Civ mod not working

SlySlySly

Warlord
Joined
Feb 8, 2017
Messages
293
Location
Denver
I just made some changes in relation to icons and other changes in my civ mod. It was working until I added CivilizationIcon argument in the civilization row. So something with images seems to be off. Can someone help me please?
 

Attachments

  • Raitorozu.zip
    35.1 KB · Views: 43
no such column as CivilizationIcon in table "Civilizations". This is the definition of table "Civilizations":
Code:
CREATE TABLE "Civilizations" (
		"CivilizationType" TEXT NOT NULL,
		"Name" LocalizedText NOT NULL,
		"Description" TEXT UNIQUE,
		"Adjective" TEXT NOT NULL,
		"RandomCityNameDepth" INTEGER NOT NULL DEFAULT 1,
		"StartingCivilizationLevelType" TEXT NOT NULL,
		"Ethnicity" TEXT,
		PRIMARY KEY(CivilizationType),
		FOREIGN KEY (StartingCivilizationLevelType) REFERENCES CivilizationLevels(CivilizationLevelType) ON DELETE SET DEFAULT ON UPDATE CASCADE,
		FOREIGN KEY (CivilizationType) REFERENCES Types(Type) ON DELETE CASCADE ON UPDATE CASCADE);
Valid column-Names for the Table are therefore:
  1. CivilizationType
  2. Name
  3. Description
  4. Adjective
  5. RandomCityNameDepth
  6. StartingCivilizationLevelType
  7. Ethnicity
This definition of the civilization therefore causes the file to stop loading when the game sees the invalid column-name:
Code:
  <Civilizations>
   <Row Adjective="LOC_CIVILIZATION_RAITOROZU_ADJECTIVE"
         CivilizationType="CIVILIZATION_RAITOROZU"
         CivilizationIcon="ICON_ATLAS_RAITO_CIVILIZATIONS"
         Description="LOC_CIVILIZATION_RAITOROZU_DESCRIPTION"
        Ethnicity="ETHNICITY_ASIA" Name="LOC_CIVILIZATION_RAITOROZU_NAME"
         RandomCityNameDepth="3"
         StartingCivilizationLevelType="CIVILIZATION_LEVEL_FULL_CIV"/>
  </Civilizations>

Your "Name" designation here is no good:
Code:
<IconDefinitions>
	<Row Name="ICON_CIVILIZATION_RAITO"      Atlas="ICON_ATLAS_RAITO_CIVILIZATIONS" Index="0"/>
</IconDefinitions>
It must follow a format of "ICON_"+"CIVILIZATION_NAME". So it must be "ICON_CIVILIZATION_RAITOROZU". This is not optional, the game requires you to follow this name pattern matching for all buildings, units, civilizations, promotions, etc. If you inspect the contents of the game's base xml files in the ~~\Sid Meier's Civilization VI\Base\Assets\UI\Icons folder you will see the same pattern. I am not sure exactly where the game's root folder is placed on a Mac, but from there the rest of the file path should be the same.
 
no such column as CivilizationIcon in table "Civilizations". This is the definition of table "Civilizations":
Code:
CREATE TABLE "Civilizations" (
        "CivilizationType" TEXT NOT NULL,
        "Name" LocalizedText NOT NULL,
        "Description" TEXT UNIQUE,
        "Adjective" TEXT NOT NULL,
        "RandomCityNameDepth" INTEGER NOT NULL DEFAULT 1,
        "StartingCivilizationLevelType" TEXT NOT NULL,
        "Ethnicity" TEXT,
        PRIMARY KEY(CivilizationType),
        FOREIGN KEY (StartingCivilizationLevelType) REFERENCES CivilizationLevels(CivilizationLevelType) ON DELETE SET DEFAULT ON UPDATE CASCADE,
        FOREIGN KEY (CivilizationType) REFERENCES Types(Type) ON DELETE CASCADE ON UPDATE CASCADE);
Valid column-Names for the Table are therefore:
  1. CivilizationType
  2. Name
  3. Description
  4. Adjective
  5. RandomCityNameDepth
  6. StartingCivilizationLevelType
  7. Ethnicity
This definition of the civilization therefore causes the file to stop loading when the game sees the invalid column-name:
Code:
  <Civilizations>
   <Row Adjective="LOC_CIVILIZATION_RAITOROZU_ADJECTIVE"
         CivilizationType="CIVILIZATION_RAITOROZU"
         CivilizationIcon="ICON_ATLAS_RAITO_CIVILIZATIONS"
         Description="LOC_CIVILIZATION_RAITOROZU_DESCRIPTION"
        Ethnicity="ETHNICITY_ASIA" Name="LOC_CIVILIZATION_RAITOROZU_NAME"
         RandomCityNameDepth="3"
         StartingCivilizationLevelType="CIVILIZATION_LEVEL_FULL_CIV"/>
  </Civilizations>

