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Invisible Units bug

KingErikII

Chieftain
Joined
Apr 28, 2015
Messages
52
Location
Norway
Hello! I have a bug With my BNW Civ5 mod. The mod adds extra units, but when I spawn the units in, they are invisible. Attacking With tem causes my game to crash. Can you please help me fix my problem With my mod? I have included a copy of my mod. NOTE: I did not make any of the models. All credit goes to its creators.

I would love to be helped <3
 

Attachments

While in some form of browser (explorer or other) did you drag-and-drop files into the ModBuddy Project folder ? If so, this is a giant no-can-do. See Post #4 of this thread

Also, enable logging if you have not already done so. whoward69's enable error logging tutorial. I would think if you enable logging you would see some error messages about invalid references that relate to your mod.
And it is always better to attach the mod itself whoward69's zip your mods and attach tutorial rather than showing various images, etc., as the mod itself tells far more about what the problem(s) is/are than any other method.
 
While in some form of browser (explorer or other) did you drag-and-drop files into the ModBuddy Project folder ? If so, this is a giant no-can-do. See Post #4 of this thread

Also, enable logging if you have not already done so. whoward69's enable error logging tutorial. I would think if you enable logging you would see some error messages about invalid references that relate to your mod.
And it is always better to attach the mod itself whoward69's zip your mods and attach tutorial rather than showing various images, etc., as the mod itself tells far more about what the problem(s) is/are than any other method.

I did not put my files in the ModBuddy Project folder. I am also going to attach a copy of my mod.
 
You need to add the files for the unit graphics using ModBuddy's built-in system for File Add (New/Existing File). Your mod only consists of the following files:
Code:
    <File md5="FB46E6538D51FFFC7C636F1599B54C6A" import="1">Broadaxemen.xml</File>
    <File md5="BDD90F3FB0F0789BF3D6A9DAB8FDEDAA" import="1">Broadaxemen_Art.xml</File>
    <File md5="C28835EB0A0FA5744A83A07DACEE5153" import="0">knight.xml</File>
    <File md5="CBBB119CF4E4693071F10CC7A19BEB1F" import="0">knight_Art.xml</File>
    <File md5="5105FE82EF1C055946404F774E7617D4" import="1">Longsword.xml</File>
    <File md5="7A0B16B595666FD1A4AF37F2FC6BF3D8" import="1">Longsword_Art.xml</File>
    <File md5="3C9D45F1375DA96B638B6D337B7B4D9B" import="1">WW1Zeppelin.xml</File>
    <File md5="5E0283B67DB1B8FDBF347699E79B4181" import="1">WW1Zeppelin_Art.xml</File>
BTW, none of these files should be set Import Into VFS=true.

The fact that you have copy-pasted all those other files and folders into the same main folder as is being used by the ModBuddy Project does not matter, they are not part of the mod, and so they are not sent to the built version of the mod (the version that is used by the game, and that gets sent to My Games/Sid Meier's Civilization 5/MODS/. When you enable and try to run the mod, the files that are not part of the mod are 'unfindable' by the game, and so you get invisible units.

Also please look at whoward's tutorial again for which version of the mod we need. You are attaching the entire ModBuddy Project, which is not the same thing at all as the 'built' version of the mod that gets sent to My Games/Sid Meier's Civilization 5/MODS/. It is the one that is sent to My Games/Sid Meier's Civilization 5/MODS/ that gets executed by the game. All other versions are meaningless, really, because they are not the same as what the game actually sees when a mod is enabled and loaded into the game.
 
