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?
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?