How do I test my mods without posting them?

Evalis

Prince
Joined
Mar 2, 2009
Messages
505
I've been attempting to create and test out a mod for the past little while to no avail. Though the mod shows up in my mod selection screen and I can select it, the result is nothing.

Just to ensure it wasn't due to my poor programming skills, I included the xml from 'example - removing a civilization and leader'. Greece is still playable when I attempt to load the mod... Going nuts here ><
 
I built it already, and indeed it shows up in the mods.. it just doesn't do anything. Even using the xml file from the example. Hmm.. is there some other 'loading' thing I'm supposed to do to get these to work?
 
Have you added "Actions" that tell the mod to update the XML files you've created?
 
Normally it says you don't have to as they are done automatically (according to the set functions portion of the builder). However the example they gave came with this action already included.. so yes, it is there.
 
Did you click the check mark to make it an active mod?
 
I'm guessing you copied and pasted the files from the example, and didn't create them from scratch from within mod buddy. Yea or nay?
 
Correct. Or rather I simply 'opened' them from the open file menu (didn't use copy-paste feature). Of course the reason for doing this was just to determine why the code I wrote didn't work... but i'm open to suggestions.
 
Things I would try:

1) Add new .xml files and copy paste the code.
2) In the mod properties -> Actions, use OnModActivated UpdateDatabase YourXml.xml. It is essential for XML modifications.
3) Of course, make sure you're syntax is correct.
4) Are you trying to modify, add, or delete a City-State? Because for some reason I cannot modify city states. I can modify everything else just fine...

5) Download SQLite Manager from https://addons.mozilla.org/en-US/firefox/addon/5817/, and connect to the DubugDatabase at Documents\My Games\Sid Meier's Civilization 5\cache\Civ5DebugDatabase.db

This is a very useful little tool. To save time, simple boot up the World Builder and activate your mod. Then see if the changes are actually applied to the database in the relevent table.
 
Yes... oy.. I finally got this to work though, thanks. Now I just need to find out why my original code wasn't working ha!
 
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