[UTILITY] Mod Manager?

MarkSullivan

Chieftain
Joined
Nov 14, 2016
Messages
23
Anyone working on a mod manager for Civ 6?

To add new units in the game, complete with icons and art, you need to update some of the following core files:

../Sid Meier's Civilization VI/Base/Civ6.dep
../Sid Meier's Civilization VI/Base/ArtDefs/Units.artdef
../Sid Meier's Civilization VI/Base/Assets/UI/Icons/Icons_Units.xml
../Sid Meier's Civilization VI/Base/Assets/UI/Icons/Icons_UnitPortraits.xml
../Sid Meier's Civilization VI/Base/Assets/UI/Icons/Icons_UnitFlags.xml

I noticed that even the DLC added new information in these files. I can't help but wonder if the modding tools are slow in coming because of this very fact.

In the meantime.. I was considering writing a small mod manager (the only real skill it needs is XML reading) to manage changes to those files. Essentially, it would just put remark tags around each portion that is updated by a single MOD, likely with the mod name and GUID. Then, uninstallation of a mod that affects those files would be a snap. And each mod would only need to provide the delta to those files in their zip file.

Anyone already roll up their sleeves and start this though?
 
This would of course be great. Something like the mod managers we already have for games like Skyrim, and maybe a tool to easily detect the conflicts between mod files and resolve them (if possible).
 
Totally keeping an eye on this thread. I'm already getting mod conflicts/problems (the game needs a lot of help), so I'd love to see something like this.
 
Going to mess around with custom units a bit more my next play through here and see exactly where I can put values in each of those core files. Hopefully I can just stick them all to the end for each mod.

Anyway, sounds like nothing like this quite exists yet.. and I don't see how the updated modding tools is really going to fix all these issues. I'll probably start working towards a small C# app to manage this all shortly. Also, managing which are set to be active on start-up. I have installed mods and not seen them, just because I forgot activate them on startup. I actually set all the mods I download to always be active now to avoid that.
 
So far, it seems like these are the main files it would have to "manage":

../Sid Meier's Civilization VI/Base/Civ6.dep
../Sid Meier's Civilization VI/Base/ArtDefs/Units.artdef
../Sid Meier's Civilization VI/Base/Assets/UI/Icons/Icons_Units.xml
../Sid Meier's Civilization VI/Base/Assets/UI/Icons/Icons_UnitPortraits.xml
../Sid Meier's Civilization VI/Base/Assets/UI/Icons/Icons_UnitFlags.xml

Am I missing any that I should test initially?
 
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