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File attributes/properties - Is that VFS, InGameUIAddin or UpdateDatabase???

whoward69

DLL Minion
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Find the type of file (by extension) you have created in the list, identify its intended purpose in the sub-list (if any), then set the attributes/properties as given.

.civ5map - Civ5 Map
  • Is the map part of a Custom Game scenario (ie a scenario with a custom setup screen)?
    • VFS: False
    • Map must be loaded as part of the scenario start-up code
  • Is the map stand-alone (ie not part of a Custom Game scenario)?
    • VFS: True
    • Requires a Map entry

.civ5mod - Civ5 Mod Package
Packaged mod (7z format) archive - should be placed in the MODS sub-directory for the game to unpack, or unpacked manually with WinRar or 7Zip
  • None

.dds - DDS Image/Icon Graphic
  • VFS: True

.dge - Animation Graph File
  • VFS: True

.dll - Dynamic Library
(Can only replace the DLL for Gods & Kings, despite implications to the contary in ModBuddy)
  • MUST be called CvGameCore_Expansion1.dll
  • MUST be in the root of the ModBuddy project (eg, NOT in a DLL sub-folder)
  • VFS: True

.fpk - Asset Package
Packaged assets as found in DLCs, use Nexus or DragonUnpacker to extract
  • None

.fsmxml - Granny State Machine Data File
  • VFS: True

.ftsxml - Granny Timed Trigger System Data File
  • VFS: True

.fxsxml - Asset definition Data File
  • VFS: True

.ggxml - Font Icon Map
Must have the same base name as the associated DDS file (eg MyFontIcons.dds and MyFontIcons.ggxml)
  • VFS: True

.gr2 - Granny Mesh File
  • VFS: True

.ltp - LiveTuner Panel
Must be manually copied into C:\Program Files (x86)\Steam\SteamApps\common\sid meier's civilization v\Debug after the mod has downloaded/installed
  • None

.lua - Lua Script
  • Is the file a replacement for a core game file?
    • VFS: True
  • Is the file part of a new UI context (but not a scenario load screen)?
    • VFS: False
    • Either this Lua file or it's associated XML file requires an InGameUIAddin entry
  • Is the file part of a new Scenario Load Screen context?
    • VFS: False
    • Either this Lua file or it's associated XML file requires a Custom entry
  • Is this a map script?
    • VFS: True
    • Requires a MapScript entry
  • Does this file contain methods used by other Lua files and is included into those other Lua files?
    • VFS: True
  • Unknown use of a Lua file!
    • You're on your own!


.mp3 - MP3 Sound File
(Can only replace existing mp3 files, can't add new ones)
  • MUST have the same name as the existing file to be replaced
  • VFS: True

.ogg - OGG Media File
(Cannot be included in a mod, but existing ogg files can be replaced with .mp3 files)
  • MP3 file MUST have the same base name as the existing OGG file, (eg Isabella_War.mp3 to replace Isabella_War.ogg)
  • VFS: True

.sql - SQL Script
  • VFS: False
  • Requires an OnModActivated -> UpdateDatabase entry

.wav - WAV Sound File
(Can only replace existing wav files, can't add new ones)
  • MUST have the same name as the existing file to be replaced
  • VFS: True

.xml - XML File
  • Does the file start with a <GameData> element?
    • VFS: False
    • Requires an OnModActivated -> UpdateDatabase entry
  • Does the file start with a <LeaderScene> element?
    • VFS: True
  • Is the file a replacement for a core game UI context file?
    • VFS: True
  • Is the file part of a new UI context (but not a scenario load screen)?
    • VFS: False
    • Either this XML file or it's associated Lua file requires an InGameUIAddin entry
  • Is the file part of a new Scenario Load Screen context?
    • VFS: False
    • Either this XML file or it's associated Lua file requires a Custom entry
  • Unknown use of an XML file!
    • You're on your own!


