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
--
2. Text.xml
--
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 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?