change to modding from the September 2019 patch

Doesn't look like there are any new assets released from what I could see. The Asset Editor itself seems to have some small changes to layout, but also seems less stable - had it hang (not crash) a couple of times when playing ATTACK animations. Not seen that happen before. :(
Yes I just noticed this as well. Seems to take a good 10 - 15 secs to recover.

I see there is a link to the documentation now but I am not sure if it has been updated.
 
Nop, no update to the documentation.
 
I am pretty certain they said "good bye" to the Exp 1 and Exp 2 dependency options. Anyone else sees it the same way?
upload_2019-9-19_13-43-29.png
 
Is anyone experiencing a dependency error for Exp2?

It does seem like adding a dependency on Expansion2 no longer works. @dshirk @Brian Whitman

"Error: Failed to load dependency information from "I:\SteamLibrary4\steamapps\common\Sid Meier's Civilization VI SDK Assets\Expansion2-asset-deps.json" Error: Failed to load dependency information"

Code:
  <requiredGameArtIDs>
    <Element>
      <name text="Expansion2"/>
      <id text="b1b63999-6b16-4dd2-a5b6-eb19794aa8ca"/>
    </Element>
  </requiredGameArtIDs>
 
I am pretty certain they said "good bye" to the Exp 1 and Exp 2 dependency options. Anyone else sees it the same way?
View attachment 535071

Rename the following files in ...\steamapps\common\Sid Meier's Civilization VI SDK Assets to fix this issue:
exp1-asset-deps.json -> Expansion1-asset-deps.json
exp2-asset-deps.json -> Expansion2-asset-deps.json

I've just tested it and it works.
 
It does seem like adding a dependency on Expansion2 no longer works. @dshirk @Brian Whitman

"Error: Failed to load dependency information from "I:\SteamLibrary4\steamapps\common\Sid Meier's Civilization VI SDK Assets\Expansion2-asset-deps.json" Error: Failed to load dependency information"

Code:
  <requiredGameArtIDs>
    <Element>
      <name text="Expansion2"/>
      <id text="b1b63999-6b16-4dd2-a5b6-eb19794aa8ca"/>
    </Element>
  </requiredGameArtIDs>

Perhaps the .json might need an update

EDIT: @Deliverator our messages crossed
 
Perhaps the .json might need an update

EDIT: @Deliverator our messages crossed

Perhaps they forgot to commit the changes to the *-asset-deps.json files. There probably should be a CivRoyaleScenario-asset-deps.json too, although you can still copy the assets into mod piece by piece if you want to use them.
 
It looks like the following FireTuner panels have been updated:
Player.ltp
Unit.ltp
UI Units.ltp
Rivers.ltp
I've learned the existence of FireTuner thing that comes with SDK. What does it do? Is it how units are tested?
 
Now that we can edit the Steam Workshop tags using the uploader. How to tag correctly?
If a mod is a civilization that requires Rise & Fall, I tag "Rise and Fall" but not "Base game"?
if a mod requires "Rise and fall" and is compatible with "Gathering Storm", I tag R & F and GS or users will think that GS is also necessary?
Are alternative leaders being tagged just as "leaders" (that's what I did) or as "Civilizations" and "leaders"?
In your opinion, in which category are the city-states classified?
 
Now that we can edit the Steam Workshop tags using the uploader. How to tag correctly?
If a mod is a civilization that requires Rise & Fall, I tag "Rise and Fall" but not "Base game"?
if a mod requires "Rise and fall" and is compatible with "Gathering Storm", I tag R & F and GS or users will think that GS is also necessary?
Are alternative leaders being tagged just as "leaders" (that's what I did) or as "Civilizations" and "leaders"?
In your opinion, in which category are the city-states classified?

With regards to "Base game", "Rise & Fall" and "Gathering Storm" I've been setting them if the mod works in that version. If I had a mod that only works in Gathering Storm I would set "Gathering Storm" only. If I have a mod that works with Base Game only, Rise & Fall only and Gathering Storm then I set all three flags. That's my interpretation anyway!

I would say Alt Leaders should be under "Leaders" for sure. I'd put City-States as "Civilizations" since they are Minor Civs code-wise. Doesn't feel that they've put enough thought into the Categories sadly.
 
Another thing I don't like about new SDK is that when importing new DDS files for UITexture. you have to specify what will your new DDS texture files be first. You don't need to do that in previous versions, the program will do it for you.

I've always selected the Texture Class first. Otherwise how does the Asset Editor know what Texture Class you want it to be?
 
^ I'm talking about this.
New Asset Editor features1.jpg


If leave blank without filling any slot to the right. and hit import.
upload_2019-9-20_22-33-50.png


This is a choice avaible
upload_2019-9-20_22-39-17.png


Pick a choice and done
New Asset Editor features2.jpg


In previous version you don't need to specify exporting class. But this time you have to.
 

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I tested the Asset Editor with the original .jsons for Exp 1 and Exp 2 and still none of the attachments show in the Asset Previewer.
And I am not thew only one experiencing this.
Does everyone have such issues?
@dshirk @Brian Whitman
 
It worked for me after renaming the .json files as described at this post. It won't work without that renaming of the files.
No, this isn't the issue this time. Maybe i did not make it clear enough.
Look at the image. Assets are ok, separately they show. But they won't appear when attached in the previewer to an armor. And this is no matter what the name of the .json is.
unknown.png

@dshirk @Brian Whitman
 
No, this isn't the issue this time. Maybe i did not make it clear enough.
Look at the image. Assets are ok, separately they show. But they won't appear when attached in the previewer to an armor. And this is no matter what the name of the .json is.
unknown.png

Huh. I haven't tested this since the September Asset Editor patch, but will check it out. It's disappointing when an update makes things worse for seemingly no new value.
 
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