basic to not cause my mod changes to load or take effect. I have read Kael's modders' guide. I have read the various postings from the likes of whoward69 and LeeS and others so I get a sense of what is easily accomplished. I modded CivIII, so I am not a stranger to working with and tweaking game files, but the .xml and .sql stuff kept me away for years, and apparently with good reason.
At this point I just want to ask a few quick questions. I don't need to upload my files for people to see where I went wrong when someone can just say, "Pfft, of course you have to do this. What were you thinking?"
Synopsis: Create the mod in ModBuddy. Create an xml file under the Mod Solution. Under Mod Properties add OnModActivated action to UpdateDatabase with ModChange.xml file. Build Solution.
I don't know what Rebuild Solution or Clean Solution do, but Build Solution creates a mod file in the CiV game that I can then enable and start. The mod changes do not take effect.
For further clarity, is the .xml file and its associated action sufficient to activate the mod, or is the additional scripting required, such as in .lua or .sql or somewhere? My impression is that simple updates and changes don't require scripting events.
The .xml mod changes are not extraordinary. I can actually get it to delete technologies, but even with using the same wording as other published mods and DLC scenario .xml files, I cannot get the mod to load new technologies. Please keep in mind that I am not new to modding. Those new technologies I attempted to load had all the associated entries, from Help to Portrait to Icon Atlas to X and Y grid coordinates to Prerequisite Techs.
My impression is that somehow the mod is not getting that extra "ummph" to add the new techs to the tech tree. What am I failing to do?