[BNW] Making a Mod - Proofreading and Help

TacoLite

Chieftain
Joined
Jul 7, 2019
Messages
2
Hey everybody,

I'm new to Civ 5 modding and have been having trouble creating an actual working mod. I'm not concerned with it being the most amazing project or anything. My goal is small and personal. Make a mod that I can enjoy in singleplayer and mess around with.

Been working on this project for 4-5 days now and haven't been able to get it to run correctly.

The civ is recognized on the civ selection screen, but if clicked, causes the game to just go blank, no UI, can't click anything, etc - only able to stare at the background with the factory and sky. I can however press escape to go back and get out of that 'dead end'.

If I use advanced creation for the lobby, I can select the civ and load it up no problem. There is no picture of a leader or map or description of my units / buildings, but it will let me load into game. However, once in game, my buildings do not show up in the technology tree or as an option to build in my city.

So basically, what am I doing wrong? And if you know, please explain to me in a dumbed down manner, because I'm clearly a little slow lol.

Here are pastebins to all of my files (6 total):
Buildings: https://pastebin.com/JzWMy4M1
Civilization: https://pastebin.com/NYyxzg0u
Leader: https://pastebin.com/TTY99xv9
Trait: https://pastebin.com/UQfLys5C
Units: https://pastebin.com/Md5uK9We
Database Log: https://pastebin.com/m3fDaSF5
 
Database.log
Code:
[158394.671] table Building_SeaResourceYieldChanges has no column named ResourceType
Your incorrect code here
Code:
	<Building_SeaResourceYieldChanges>
		<Row>
			<BuildingType>BUILDING_FP_SUNKEN_COLONY</BuildingType>
			<ResourceType>RESOURCE_FISH</ResourceType>
			<YieldType>YIELD_FOOD</YieldType>
			<Yield>3</Yield>
		</Row>
           ...etc....
Causes the game to discard the entire contents of the file. Table Building_SeaResourceYieldChanges applies the YieldType and Yield change specified to all sea resources worked by the city. Individualized designation for specific ResourceTypes is not allowed in this table. The allowed columns for the table are BuildingType, YieldType, Yield. In order to specifiy a specific ResourceType that a building will effect, you must use the table Building_ResourceYieldChanges.

This also causes the game to reject the entire contents of the file. In this case it is your Trait file:
Code:
  <Language_en_US>
    <Row Tag="TXT_KEY_TRAIT_FP_THE_STARS">
      <Text>This Works.</Text>
    </Row>
    <Row Tag="TXT_KEY_TRAIT_FP_THE_STARS">
      <Text>The Stars are Right</Text>
    </Row>
  </Language_en_US>
You cannot state the same Tag= value more than once. This causes a fatal Unique Constraint Database error and the game rejects (as mentioned) the entire xml file where this occurs. Database.log reports the issue in this set of error messages:
Code:
[158395.718] columns Language, Tag are not unique
[158395.718] While executing - 'insert into Language_en_US('Tag', 'Text') values (?, ?);'
[158395.718] In XMLSerializer while inserting row into table insert into Language_en_US('Tag', 'Text') with  values (TXT_KEY_TRAIT_FP_THE_STARS, The Stars are Right, ).
[158395.718] In XMLSerializer while updating table Language_en_US from file XML/Trait.xml.

In general it is better to zip the mod as it is in the game's "mods" folder and attach the zip of the mod itself. See: whoward69's zip your mods and attach tutorial Just bear in mind that the process for actually adding the zip to a forum post is now different since the CFC website software was updated a few months ago about a year ago. To attach the zip to a forum post, look for a button called Upload A File when composing your thread reply: this button opens a browse menu where you can select the zipped folder to attach directly to a forum post.

As a final note, Harbor-Class, Lighthouse-Class, and Seaport-Class buildings need the designation for <MinAreaSize> to be set to 10. Leaving the value at -1 allows the building to be constructed in any city, not just coastal cities. "10" is the standard number of tiles for a water body to be considered a sea instead of a lake.
 
Fix the issues outlined above and try again. You may or may not be missing needed designations for leader fallback scene, leader art-def, etc., but first you need to fix the fatal database errors.
 
First of all, H o l y &!#$ its LeeS. You are an absolute legend. I've seen you all over the forums while I was researching and trying to learn how to create this mod. You're THE dude. I am stoked that you're helping me with my mod. *fangirl*

Okay, with that out of the way, here's the result(s):

Dropbox Link with zip file for Knockoff Cthulhu Mod v.1:
https://www.dropbox.com/s/fbck5ipmxj0m4uf/Knockoff Cthulhu Mod (v 1).zip?dl=0

I fixed the fatal errors that you pointed out LeeS. The mod now launches smoothly and I can get into game, build the unique buildings, see the Trait, etc. Things are looking so much better. Thank you.

I will go read and watch more tutorials on how to do the art and dds files and all that stuff so you don't have to do a whole tutorial here in this thread.

Thank you so much for helping me, I really appreciate it.
 
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