Your "Name" designation here is no good:
Code:
<IconDefinitions>
    <Row Name="ICON_CIVILIZATION_RAITO"      Atlas="ICON_ATLAS_RAITO_CIVILIZATIONS" Index="0"/>
</IconDefinitions>
It must follow a format of "ICON_"+"CIVILIZATION_NAME". So it must be "ICON_CIVILIZATION_RAITOROZU". This is not optional, the game requires you to follow this name pattern matching for all buildings, units, civilizations, promotions, etc. If you inspect the contents of the game's base xml files in the ~~\Sid Meier's Civilization VI\Base\Assets\UI\Icons folder you will see the same pattern. I am not sure exactly where the game's root folder is placed on a Mac, but from there the rest of the file path should be the same.
Ok, the game works now. But how come the icons don't work?
 
You aren't importing the dds files into the game. The files are listed as part of the mod but are never given any action.

Example:
Code:
	<InGameActions>
		<UpdateIcons id="IconDefinitions">
			<File>XML/Buildng_Icons.xml</File>
		</UpdateIcons>
		<ImportFiles id="ART">
			<File>ART/EraBuildings_032.dds</File>
			<File>ART/EraBuildings_038.dds</File>
			<File>ART/EraBuildings_050.dds</File>
			<File>ART/EraBuildings_080.dds</File>
			<File>ART/EraBuildings_128.dds</File>
			<File>ART/EraBuildings_256.dds</File>
			<File>ART/BuildingsAreFunAtlas01_032.dds</File>
			<File>ART/BuildingsAreFunAtlas01_038.dds</File>
			<File>ART/BuildingsAreFunAtlas01_050.dds</File>
			<File>ART/BuildingsAreFunAtlas01_128.dds</File>
			<File>ART/BuildingsAreFunAtlas01_256.dds</File>
			<File>ART/BuildingsAreFunAtlas01_080.dds</File>
		</ImportFiles>
	</InGameActions>
InGameActions is the same as Components
 
You aren't importing the dds files into the game. The files are listed as part of the mod but are never given any action.

Example:
Code:
    <InGameActions>
        <UpdateIcons id="IconDefinitions">
            <File>XML/Buildng_Icons.xml</File>
        </UpdateIcons>
        <ImportFiles id="ART">
            <File>ART/EraBuildings_032.dds</File>
            <File>ART/EraBuildings_038.dds</File>
            <File>ART/EraBuildings_050.dds</File>
            <File>ART/EraBuildings_080.dds</File>
            <File>ART/EraBuildings_128.dds</File>
            <File>ART/EraBuildings_256.dds</File>
            <File>ART/BuildingsAreFunAtlas01_032.dds</File>
            <File>ART/BuildingsAreFunAtlas01_038.dds</File>
            <File>ART/BuildingsAreFunAtlas01_050.dds</File>
            <File>ART/BuildingsAreFunAtlas01_128.dds</File>
            <File>ART/BuildingsAreFunAtlas01_256.dds</File>
            <File>ART/BuildingsAreFunAtlas01_080.dds</File>
        </ImportFiles>
    </InGameActions>
InGameActions is the same as Components
I edited it, adding that. It still doesn't work... I'm really flustered
 
Then it looks like you also need the .artdef, .dep, .blp, and/or .tex files to go along with the .dds files. But this is all beyond my knowledge at this point. I would take a look at one of JFD's mods, for example, to see what you need in terms of additional files and the setup of these files within the modinfo file. But if you cannot use ModBuddy I am not sure if you can even create some of these art files.
 
Then it looks like you also need the .artdef, .dep, .blp, and/or .tex files to go along with the .dds files. But this is all beyond my knowledge at this point. I would take a look at one of JFD's mods, for example, to see what you need in terms of additional files and the setup of these files within the modinfo file. But if you cannot use ModBuddy I am not sure if you can even create some of these art files.
Something doesn't work with the icons... Also the unique unit stopped working.
 

Attachments

  • raito transfer.zip
    35.2 KB · Views: 38
Top Bottom