Editing quest tooltips - changes don't take

Melvinski

Chieftain
Joined
Dec 8, 2011
Messages
3
Hi, I'm pretty new to Civ modding, but learning the ropes OK. I have, however, run into something of a snag, namely that quest tooltips won't take any changes.

I've made a small mod to remove the single most obviously unbalanced thing in the game, namely the "+1 Trade Route" quest reward on Auto Plants. It really shouldn't be a thing, three trade routes per city is just too many and too gamechanging, and the AI doesn't know to always take it.

The mechanical changes - a simple yield replacement - work fine. The quest reward popup also displays correctly. However, the tooltip when choosing still pops up with "+1 Trade Route".

The code fragment looks like this:

Code:
	<Language_en_US>

		<Update>
			<Set Text="+1 [ICON_PRODUCTION] Production from Auto Plants." />
			<Where Tag="TXT_KEY_PLAYERPERK_AUTOPLANTS_TRADE_ROUTE_HELP" />
		</Update>

		<Update>
			<Set Text="+1 [ICON_PRODUCTION] Production from Auto Plants." />
			<Where Tag="TXT_KEY_PLAYERPERK_AUTOPLANTS_TRADE_ROUTE" />
		</Update>
		
	</Language_en_US>

As far as I can tell, all the text keys correspond to the ones in PlayerPerks.xml, but the change to TXT_KEY_PLAYERPERK_AUTOPLANTS_TRADE_ROUTE_HELP just doesn't do anything. Database.log doesn't spit out any errors. I can't find that string in the files, either, is it somehow generated elsewhere? :confused:

It's a minor issue, since anyone who installs the mod will remember it's there, but having tooltips lie to the user irritates me. Do any experienced modders know what I'm doing wrong? Thanks in advance!
 
This might be obvious, but after a couple of years of not modding Civ5, I also missed it:

On ModBuddy, check the Actions are properly updating the database (OnModActivated, UpdateDatabase) with all the modded text files. I don't use SQL, though, so I'm not sure it's as necessary as it is with XML.
 
This might be obvious, but after a couple of years of not modding Civ5, I also missed it:

On ModBuddy, check the Actions are properly updating the database (OnModActivated, UpdateDatabase) with all the modded text files. I don't use SQL, though, so I'm not sure it's as necessary as it is with XML.

Yes, it's set. All other changes in the file work except for that string, so the database update is working fine as well.
 
After some tinkering, apparently, some things won't take. This might be one of those things.

There's a mod on the workshop that's supposed to increase Miasma damage, but it does nothing. I converted the XML to SQL, generated a new MD5 hash for the .modinfo file, and plugged the SQL file name and hash into the .modinfo file.

Code:
UPDATE Defines
SET Value = '-25'
WHERE Name = 'MIASMA_HEALTH_MOD_BASE';

UPDATE Defines
SET Value = '10'
WHERE Name = 'ALIEN_LIFEFORM_MIASMA_HEALTH_MOD_BASE';
Still nothing.

I tried tweaking Brazilia's trait, too, but my changes to PROMOTION_FIERCE_LOYALTY were either ignored or never processed.

The modding potential of Beyond Earth seems to be limited by hardcoding.
 
I just came to the same conclusion. You can't update the Defines table with XML or SQL! That's just crazy! :mad:

Are you're saying it's the same thing with the Promotions table?

EDIT: Rather than mess with the TXT_KEY Language entries, I tried updating another table directly. This doesn't change the database either:
Code:
UPDATE Civilizations SET Description = 'Natives' WHERE Type = 'CIVILIZATION_ALIEN';

What the hell?! :aargh:


EDIT #2: Weird, I quit and restarted the game and the mod started working (both Defines and Civilizations tables)...
 
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