Having Trouble Modding an existing Mod

cyberhawk94

Chieftain
Joined
May 15, 2020
Messages
9
Basically, Ive been using slightly tweaked versions of Steel and Thunder and Sukritact's Hadrian, and every time there is an update to either I have to go into the files and re-apply my tweaks. Its not hard, just annoying

So, I was trying to write a small mod that would apply after those two mods, and change the values that I needed changed, but I cant get the game to launch. I have really no idea what I am doing, so I probably have made a basic mistake.

Below is the Full modinfo file I wrote (Except for the Properties header). It loads fine if I remove the bolded section, and edits the text for Hadrian and the units correctly, but obviously doesn't apply any actual changes to their abilities since that code is in the other two files. I don't think it is a problem with those files either, because if I leave the UpdateDatabase Block there but empty, the game still won't load. Please Help!

<FrontEndActions>
<UpdateText id="Tweak Text">
<Properties>
<LoadOrder>12003</LoadOrder>
</Properties>
<File>Hadrian_Text.xml</File>
</UpdateText>
</FrontEndActions>
<InGameActions>
<UpdateText id="Tweak Text">
<Properties>
<LoadOrder>12003</LoadOrder>
</Properties>
<File>Hadrian_Text.xml</File>
</UpdateText>
<UpdateDatabase id="NewAction">
<Properties>
<LoadOrder>12004</LoadOrder>
</Properties>
<File>Hadrian_Tweaks.sql</File>
<File>SnT_Tweaks.xml</File>
</UpdateDatabase>

</InGameActions>
<Files>
<File>Hadrian_Tweaks.sql</File>
<File>Hadrian_Text.xml</File>
<File>SnT_Tweaks.xml</File>
</Files>
 
  1. Action id "names" cannot have spaces.
  2. What if any errors are showing in Database.log and Modding.log ?
    ~\Documents\My Games\Sid Meier's Civilization VI\Logs/Database.log
    ~\Documents\My Games\Sid Meier's Civilization VI\Logs/Modding.log
  3. Without the content of the files Hadrian_Tweaks.sq and SnT_Tweaks.xml to look at there is no way to determine what is actually happening
 
I removed the spaces, thanks for the tip

Modding Log:

[533679.739] ERROR: Attempted to evaluate a path for a mod that doesn't actually contain that path. (About 100 copies of this line in the middle of the Mod Art Files loading, not sure what mod is triggering it)

[533850.494] Applying Component - NewAction (UpdateDatabase)
[533850.494] UpdateDatabase - Loading Hadrian_New.sql
[533850.537] Warning: UpdateDatabase - Error Loading SQL.
[533850.537] UpdateDatabase - Loading SnT_Tweaks.xml
[533850.547] Warning: UpdateDatabase - Error Loading XML.

Database Log:

[533850.547] [Gameplay] ERROR: Database::XMLSerializer (SnT_Tweaks.xml): There was an error executing the update statement! See Database.log for details.
[533850.547] [Gameplay]: In XMLSerializer while updating table ConfigEnabledUniqueUnits from file SnT_Tweaks.xml.
[533851.626] [Gameplay] ERROR: FOREIGN KEY constraint failed
[533851.626] [Gameplay] ERROR: FOREIGN KEY constraint failed
[533851.626] [Gameplay]: Validating Foreign Key Constraints...
[533851.649] [Gameplay] ERROR: Invalid Reference on UnitAbilityModifiers.UnitAbilityType - "ABILITY_GALLOWGLASS" does not exist in UnitAbilities
[533851.649] [Gameplay] ERROR: Invalid Reference on UnitAbilityModifiers.UnitAbilityType - "ABILITY_GALLOWGLASS" does not exist in UnitAbilities
[533851.655] [Gameplay]: Failed Validation.


It seems to be acting like my mod is loading before Steel and Thunder and Hadrian, but I have the loadorder value at 12003, and Steel and Thunder has theirs at 5.
 
From your modding,log report both of your files are failing to load probably because of syntax errors.

SnT_Tweaks.xml contains an irreconcilable error in an Update statement
[533850.547] [Gameplay] ERROR: Database::XMLSerializer (SnT_Tweaks.xml): There was an error executing the update statement! See Database.log for details.
It doesn't help that Database.log is telling you to look at Database.log for further details :confused: but that's a Firaxis whoops.
There is probably another error being reported in Database.log with a similar timestamp to "[533850.494]" or "[533850.537]"

The mod itself would be needed to further determine wherein the issue(s) lay.

  1. Zip the version of the mod the game is actually trying to use, which will be found as a sub-folder in ~\Documents\My Games\Sid Meier's Civilization VI\Mods. Zip the whole sub-folder for your mod.
  2. To attach the zip to a forum post, look for a button called Upload A File when composing your thread reply: this button opens a browse menu where you can select the zipped folder to attach directly to a forum post.
 
I actually figured it out, one of the abilities I was replacing I used the same name as the original mod, and it didn't like the conflict.

Thanks for your help!
 
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