I want to merge my units and mods into one package?

nokmirt

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How do you merge all units/smaller mods into a single mod with ModBuddy? I clicked build solution, which I thought created a mod that encompassed them all. However, in game, in Mods section, I still have to click a folder for each unit. :confused:
 
You need to put all files from these mods in one mod (assuming they aren't conflicting). You also need to make all appropriate files update the database, act as UI addins, be imported into VFS etc.
 
Ok, I did that. Can you check this?

I think I no what is going on. I am taking small completed mods and putting them into one big mod. So, I think I need to leave the Arabian Longbowman (v 1).civ5mod file out, and other similar files out. Just put the ART/Common/SQL, XML for some, for each unit and smaller mod then build a solution. What I am doing now is just taking a million mods which already have solutions built individually. They are already completed individual mods, so, therefore, I have to click them individually in the mods section in game. Even though they are all part of a larger mod. Does this sound about right?
 

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If you want to make it one big mod without the smaller mods selectable in the Mods menu, you should remove the .modinfo files from individual folders, leaving only the big mod's .modinfo file in the main folder.
 
If you want to make it one big mod without the smaller mods selectable in the Mods menu, you should remove the .modinfo files from individual folders, leaving only the big mod's .modinfo file in the main folder.

Thank you for your help PawelS. I'll take care of that issue and get back to you.
 
Great mod, nokmirt: I always like seeing more Scandinavian-themed material. :goodjob: :woohoo: I do wonder, though, how you made the same units "unique" for both Denmark and Sweden; I thought that only special buildings and units could be assigned to one civilization only.
 
Great mod, nokmirt: I always like seeing more Scandinavian-themed material. :goodjob: :woohoo: I do wonder, though, how you made the same units "unique" for both Denmark and Sweden; I thought that only special buildings and units could be assigned to one civilization only.

I have updated things. Soon I will post a better version which gives the units faith purchase cost. Before I finalize this mod, I want to learn exactly how to do things. Let's put it this way I still have plenty to learn. :lol:

My next mod will add WWI planes and tanks. I'm still waiting for some WWI infantry to be created by unit modders.

I also need more ancient unit packs from danrell to finish this Northman mod completely. Later on down the line, I will either build a map or borrow someone elses, and just adjust it to fit my mod.

Let's see if I can answer your question about adding unique units for two civs.

First of all, for the longboat mod which can be found on steam workshop. I just added this code for Sweden under the code for Denmark. All it does is make it so Sweden can build the longboat as well. This is the xml change. All you have to do is copy, paste, then save the UnitsVikingLongboat.xml file in the mods XML folder. The mod folder will show up here after you install from in the mods section, in game.

This is the path. C:\Users\Administrator\Documents\My Games\Sid Meier's Civilization 5\MODS

Spoiler :
Code:
<Civilization_UnitClassOverrides>
    <Row>
      <CivilizationType>CIVILIZATION_DENMARK</CivilizationType>
      <UnitClassType>UNITCLASS_TRIREME</UnitClassType>
      <UnitType>UNIT_VIKING_LONGBOAT</UnitType>
    </Row>
  </Civilization_UnitClassOverrides>

  <Civilization_UnitClassOverrides>
    <Row>
      <CivilizationType>CIVILIZATION_SWEDEN</CivilizationType>
      <UnitClassType>UNITCLASS_TRIREME</UnitClassType>
      <UnitType>UNIT_VIKING_LONGBOAT</UnitType>
    </Row>
  </Civilization_UnitClassOverrides>

The second change is through using SQL with ModBuddy. I will give you an example of the Viking Knight unit SQL code.

Spoiler :
Code:
INSERT INTO "Civilization_UnitClassOverrides" ( 'CivilizationType', 'UnitClassType', 'UnitType' )
	VALUES ( 'CIVILIZATION_DENMARK', 'UNITCLASS_KNIGHT', 'UNIT_VIKING_KNIGHT' );
INSERT INTO "Civilization_UnitClassOverrides" ( 'CivilizationType', 'UnitClassType', 'UnitType' )
	VALUES ( 'CIVILIZATION_SWEDEN', 'UNITCLASS_KNIGHT', 'UNIT_VIKING_KNIGHT' );

Let me do a bit more work and I will add a better version of the mod. :)
 
Here try this one out. It is weird though the Arabian Longswordsman folder and some other minor mods show ip in the CiV mods folder, in my games. So, I am not sure if there is a problem in game. I suppose I will test with a game. You can too, if you'd like. It surely would help. Or, anyone can try it if they wish.:)
 

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Thanks for the update on your plans--and especially the code snippets. I'd always planned to do a Viking Age version of Sweden; your unit artwork is a great step in the right direction. Eventually I'll complete a semi-total conversion for early Scandinavia: more appropriate buildings and units, an older leaderhead for Sweden, Norse religion as an option for founders. (Granted, the leaderhead won't be animated like the ones that come with G&K; but at least it'll fit the Viking Age more closely than Gustavus Adolphus. Earlier substitutes for the Carolean and Hakkapelitta should be easy to add, too, once the king's been replaced.) If you're interested, I'd be happy to have you collaborate on the modding project. :viking:
 
Thanks for the update on your plans--and especially the code snippets. I'd always planned to do a Viking Age version of Sweden; your unit artwork is a great step in the right direction. Eventually I'll complete a semi-total conversion for early Scandinavia: more appropriate buildings and units, an older leaderhead for Sweden, Norse religion as an option for founders. (Granted, the leaderhead won't be animated like the ones that come with G&K; but at least it'll fit the Viking Age more closely than Gustavus Adolphus. Earlier substitutes for the Carolean and Hakkapelitta should be easy to add, too, once the king's been replaced.) If you're interested, I'd be happy to have you collaborate on the modding project. :viking:

Actually danrell made the units. I just added his graphics into the mod. And your idea does sound interesting. So, I will help you with what I can. I am still relatively new to modding CiV. So far so good though, and it has been interesting.
 
Ok, I have been really getting the hang of this. At the moment, I am organizing my mod. So all units are in one folder. Then I have added another mod which brings all the extra little mods needed into one package. Game speed, techtree changes etc.

Really using the SQL system saves a bunch of time for units. So, I am planning on adding a few extras. Maybe some Teutonic Knights for Germany, Huscarls for England, Highlander for the Celts. Maybe a Knights Templar for France. I also have some colorful knight units, I can use from our great CiV unit modders.
 
For the next version I will organize all of my folders properly. As soon as danrell gets more unit packs done, which may be awhile. In the meantime, I can playtest and work on modding units for WWI.
 
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