Ekmek
on steam: ekmek_e
this need to be stickied. we always get questions in the graphic forum because no one goes digging tutorial section.
Yeah, I guess it's useless... I should probably just delete it.I don't think it should be stickied. To be completely honest, and no offense to wolf, he doesn't give in-detailed instructions on how to do what he says at all. If someone is completely new to modding Civ, what makes you think that they know where the files, or even what the files you're talking about are? That's just one example. It is understandable if you know what you're doing, but to a new modder it doesn't make any sense.
<LeaderheadArtInfo>
<Type>ART_DEF_LEADER_PATTON</Type>
<Button>Art/interface/LeaderHeads/PattonButton.dds</Button>
<NIF>art/LeaderHeads/Patton/winston_churchill.nif</NIF>
<KFM>art/LeaderHeads/Patton/winston_churchill.kfm</KFM>
<NoShaderNIF>art/LeaderHeads/Patton/winston_churchill_noshader.nif</NoShaderNIF>
<BackgroundKFM>art/LeaderHeads/Patton/winston_churchill_BG.kfm</BackgroundKFM>
</LeaderheadArtInfo>
That is quite simple, instead of adding the definitions to the existing files, you create new files. So e.g. you would have a
Caligula_CIV4LeaderHeadInfos.xml
Caligula_CIV4ArtDefines_Leaderhead.xml
Caligula_CIV4GameText.xml (with all game texts for Caligula which Wolf spread across two text files)
All these files would then contain only the Caligula definition, none of the regular ones. So instead of copying them from the original xml and pasting them to a new entry in the original files, you copy them to a new file which then only contains that particular entry.
You would need to keep the beginning and end of each file as well (the enclosing tags of the definition), so e.g. the art would look as follows :
Spoiler :Code:<?xml version="1.0"?> <!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Firaxis Games (Firaxis Games) --> <!-- Sid Meier's Civilization 4 --> <!-- Copyright Firaxis Games 2005 --> <!-- --> <Civ4ArtDefines xmlns="x-schema:CIV4ArtDefinesSchema.xml"> <LeaderheadArtInfos> <LeaderheadArtInfo> <Type>ART_DEF_LEADER_CALIGULA</Type> <Button>Art/Interface/Buttons/LeaderHeads/Caligula.dds</Button> <NIF>art/LeaderHeads/Caligula/Pacal.nif</NIF> <KFM>art/LeaderHeads/Caligula/Pacal.kfm</KFM> <NoShaderNIF>art/LeaderHeads/Caligula/Pacal.nif</NoShaderNIF> <BackgroundKFM>art/LeaderHeads/Caligula/Pacal_bg.kfm</BackgroundKFM> </LeaderheadArtInfo> </LeaderheadArtInfos> </Civ4ArtDefines>
The only thing which will not be truly modular is adding the leaderhead to the civ. You can copy the Rome definition of CIV4CivilizationInfos.xml and call it e.g. Rome_CIV4CivilizationInfos.xml and add the leaderhead there the way Wolf described, but it will not be entirely modular.
If you wanted to add a second leaderhead (e.g. Nero), you could not do the same for Nero, the two would need to share the Rome_CIV4CivilizationInfos.xml which then needs to include both leaderheads. For anything else, you could create Nero_... files, just like you did for Caligula.
You should use modular loading, it is superior to regular loading, even though the Wolf fears changeIf e.g. there is a new patch which changes some xml, you would only need the changes which affect your modular definitions (i.e. which truly affected the Rome civ in this example). With Non-Modular loading, you would need to take care of all changes, so if they changed a regular leaderhead or a civ other than Rome, you would need to include those changes in your version of the definition (which is included in your copy of the original file).
With modular loading, these changes would not affect you, as you inherit the regular (updated) definitions for anything you do not explicitly add to your mod (in this case anything but Rome).
If you use the modular way, you create a dir in which you store the Caligula files, make sure to copy the appropriate schemas used by your files to that dir as well. Each xml file (except for the text ones) contains a line like "<Civ4CivilizationInfos xmlns="x-schema:CIV4CivilizationsSchema.xml">" whatever schema file is mentioned there is needed to load the file.
1. what should the dir you mentioned be called and where should it go?
2. does the folder structure need to me preserved in the dir?
3 Shouldn't the prefix to your modular files be in captial letters? In your example .. CALIGULA_Civ(whatever).xml rather than Caligula_Civ...
4. Is there a tutorial on modular leaderheads?
5. Where can i see a working example of a modular leaderhead?
The name and location really does not matter, as long as it is underneath the 'Modules' dir
a common strcture is Modules/Custom Civs/<Civ>/<Leadername> but you might just as well go with Modules/Leaders/<Leadername> or any other structure
not really sure what you mean here, folder and dir structure are two terms for the same thing. In any case, no structure needs to be preserved, the art and xml dir structures can be very different if you wanted to (I assume that is what you were asking).
doesn't matter, it's just text, so whatever you prefer (could be anything, XYZ_CIV... is just as good as Caligula_CIV...., but of course if you were to use XYZ_ noone would know it actually is Caligula)
none that I am aware of
in any modular civ or some mods (is CivGold modular ? not sure. In any case, my mod is, so you could see some examples there)