'Bare minimum' mod: flavour text only

maconnolly

Warlord
Joined
Jun 3, 2019
Messages
210
Hi all,

I am hoping you can assist.

I am keen to understand the core mechanics behind creating a mod, such that I can begin on a long journey towards creating 'proper' mods.

As a starting point, I'm trying to understand what the minimum criteria are for Civilization VI (Gathering Storm, if that is relevant) to recognise a mod with some altered text.

I do not know SQL - I am aiming to build this purely with a text editor and using XML syntax (which I do understand fully). I believe I understand the specific XML schema that Civ VI requires, too.

If we use an example for illustrative purposes, I am trying to create a mod that changes the Civilopedia quotation for the Mount Everest natural wonder to 'new text here'. As I believed, all that would be required was an appropriate .modinfo file (which alerted Civ VI to the mod) alongside a single .xml file (which contained the flavour text change I intend to adopt).

To that end, I created a folder in C:\Users\Matt\Documents\My Games\Sid Meier's Civilization VI\Mods\ named 'TestMod' which contained:

Folder: Data
File: TestMod.modinfo

Within the 'Data' folder, we then have:

File: Text.xml

The contents of these files is as follows:

1. TestMod.modinfo

Code:
<Mod id="xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx" version="1">
  <Properties>
    <Name>Test Mod</Name>
    <Description>This is a test mod to change the text of a single entry.</Description>
    <Teaser>Test Mod changes text...</Teaser>
    <Authors>Author</Authors>
  </Properties>
  <InGameActions>
   <UpdateText id="InGameText">
      <File>Data/Text.xml</File>
    </UpdateText>
  </InGameActions>
  <Files>
    <File>Data/Text.xml</File>
  </Files>
</Mod>

--

2. Text.xml

Code:
<?xml version="1.0" encoding="utf-8"?>
<GameData>
    <LocalizedText>
        <Update>
            <Where Tag="LOC_FEATURE_EVEREST_QUOTE" Language="en_US"/>
            <Set Text="new text here"/>
        </Update>
    </LocalizedText>
</GameData>

--

Suffice to say, if I load up the game with only the above-described files (and their contents) in the appropriate 'Mods' folder, I do not see my mod in Additional Content. I appreciate this is a wide question - but what am I missing?

I'm trying to learn this, manually, piece-by-piece so I get a true understanding of what every line of code means, but cannot find a resource that publishes this approach. ModBuddy not an option for me as genuinely want to learn the underlying requirements.

Can someone help? Is it the .dep file I am missing? I thought this was only for ascertaining graphical assets and, hence, assumed this could be skipped for a text-only change?
 
I've actually managed to make this work - so I think this thread becomes a non-event.

I added the <?xml> opening statement to the .modinfo file, as well as the <CompatibleVersions> tag. No changes were required to the Text.xml file.
 
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