Final step in Mod; assistance needed.

BardicKnowledge

Chieftain
Joined
Jul 4, 2014
Messages
6
I have a complete mod, save for one thing: when I activated the mod for testing in Civ V, it doesn't appear in my list of available civs. What's the coding required to get it started once all the images and xml files are done? I have yet to find an answer after searching the past week.

Thank you for your assistance.
 
I have a complete mod, save for one thing: when I activated the mod for testing in Civ V, it doesn't appear in my list of available civs. What's the coding required to get it started once all the images and xml files are done? I have yet to find an answer after searching the past week.

Thank you for your assistance.
1st, see whowards tutorial on how to zip and attach the copy of your mod that gets sent to your My Games/Sid Meier's Civilization 5/MODS folder.

2nd, attach the mod to your Original Post (OP), or to a new post. Don't worry that it doesn't work. We need to be able to see the current state of the mod to help you. Otherwise we're just shooting arrows in the dark and hoping they hit the bullseye, and not the poor unfortunate soul standing next to the target.
 
Moderator Action: The modding tutorials and reference sub-forum is for completed tutorials and reference guides only. All questions and requests for help should go in the main Creation and Customisation forum; I've moved this thread there.
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889

Ah, thank you. I didn't know that. Probably missed something somewhere.

1st, see whowards tutorial on how to zip and attach the copy of your mod that gets sent to your My Games/Sid Meier's Civilization 5/MODS folder.

2nd, attach the mod to your Original Post (OP), or to a new post. Don't worry that it doesn't work. We need to be able to see the current state of the mod to help you. Otherwise we're just shooting arrows in the dark and hoping they hit the bullseye, and not the poor unfortunate soul standing next to the target.

There. I've attached it to this one. I'm pretty sure the issue is in the project form, rather than the built form, though.
 

Attachments

1st. Yes, you've omittted to do many required things in Modbuddy. All you've done so far is added the files to the project, but you haven't told ModBuddy what to do with the files you've added to the project.

see whowards tutorial on what to do with the .dds files
You need to do OnModActivated > Update Database > FileName for your xml files.
(note that as shown in whoward's tutorial ElsaScene.xml is an exception to this rule)

Issues in the Files themselves:
Happiness is not a yield, and therefore does not go in the <Building_YieldChanges>. Eliminate that whole <Row> --- </Row>
Code:
	<Building_YieldChanges>
		<Row>
			<BuildingType>BUILDING_WANDERING_OAKENS</BuildingType>
			<YieldType>[COLOR="Red"]YIELD_HAPPINESS[/COLOR]</YieldType>
			<Yield>2</Yield>
		</Row>
		<Row>
			<BuildingType>BUILDING_WANDERING_OAKENS</BuildingType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
	</Building_YieldChanges>
Instead, use this (the blue text)
Spoiler :
Code:
		<Row>
			<Type>BUILDING_WANDERING_OAKENS</Type>
			<BuildingClass>BUILDINGCLASS_MARKET</BuildingClass>
			<Cost>100</Cost>
			<PrereqTech>TECH_CURRENCY</PrereqTech>
			[COLOR="Green"]<Help>+1 [ICON_GOLD] Gold, +2 [ICON_HAPPINESS] Happiness, +25% [ICON_GOLD] Gold output from the city, and +1 [ICON_GOLD] Gold per incoming Trade Route.</Help>
			<Description>Wandering Oaken's Trading Post (and Sauna).</Description>
			<Civilopedia>Wandering Oaken's Trading Post (and Sauna), owned by the cheery Oaken and his family, provides a place for the citizens of Arendelle cities to rest from a long day's work, and people of other countries to sample authentic Arendelle goods. Just be careful not to call Oaken a crook, or he'll throw you out in disappointement.</Civilopedia>[/COLOR]			<Strategy></Strategy>
			<ArtDefineTag>ART_DEF_BUILDING_</ArtDefineTag>
			<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
			<SpecialistCount>1</SpecialistCount>
			<MinAreaSize>-1</MinAreaSize>
			<HurryCostModifier>25</HurryCostModifier>
			<GreatPeopleRateModifier>25</GreatPeopleRateModifier>
			<IconAtlas>ARENDELLE_COLOR_ATLAS_LEGENDS</IconAtlas>
			<NeverCapture>true</NeverCapture>
			<PortraitIndex>2</PortraitIndex>
			[COLOR="Blue"]<Happiness>2</Happiness>[/COLOR]
		</Row>
However, see where I made your text show green? This does work but it's generally better to use a TXT_KEY_BUILDING_XXX reference instead, and then fill-in the actual text you want to show in-game within the <Language_en_US> table.

The structure of these three might tend to clash.
<FreeBuilding>BUILDING_SNOW_QUEEN</FreeBuilding> in the Trait is giving the building to all cities anyway, so the extra insurance you've got in the <Civilization_FreeBuildingClasses> isn't adding anything for you. Also, since the game generally only wants to give the class of building specified in the <Civilization_FreeBuildingClasses> table to the capital city, this is where the potential clash might arise.
Code:
	<BuildingClasses>
		<Row>
			<Type>BUILDINGCLASS_SNOW_QUEEN</Type>
			<DefaultBuilding>BUILDING_SNOW_QUEEN</DefaultBuilding>
			<Description>TXT_KEY_SNOW_QUEEN</Description>
		</Row>
	</BuildingClasses>

