I just want to know how can I do if I want to add a new civ (and just that) ???

Gedemo

Cacique
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Jun 20, 2008
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680
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France
All is in the title :D Maybe I'm not the only one in this case?

because I'm not a super-modder, I need some help :crazyeye:
On civ IV, I only have modified XML and images files :shifty: and added with just my little xml editor a lot of civilizations to my game. Is it possible to do the same thing with civ V?


In civ V, What are the files that must be copy/pasted and modified? How and where shall I put them? Maybe it is more complicated than that?

I just want to add a polynesian civ, with a static leaderhead, an icon and an early-seafaring UA...

:thanx:
 
Oh, I am really looking forward to that as well.

A civilization-creation-tutorial would be great, as soon as the modding-tools are available. :)

I have some plans of creating the Swedish civilization with a few different leaders to choose from.
 
yeah i also wana know, how do i access the FPK files, since pakbuild not working or not allowing me to extract the files in there:( Because i think the fpk files have the xml file which has the leader_scene.xml file. To allow me to see how it is structured to allow for static leaders (if it is possible) instead of using an existing 3d model ie Elizabeth etc

managed to extract it:D NEXT STEP FIGURE OUT STATIC!:P Im looking at the files and it seems possible but will see:D
 
yeah i also wana know, how do i access the FPK files, since pakbuild not working or not allowing me to extract the files in there:( Because i think the fpk files have the xml file which has the leader_scene.xml file. To allow me to see how it is structured to allow for static leaders (if it is possible) instead of using an existing 3d model ie Elizabeth etc

To unpack the fpk files you need to open up the SDK, run Nexus, go to the Nexus tab and select Script Browser, then run the xxtract pak files script.
 
yeah i also wana know, how do i access the FPK files, since pakbuild not working or not allowing me to extract the files in there:( Because i think the fpk files have the xml file which has the leader_scene.xml file. To allow me to see how it is structured to allow for static leaders (if it is possible) instead of using an existing 3d model ie Elizabeth etc

managed to extract it:D NEXT STEP FIGURE OUT STATIC!:P Im looking at the files and it seems possible but will see:D

please post here if you figure it out!
 
So far the key to make it use static is in those xml files, just theres so many freaking files relating to the leaderheadscenes which making it a headache :/ but it seems and i stand to be corrected since the only that stand out is the FALLBACK Image TAG (ima call it that for now) with a dds image.

Which again im assuming allows for some sort of static leaderhead model. So im guessing the solution would be to force the scene to make use of it and bypassing the 3d model and that i dont know how to yet, but i think if i remember correctly from CIV IV modding that by just deleting the other element tags/lines or making it blank made the game read the dds instead of the 3d leaderhead. The problem with this is that theres to many files relating to it so which you delete.

And again this all just assumption and i do stand to be corrected. If im right then yay i hope someone can use the above information :D Also im sure someone already figured the above out :P

Oh and most of the leader_scenes have that tag, so i think it was built so that lower end pc's as i think they'll use the static ones. Since there are asset files specifically for the lower end pc's. Also logic dictates that the white cloud is taken away if you use directx9. Which im assuming makes the performance faster, also then the similiar principle should apply for this. So the functionality is there for it though.
 
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