Is it worth moving an existing mod into ModBuddy?

isau

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Jan 15, 2007
Messages
3,071
I never did any modding in Civ 5. Is it worth moving existing mod code into ModBuddy? I had a look at some of the features and don't really see anything that would benefit me, but I could be missing something. I do most of my coding in the database using SQL if that matters.
 
I doubt anything would benefit YOU, but whoever uses the mod would get autoupdates and a much easier life.
 
you can upload the mod to steam workshop without using modbuddy to create the mod.

uploading a mod via the uploader tool requires you to select the modinfo file of the mod. the uploader then grabs everything within the same root folder where the modinfo file is located as the mod to be uploaded to steam.

mods subscribed to on Steam do not however get downloaded to the MODS folder as you would expect from civ5's behavior. they get downloaded to C:\Program Files (x86)\Steam\SteamApps\workshop\content\289070 and then the mod itself is given a mystery number for a folder name.

This means if you want to allow the user of the mod to select how the mod works via a setting in a "configuration" file, the workshop system just made that a continuous issue of mod-makers needing to figure out the mystery folder-name number of their mod (and hoping it is the same for everyone who subscribes to the mod) and then giving instructions on how in the world to find where the workshop hid the mod.
 
I found that using ModBuddy (once I'd fixed the path to the Assets Directory) reasonably easy to use. The only problem I had was that my Mod ID wasn't 'valid'. Using ModBuddy you can right click on your project folder and select properties and then generate a new one. You then have to manually update your own .modinfo file.
 
I tried adding a mapsize via XML and later SQL. I can get it to work if I dont use modbuddy because I needed to modify the modinfo file with custom ruleset settings.

I can't even modify modinfo directly anymore? It is only generated? Anyone know?
 
ModBuddy seems to generate a .modinfo file but it seems to be just a 'framework' one that lists files it checks. For example at the end of my UK Civ one I find

Code:
<File>UK.modinfo</File>
  </Files>

and everything works ok. My mod has a custom rule that removes the English Civilization led by Victoria so everything should just work...
 
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