<GameData>
	<Traits>
		<Row>
			<Type>TRAIT_ELSA</Type>
			<Description>TXT_KEY_TRAIT_ELSA</Description>
			<ShortDescription>TXT_KEY_TRAIT_ELSA_SHORT</ShortDescription>
			<FreeBuilding>BUILDING_SNOW_QUEEN</FreeBuilding>
		</Row>
	</Traits>
</GameData>



	<Civilization_FreeBuildingClasses>
		<Row>
			<CivilizationType>CIVILIZATION_ARENDELLE</CivilizationType>
			<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
		</Row>
		<Row>
			<CivilizationType>CIVILIZATION_ARENDELLE</CivilizationType>
			<BuildingClassType>BUILDINGCLASS_SNOW_QUEEN</BuildingClassType>
		</Row>
	</Civilization_FreeBuildingClasses>

Unless I've missed it I don't see where you are defining this:
Code:
	<Unit_FreePromotions>
		<Row>
			<UnitType>UNIT_ARENDELLE_SNOWLEM</UnitType>
			[COLOR="Red"]<PromotionType>PROMOTION_SNOW_LIFE</PromotionType>[/COLOR]
		</Row>
	</Unit_FreePromotions>
Not sure if you have any other errors or potential conflicts.
 
1) In <Civilization_SpyNames> eliminate all occurances of <Gender>feminine</Gender>.
The <Gender>feminine</Gender> line is only used in the <Language_en_US> or other <Langauge_xx_xx> tables.

To add a gender designation you would structure your xml like this:
Code:
	<Civilization_SpyNames>
		<Row>
			<CivilizationType>CIVILIZATION_ARENDELLE</CivilizationType>
			<SpyName>TXT_KEY_SPY_NAME_ARENDELLE_0</SpyName>
		</Row>
	</Civilization_SpyNames>
	<Language_en_US>
		<Row Tag="TXT_KEY_SPY_NAME_ARENDELLE_0">
			<Text>Anna</Text>
			<Gender>feminine</Gender>
		</Row>
	</Language_en_US>

2) You can only specify one promotion per <Row> in this table:
Code:
	<Unit_FreePromotions>
		<Row>
			<UnitType>UNIT_ARENDELLE_SNOWLEM</UnitType>
			<PromotionType>PROMOTION_ARENDELLE_WINTER_SURVIVAL</PromotionType>
			<PromotionType>PROMOTION_SNOW_LIFE</PromotionType>
		</Row>
	</Unit_FreePromotions>
Change to:
Code:
	<Unit_FreePromotions>
		<Row>
			<UnitType>UNIT_ARENDELLE_SNOWLEM</UnitType>
			<PromotionType>PROMOTION_ARENDELLE_WINTER_SURVIVAL</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_ARENDELLE_SNOWLEM</UnitType>
			<PromotionType>PROMOTION_SNOW_LIFE</PromotionType>
		</Row>
	</Unit_FreePromotions>
I made these changes and Elie (Elise ?) shows in my civilization selection screen and looks pretty nice icon-wise. I did not go any further than the selection screen. Note that the following (green) sentence is really a 'disclaimer' I've been throwing in lately, and does not necessarily mean there are still problems with the mod. You might have other issues to balance or fix that you'll only really find through game-play testing.
 
Okay, everything seems to be working at last! Thank you for your help, though there is one last bit I'm not sure what's going on: the civ is supposed to have a start bias for tundra (I just switched it over from "snow," because there are maps without snow, but plenty of tundra), but even though I'm starting up maps with tundra and snow terrain, and landing everywhere else, which makes Elsa's UA utterly pointless.

Any ideas?

EDIT: Further testing the mod, when I trained a Snowlem it brought up (four times with every movement, eight times when first trained) an error message:
Texture Load Error said:
Unable to load texture [Art/IconSnowlem32]

EDIT2: Think I've figured out that particular error. I forget that the full file name for the icon was IconSnowlem32.dds.
 
It might be somehow related to the commentary here from the Firaxis code relating to start region priority:
Code:
	<!-- NOTE TO MODDERS: Both single and multiple entries for Region Priority (per Civ) are supported! -->
	<!-- If a Civ has one Priority, then on maps without a region of that type, fallback methods apply. -->
	<!-- The fallback methods will match the given civ with a region that has the most tiles of the priority terrain type. -->
	<!-- For instance, if Russia is set for Tundra priority but a map has no Tundra regions, they will look for a region that has some tundra. -->
	<!-- If a Civ is given multiple priorities, fallbacks are not used: the bias isn't applied when a map has none of those region types. -->
	<Civilization_Start_Region_Priority>
		<Row>
			<CivilizationType>CIVILIZATION_ARABIA</CivilizationType>
			<RegionType>REGION_DESERT</RegionType>
		</Row>
		<Row>
			<CivilizationType>CIVILIZATION_AZTEC</CivilizationType>
			<RegionType>REGION_JUNGLE</RegionType>
		</Row>
		<Row>
			<CivilizationType>CIVILIZATION_INDIA</CivilizationType>
			<RegionType>REGION_GRASS</RegionType>
		</Row>
		<Row>
			<CivilizationType>CIVILIZATION_IROQUOIS</CivilizationType>
			<RegionType>REGION_FOREST</RegionType>
		</Row>
		<Row>
			<CivilizationType>CIVILIZATION_RUSSIA</CivilizationType>
			<RegionType>REGION_TUNDRA</RegionType>
		</Row>
	</Civilization_Start_Region_Priority>
Problem is they don't define what the game will consider a 'Region' when making the game-start-up player placements.
 
Back
Top Bottom