Other file types
Not even sure these can be added (or even need to be added) via a mod into the game
(Most of these types are only found embedded in .fpk files)
  • .csv - CSV Data File
  • .ddtxml - decision Tree Data File
  • .fic - ???
  • .ftbxml - ???
  • .fxsb - ???
  • .gsd - ???
  • .lean - ???
  • .max - ???
  • .png - PNG Graphic File
  • .psb - ???
  • .psd - Photoshop File
  • .tga - TGA Graphic File
  • .wma - WMA Sound File (only used for the opening credits)
  • .wmv - WMV Video File (only used for the opening credits)
 
Something I've compiled over the years. Mainly complete, but as I've never created a custom Civ and have limited experience with graphics and sounds I've probably missed some entries for those types of files.

PLEASE, only post comments if you KNOW FOR SURE what entries are needed for specific file types under specific circumstances. Posts along the lines of "I think you need this ..." or "If you look at this mod ..." are not helpful.

Yes I know some of this is on the Wiki, but the wiki is also wrong on a few points.

Yes I know this should be on the Wiki, and when we have consensus it can be copied there (and also into the Tuts and Ref sub-subsection)
 
In my experimentation, I was able to replace mp3 files but not ogg. I'm sure my ogg files were good because I could make them work by replacing installation files. However, adding same-name-as-existing ogg files to mod with VFS = true didn't do anything.
 
In my experimentation, I was able to replace mp3 files but not ogg. I'm sure my ogg files were good because I could make them work by replacing installation files. However, adding same-name-as-existing ogg files to mod with VFS = true didn't do anything.

the oggs are probably hash checked.
 
In my own experience, I've been able to replace leader music (which is all ogg) with mp3 files and have it work as intended. Give the mp3 file the same name except for the extension and import into VFS; the game will then pick it over the unmodded ogg file.
 
Almost certainly because the VFS uses pattern matching to locate files (and not paths) so if the leader scene is calling for "Elizabeth_Speaks" the VFS will find both "Elizabeth_Speaks.ogg" and "Elizabeth_Speaks.mp3"

Useful to know that ogg files can be replaced by mp3 files - I'll update post #1 later
 
Have there been any changes due to the BNW patch. I read in a recent post that all lua files require VFS true in addition to InGameAddin.

Some of my lua files that worked are not working for BNW, and I wonder if this might be the reason... they are not even running and do not turn up as errors in the log file. Oddly, only some of the lua files are so affected... others are working or showing up with errors.
 
InGameUIAddin works fine in BnW (unless you are doing something that require VFS to be true, of course).

Double check that you have it set as InGameUIAddin (or VFS to true if that's what you need). I had an issue where I moved a couple files (inside modbuddy) and it completely forgot about my InGameUIAddin setting.
 
Any idea what the new content entry points are for and how to use them?
-Screenshot-20_10_2013-001.png

(yea, of course i guess CityViewUIaddin will add something to the city view, i'm not totally ********, but what kind of content is to be added this way)

On a related topic, is there some thread somewhere that explains the new elements introduced by BNW (or maybe the recent patch)as i couldn't find any, the wiki here is all messed up and the 2kgames wiki half empty as has always been :rolleyes:
 
Those three have been around for some time. IIRC the Custom one is required for Custom Games (ie those that have Hide Setup Screen ticked) and the other two just cause the lua files to be loaded at different points in the startup sequence. In theory, the different load points would get you slightly different contexts, but I've never noticed any difference (although one of my mods does require the CityViewUIAddin entry and doesn't work correctly as an InGameUIAddin)
 
Can someone who has successfully added music to a mod tell me what the correct settings for music files are now and I'll update the main reference post in the tutorials sub-forum

TIA
 
.mp3 and .ogg need to be set to VFS=true, the xml music defines need vfs=false and an updatedatabase entry (as usual) and the Reload Audio System needs to be checked in the mod properties.
(and the .mp3/.ogg files no longer have to replace existing ones)
 
Project -> [Mod Name] Properties -> Mod Info tab

Here you have the checkboxes for these four options.
 
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