CivilizationAce
Warlord
- Joined
- Jan 17, 2017
- Messages
- 240
ModBuddy will clutter your Mod.Art.xml. That will add a lot of stuff that you don't need and make it difficult to understand.
Example: My mod is a new civilization. It includes new buildings in a district, replacements for a couple of units, and a leader image.
Below is my Mod.Art.xml. Note that there are only sections related to what I listed above, with limited details. For those who didn't already know, new district buildings require settings re the district they're in, which are done in Landmarks.artdef (hence its inclusion).
TBH I don't know why I need the libraryDependencies on the leader stuff – I don't have all the answers, but if you're having trouble getting buildings and/or units to display properly then this may work, but TAKE A BACKUP OF YOUR Mod.Art.xml FILE BEFORE YOU PARE IT DOWN, SO YOU CAN ADD STUFF BACK IN IF NECESSARY LATER. I'm not entirely sure that the requiredGameArtIDs section is required, but it at least seems harmless.
Note that your mod should generate yourIDtextStringHere and you may have to set the name, yourMod'sNameHere, from the default value.
Example: My mod is a new civilization. It includes new buildings in a district, replacements for a couple of units, and a leader image.
Below is my Mod.Art.xml. Note that there are only sections related to what I listed above, with limited details. For those who didn't already know, new district buildings require settings re the district they're in, which are done in Landmarks.artdef (hence its inclusion).
TBH I don't know why I need the libraryDependencies on the leader stuff – I don't have all the answers, but if you're having trouble getting buildings and/or units to display properly then this may work, but TAKE A BACKUP OF YOUR Mod.Art.xml FILE BEFORE YOU PARE IT DOWN, SO YOU CAN ADD STUFF BACK IN IF NECESSARY LATER. I'm not entirely sure that the requiredGameArtIDs section is required, but it at least seems harmless.
Code:
<?xml version="1.0" encoding="UTF-8" ?>
<AssetObjects::GameArtSpecification>
<id>
<name text="yourMod'sNameHere"/>
<id text="yourIDtextStringHere"/>
</id>
<artConsumers>
<Element>
<consumerName text="Units"/>
<relativeArtDefPaths>
<Element text="NewUnits.artdef" />
</relativeArtDefPaths>
</Element>
<Element>
<consumerName text="Buildings"/>
<relativeArtDefPaths>
<Element text="Buildings.artdef" />
</relativeArtDefPaths>
</Element>
<Element>
<consumerName text="Landmarks"/>
<relativeArtDefPaths>
<Element text="Landmarks.artdef" />
</relativeArtDefPaths>
</Element>
<Element>
<consumerName text="LeaderFallback"/>
<relativeArtDefPaths>
<Element text="FallbackLeaders.artdef"/>
</relativeArtDefPaths>
<libraryDependencies>
<Element text="LeaderFallback"/>
</libraryDependencies>
<loadsLibraries>true</loadsLibraries>
</Element>
</artConsumers>
<gameLibraries>
<Element>
<libraryName text="LeaderFallback"/>
<relativePackagePaths>
<Element text="LeaderFallbacks"/>
</relativePackagePaths>
</Element>
<Element>
<libraryName text="UITexture"/>
<relativePackagePaths>
<Element text="UILeaders"/>
</relativePackagePaths>
</Element>
</gameLibraries>
<requiredGameArtIDs>
<Element>
<name text="Civ6"/>
<id text="cb2f71b7-843e-4af3-9ca7-992acda9c195"/>
</Element>
</requiredGameArtIDs>
</AssetObjects::GameArtSpecification>
Note that your mod should generate yourIDtextStringHere and you may have to set the name, yourMod'sNameHere, from the default value.
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