Cvilization VI Mod - How and were to start from?

batalhadematos

Chieftain
Joined
Feb 25, 2017
Messages
22
Hi all,
I am new to CIV mod and want to develop some mods for the game but really do not know were to start...
Can anyone provide me links for newbie tutorials?

Reading the forum posts, found some tools I will require and some information about how to start develop.

I found also very interesting information about which approach to use on modding the game:
- XML files;
- SQL;
- Lua...

Perhaps Lua will be for another stage but between xml and SQL, what is advisable to start with?

So, I think starting with development of a new civilization will be a good starting point to learn civilization mod and if someone can provide me some good tutorial (a step by step like) will be great.

By the way, when looking on the xml structure I found a mod id like "<Mod id="352b5f2d-70f0-490c-b57e-0a98621ccdaa" version="1">" inside the .modinfo file.
How to generate this MOD ID?

Thank you all very much

Regards

Paulo
 
Mod ID is just to ensure your mod has a unique ID that's entirely yours and isn't duplicated anywhere else on the workshop. You only have to worry about that when uploading it to the workshop, and if you get a duplicate ID error, you can just generate a new one.

As for where to start...taking a look at the example mods is a good place to start. XML is probably the easiest to work with, since it's mostly just changing labels and localization texts. You can add a lot with XML, like a new civ.

ModBuddy starts out with the example mods. Just click New Project and select one of those (like the New Leader and Civ one). Then you can go through the files. Don't forget to check out the project properties!

There's also a readme in the main directory you can check out. It lies about not needing the assets though, you're gonna need to download that and assign that through Tools>Options>Civilization 6 or your mod won't build.
 
Mod ID is just to ensure your mod has a unique ID that's entirely yours and isn't duplicated anywhere else on the workshop. You only have to worry about that when uploading it to the workshop, and if you get a duplicate ID error, you can just generate a new one.

As for where to start...taking a look at the example mods is a good place to start. XML is probably the easiest to work with, since it's mostly just changing labels and localization texts. You can add a lot with XML, like a new civ.

ModBuddy starts out with the example mods. Just click New Project and select one of those (like the New Leader and Civ one). Then you can go through the files. Don't forget to check out the project properties!

There's also a readme in the main directory you can check out. It lies about not needing the assets though, you're gonna need to download that and assign that through Tools>Options>Civilization 6 or your mod won't build.

Thank you Tssha,

I cannot use steam for Civilizarion VI at the moment since I do not remember were a left my CD. I will require the CD number in order to activate it on steam.

By now I will try to learn as much as possible from tutorials and mods available here.

Thank you once again

Paulo
 
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