Mod help, new wonder doesn't appear.

stoirtap

Chieftain
Joined
Feb 24, 2011
Messages
7
Hi.

This is my first time making a mod. I wanted to add a wonder to the modern era that gives a free tech. With help from Kael's mod guide, I tried to take the great library and make a copy that was unlocked at computers. I tested the mod and when I used it, the wonder didn't appear. What did I do wrong?
 
First of all, this isn't really the right forum for general questions like this. Those go in the main C&C forum; I've notified the mods.

Second, any number of things can be going wrong. Here are a few:

1> You didn't declare the OnModActivated/UpdateDatabase. If you don't know what I mean by that, then that's the problem.

2> You have a typo somewhere in your XML code. Without seeing the actual code we have no way of telling that, so you could zip up your mod and attach it to your post here.
But before you do that, check your xml.log file to see if it registered an error. Now, that log file won't exist until you enable logging; go into your user directory (on Win7, that's My Documents/My Games/Sid Meier's Civilization V/) and find the config.ini file. Open it up, and change "EnableTuner = 0" to a 1, and then lower in the file, pretty much anything with "Logging" in the name.
There WILL be errors in the xml.log file, because the core game has some unresolved errors, but if you see something specific then it's fairly easy to track down your mistakes that way.
 
I'm beginning to see a lot of these same problems. No offense intended to TC of course, as this stuff can definitely be confusing at first. The search tool is useful if you have run into what you think is probably a common modding problem. :) Kudos to you Spatzimaus for being so helpful to people.
 
Kudos to you Spatzimaus for being so helpful to people.

I'm just that kind of guy. Okay, actually I'm not, but I'm on a medication whose side effects include mania, psychosis, and breast augmentation, so anything's possible. Okay, so it's not ALL bad... although that last part would probably be more entertaining if I weren't male.

I'm really thinking that at some point someone needs to update Kael's guide to include things like the VFS change, and have things like the OnModActivated bits in big bold letters so that people don't miss the important things. I'd do it, but the aforementioned side effects are less problematic than the thing they're trying to fix, so someone else should handle stuff like that for now.
 
Well that doesn't sound too fun. I've actually dealt with having to take drugs that cause annoying sides myself. The worst is when they don't even help with what they were prescribed for. Anyways though...

Indeed, that probably should be done. Definitely not me either. I flat out don't know enough.
 
OK the xml.log file says this:

[88305.379] **** Validating Game Database *****
[88306.456] Performing Localization Checks
[88306.456] Checking Tag Format...
[88306.456] Note: Tags must only use [A-Z_] characters, start with 'TXT_KEY_', and be under 128 characters long.
[88306.471] Validating UnitGameplay
[88306.471] Number of selection sounds doesn't match number of units.
[88306.471] Validating Notifications
[88306.471] **** VALIDATION FAILED *****
[88306.471] Validation Took 1.088702 seconds
[88306.939] **** Validating Prefetch Process *****
[88306.939] **** Validation Success *****
[88306.939] SetGlobalActionInfo
[88306.939]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 284480 2385816
PageCache: 2990 3634
LookAside: 45 1864
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 0 0
Scratch: 0 0

Largest Allocations:
Malloc: 65280
PageCache: 1160
Scratch: 5128

Prepared Statements:
Current: 5
------------------------------

What does this mean?

I put the mod up as an attachment.
 

Attachments

Those are the normal errors, nothing in there is related to your mod.

I can't look at your mod files for a few hours, since I'm at work, so someone else will have to check if you did all of the essential stuff correctly. Assuming there's anyone else around here who answers these questions, anyway...
 
to make it easier for us to review (me, at least), I'd recommend uploading the ModBuddy folder.
 
Okay, I looked at it, and there are several problems with it.

1> You have MaxStartEra = ERA_MODERN... for a building that unlocks in the Modern Era. This won't stop it from working, but there's little point in doing that; it means that if, for some reason someone started a game in the Future Era, they wouldn't be able to build your Wonder.

2> Your building class doesn't have the line
<MaxGlobalInstances>1</MaxGlobalInstances>
so what you've created is a normal building, not a Wonder.

and the big one:
3> In your text keys, you wrote them as
<Row_Tag"TXT_KEY_APERTURE_SCIENCE">
when it should be
<Row Tag="TXT_KEY_APERTURE_SCIENCE">
Note the space between Row and Tag, and the equal sign between Tag and the quotes.

The last one is the one causing your file to not work, I'd bet. And the way XML works, if any part of a file is broken, the whole thing doesn't load. So fix that, and see if it works.
 
Yeah I fixed what you told me to. I'll post the attachment. The thing is I found that my modbuddy doesn't put the file into my MODS folder, so I have to do that manually. Maybe I'm not putting the right thing in the folder, but it does pop up as a mod in the installed mod section when I fire up the game. Of course, when I turn it on, and I play a game it doesn't work.
 

Attachments

Yeah I fixed what you told me to. I'll post the attachment. The thing is I found that my modbuddy doesn't put the file into my MODS folder, so I have to do that manually. Maybe I'm not putting the right thing in the folder, but it does pop up as a mod in the installed mod section when I fire up the game. Of course, when I turn it on, and I play a game it doesn't work.

I have taken a look at the code and I think it is fine, however with the method you put it in game could be the problem. If you build the mod using the Modbuddy it should be placed in your mod folder automatically.
 
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