You need to add the files for the unit graphics using ModBuddy's built-in system for File Add (New/Existing File). Your mod only consists of the following files:
Code:
    <File md5="FB46E6538D51FFFC7C636F1599B54C6A" import="1">Broadaxemen.xml</File>
    <File md5="BDD90F3FB0F0789BF3D6A9DAB8FDEDAA" import="1">Broadaxemen_Art.xml</File>
    <File md5="C28835EB0A0FA5744A83A07DACEE5153" import="0">knight.xml</File>
    <File md5="CBBB119CF4E4693071F10CC7A19BEB1F" import="0">knight_Art.xml</File>
    <File md5="5105FE82EF1C055946404F774E7617D4" import="1">Longsword.xml</File>
    <File md5="7A0B16B595666FD1A4AF37F2FC6BF3D8" import="1">Longsword_Art.xml</File>
    <File md5="3C9D45F1375DA96B638B6D337B7B4D9B" import="1">WW1Zeppelin.xml</File>
    <File md5="5E0283B67DB1B8FDBF347699E79B4181" import="1">WW1Zeppelin_Art.xml</File>
BTW, none of these files should be set Import Into VFS=true.

The fact that you have copy-pasted all those other files and folders into the same main folder as is being used by the ModBuddy Project does not matter, they are not part of the mod, and so they are not sent to the built version of the mod (the version that is used by the game, and that gets sent to My Games/Sid Meier's Civilization 5/MODS/. When you enable and try to run the mod, the files that are not part of the mod are 'unfindable' by the game, and so you get invisible units.

Also please look at whoward's tutorial again for which version of the mod we need. You are attaching the entire ModBuddy Project, which is not the same thing at all as the 'built' version of the mod that gets sent to My Games/Sid Meier's Civilization 5/MODS/. It is the one that is sent to My Games/Sid Meier's Civilization 5/MODS/ that gets executed by the game. All other versions are meaningless, really, because they are not the same as what the game actually sees when a mod is enabled and loaded into the game.

I am attatching the right Version of the mod. I have also added the missing files, and set the VFS to false for all files. Thank you for Your help <3
 
Well, you're getting closer, but you took my note that the files you had in the earlier version did not need VFS=true too far. I only meant the files you had in that earlier version did not need Import Into VFS=true.

Basically, any file that is XML and starts with <GameData> as it's 1st usable command should not be set Import Into VFS=true. whoward69's what ModBuddy setting for what file types tutorial

You will need to set all the Something.fxsxml files as "true" for Import Into VFS.

-------------------------------------------------------------------------------------------

You will now need to Add Existing File within Modbuddy to add all the (for example) Dwarf_Broadaxe.gr2, Dwarf_Broadaxe.dds, and Dwarf_Broadaxe_sref.dds files (end of example file names) for each of the different new unit animations you are adding to the game. Use the internal ModBuddy "Add ", "Existing File" to add these files to your mod. And all these something.gr2 and something.dds files will need to be set as Import Into VFS=true.

You can also do "Add" "New Folder" to create a folder where you want to keep the Dwarf Broadaxe animation files, and another for a folder to keep all the Longsword animation files, another folder for the Knight, another for the Zeppelin, etc. But this must all be done from within Modbuddy in order for it to be made part of the mod. I think this was your basic mistake, you did not add these files or folders to the mod from within the ModBuddy program.
 
Well, you're getting closer, but you took my note that the files you had in the earlier version did not need VFS=true too far. I only meant the files you had in that earlier version did not need Import Into VFS=true.

Basically, any file that is XML and starts with <GameData> as it's 1st usable command should not be set Import Into VFS=true. whoward69's what ModBuddy setting for what file types tutorial

You will need to set all the Something.fxsxml files as "true" for Import Into VFS.

-------------------------------------------------------------------------------------------

You will now need to Add Existing File within Modbuddy to add all the (for example) Dwarf_Broadaxe.gr2, Dwarf_Broadaxe.dds, and Dwarf_Broadaxe_sref.dds files (end of example file names) for each of the different new unit animations you are adding to the game. Use the internal ModBuddy "Add ", "Existing File" to add these files to your mod. And all these something.gr2 and something.dds files will need to be set as Import Into VFS=true.

You can also do "Add" "New Folder" to create a folder where you want to keep the Dwarf Broadaxe animation files, and another for a folder to keep all the Longsword animation files, another folder for the Knight, another for the Zeppelin, etc. But this must all be done from within Modbuddy in order for it to be made part of the mod. I think this was your basic mistake, you did not add these files or folders to the mod from within the ModBuddy program.

Thanks so much <3 My units are working correctly now! Thank you for Your help! <3
 
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