Mod is valid but doesn't show up

ThunderMohawk

Chieftain
Joined
Sep 16, 2012
Messages
19
So I'm new to modding but I codded this mod and the debugger for mod buddy says it's successful as well as civ v in game mod loading thingy.

The guide says this will change the colosseum to 4 happiness. The debugger says there's no flaws. Yet even after I successfully load it in Civ v, the effect doesn't show up in the game.

<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 9/16/2012 12:28:34 PM -->
<GameData>
<Buildings>
<Update>
<Set Happiness="4"/>
<Where Type="Building_Colosseum"/>
</Update>
</Buildings>

</GameData>

So then I went to the "Modders Guide for Civilization." I tried that building edit coding where you change the granary and add the help section thing.

<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 9/16/2012 12:28:34 PM -->
<GameData>
<Buildings>
<Update>
<Set FoodKept="30"/>
<Where Type="BUILDING_GRANARY"/>
</Update>
<Update>
<Set Help="TXT_KEY_BUILDING_GRANARY_HELP"/>
<Where Type="BUILDING_GRANARY"/>
</Update>
</Buildings>

</GameData>

Again, it says it's successful. Also it loads in civ. But the effect doesn't show up in the game. I tried disabling gods and kings, I tried using direct x 9, I tried switching folders. Nothing works. It didn't even show up in the Modbuddy folder so I moved it to the Civilization V MODS folder.

Obviously I'm a noob but I'm confused with how everything says it's valid and works but it doesn't have any effect in the game. What am I doing wrong? Thanks for any help.
 
Did you tell the mod to load the new xml file?

Mod properties -> Actions -> OnModActivated -> UpdateDatabase -> Your new XML file
 
This video is a bit outdated, now after selecting the mods you need to click "Next", not "Back". If you click "Back", then no mods are in effect...
 
Yeah I know. I have other mods subscribed and I've used many mods before. But the ones I make just don't seem to work. Even when the green check mark is by them and I click next the effect isn't there. I'm utterly baffled by the problem. It seems like nobody else is having this issue.

UPDATE:

I made a new fresh mod for 10 happiness in a colosseum and the exact same thing happened. It showed up fine and the debugger said succeed. I loaded it in civ multiple times and it said "Mods in use." and then it was on the list. But it didn't show up ingame. It says v1. is that like not valid anymore or something? I have no idea what that's all about. But once again it didn't work.
 
Post your entire mod project with the solution (not the finished mod but the modbuddy files) so someone can load it in modbuddy. With all the obvious things already posted on the thread, I don't think anyone can tell what's wrong at this point without actually seeing what you set in your mod.
 
If you used the same code as given in your first post it won't work as it's "BUILDING_COLOSSEUM" not "Building_Colosseum"

Both are "correct" as far as ModBuddy is concerned, just the second one won't actually do anything as there is no building with a type of "Building_Colosseum" to update, so it will (correctly) update nothing.
 
I tried changing the Building_Colosseum to BUILDING_COLOSSEUM but it made no difference. So I should just post it. Are you saying post the actual mod and not just coding? I've not done that before so sorry but how is that done? Steam Workshop or something?
 
So I should just post it. Are you saying post the actual mod and not just coding? I've not done that before so sorry but how is that done? Steam Workshop or something?

The actual mod that your game is trying to use, typically located in the "C:\Users\{username}\Documents\My Games\Sid Meier's Civilization 5\Mods" sub-directory and called something like "Buildings - Lighthouse Near Sea (v 1)"

Zip/WinRar/Whatever the entire contents of that sub-directory and attach it to your post (you'll need to "Go Advanced" and scroll down to the bottom and "Manage Attachments")
 
Ok I think I did it correctly. I can send others that I've tried too if anyone would like. Thanks.

Well the problem with this one specifically is that you didn't tell the mod to do anything with the file, namely:

mod properties -> actions -> onmodactivated -> updatedatabase -> game rules 1.xml

As soon as I set that, it worked.
 
I don't know how that happened. I did try do what the guy on the video said. But now I tried to change that and it didn't work either. I'm confused. So I went to properties and action. Then I went to the thing on the right and did onmodactivated, update database and then selected Game Rules1. It should of worked right? I saved and all but it didn't. I'm clearly missing something obvious.

 
I don't know how that happened. I did try do what the guy on the video said. But now I tried to change that and it didn't work either. I'm confused. So I went to properties and action. Then I went to the thing on the right and did onmodactivated, update database and then selected Game Rules1. It should of worked right? I saved and all but it didn't. I'm clearly missing something obvious.


This is going to repeat some things you already know, but just to list the exact steps I did after I loaded the file you posted:

-Loaded the project
-Right-clicked the mod name from the tree and selected properties
-Clicked the Actions tab
-Clicked Add
--Event -> OnModActivated
--Action -> UpdateDatabase
--File -> Game Rules 1.xml
-Clicked Save All
-Built the solution

That's all I needed to do. It's probably obvious, but were you missing any of those steps?
 
So I finally got it to work!!!!!! Well the colosseum one at least. I went in and all I did differently was click "save all" instead of just normal "save" and then build solution, and it worked... But the granary one isn't working. I'll have to look at that later.
 
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