Modders Guide to Civilization V

Yep, I set it in modbuddy, and i checked the spelling.
Well, concerning VFS, I searched the "properties" of the files, as mentionned earlier in the thread, but I can't see anything having something to do with VFS.

Are the icons an absolute prerequisite for the civ to shop up in the select screen ?
 
Yep, I set it in modbuddy, and i checked the spelling.
Well, concerning VFS, I searched the "properties" of the files, as mentionned earlier in the thread, but I can't see anything having something to do with VFS.

Are the icons an absolute prerequisite for the civ to shop up in the select screen ?

The property is named Import into VFS. I don't know if an icon is a prerequisite to make the civ show up, but I wouldn't be surprised if that was the case.
 
Here's what my ModBuddy look like.
Spoiler :
screenpogmod1-48795ad.png


I tried every "properties" tab I could find and I still don't see any "Import into VFS". I'm sorry to disturb you with such a small matter, but I really want to learn and understand what's not working.
 
I seems to have errors in the database log, yes. But it's only on a "strategicview". Adding a new civ to the game modify the strategic view ?

Oh, here's me Database log. I build both the project and the solution, launched the game, activated the mod, went all the way to the select screen (nothing new here), then went all the way back to the main menu and exited.

Database.log
Spoiler :
[8198.875] columns StrategicViewType, TileType are not unique
[8198.875] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[8229.515] no such table: ContentPackage.LocalizedText
[8229.531] no such table: ContentPackage.LocalizedText
[8229.531] no such table: ContentPackage.LocalizedText
[8239.718] no such table: ContentPackage.LocalizedText
[8256.515] columns StrategicViewType, TileType are not unique
[8256.515] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[8259.156] no such table: ContentPackage.LocalizedText
[8259.156] no such table: ContentPackage.LocalizedText
[8259.156] no such table: ContentPackage.LocalizedText
[8279.593]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6438728 81534352
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 6022296 67688208
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6376

Prepared Statements:
Current: 6
------------------------------
[8280.234]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6439904 81534352
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 6023472 67688208
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6376

Prepared Statements:
Current: 6
------------------------------




{EDIT} Ok so I found a big problem and solved it. My Modbuddy wasn't updated (that's the reason why "Import into VFS" wasn't here). After the update it worked well, and the import option was present. So I imported all my DDS files into VFS.

I redone the mod from scratch before importing, just to be sure.
Now, I thought I solved it all but it still doesn't show up.

oh and I updated the Database log too
 
Those errors show up for everybody; they're the result of Firaxis' misdoings. It's a sign that either you're updating the database correctly (no problems with your XML) or that your logs actually aren't enabled.

We get these kind of "my new civ isn't working reports all the time, it's not new. This post basically has all the tutorials we normally link new modders to compiled into one convenient location, including enabling logging and mod attachment.

Remember that a built and attached mod is more useful than a wall of coding. And from what I can tell from the walls of code you posted, in your civilization XML file you're missing <GameData> at the beginning and you haven't defined two unique components - without DLL modding like is in scenarios, the game will not respond to a civ that doesn't have at least 2 UCs.
 
Oh ok, thanks for the info about the UC, I thought I could not create them yet.

I worked again on the mod, added units, icons, maps, a leader and her traits, a unique trait, ...
I know I should have figured out why it's not working before adding more stuff but I couldn't help it.

By "a built and attached mod", do you mean the mod folder located in the Mygames/Civ5/MODS ?

{EDIT} Here's the url to the ziped mod folder (built).
http://www.mediafire.com/download/jjzx26zpczhb2qa/VC++Gallia+(v+1).zip
I couldn't upload it with the attachments windowd because it's larger than the max size, sorry :/
 
Oh ok, thanks for the info about the UC, I thought I could not create them yet.

I worked again on the mod, added units, icons, maps, a leader and her traits, a unique trait, ...
I know I should have figured out why it's not working before adding more stuff but I couldn't help it.

By "a built and attached mod", do you mean the mod folder located in the Mygames/Civ5/MODS ?

{EDIT} Here's the url to the ziped mod folder (built).
http://www.mediafire.com/download/jjzx26zpczhb2qa/VC++Gallia+(v+1).zip
I couldn't upload it with the attachments windowd because it's larger than the max size, sorry :/
You really should be creating your own thread about this. Since this conversation right now... is technically a hijack of someone else's thread. :shifty:

Anyway, I couldn't find any errors just looking through the XML (probably mostly because I wasn't sure what error I was supposed to be looking for). But remember that logs are your friends.
(Y'know, after you've enabled them and loaded the mod again)
 
Oh ok, thanks for the info about the UC, I thought I could not create them yet.

I worked again on the mod, added units, icons, maps, a leader and her traits, a unique trait, ...
I know I should have figured out why it's not working before adding more stuff but I couldn't help it.

By "a built and attached mod", do you mean the mod folder located in the Mygames/Civ5/MODS ?

{EDIT} Here's the url to the ziped mod folder (built).
http://www.mediafire.com/download/jjzx26zpczhb2qa/VC++Gallia+(v+1).zip
I couldn't upload it with the attachments windowd because it's larger than the max size, sorry :/
DataBase.log error message:
Code:
[282743.890] columns Language, Tag are not unique
[282743.890] While executing - 'insert into Language_en_US('Tag', 'Text') values (?, ?);'
[282743.890] In XMLSerializer while inserting row into table insert into Language_en_US('Tag', 'Text') with  values (TXT_KEY_CIV5_GALLIA_TEXT_1, The nation was formally born in the 3rd Century, when Castle Randgriz was built and rule over surrounding areas began.

				When the Empire invaded Gallia at the turn of the 19th Century, the king renounced his crown, instead ruling over an autonomous region within the Empire as archduke. But as democratic movements swept western Europa, the archduke harnessed that energy in Gallia to push for freedom from the Empire, resulting in the War of Gallian Independence.

				Stretched thin between multiple fronts, the Empire was unable to maintain its hold, and the small nation rose as the independent Principality of Gallia, declaring neutrality and establishing a system of universal conscription., ).
[282743.890] In XMLSerializer while updating table Language_en_US from file XML/GameText.xml.
In your GameText.xml file you have
Spoiler :
Code:
		<Row Tag="TXT_KEY_CIV5_GALLIA_TEXT_1">
			<Text>
				This small, central, Europan nation is a constitutional monarchy, ruled by House Randgriz, the hereditary sovereign of Gallia. The first ruling ancestor of the house, revered as the legendary hero of the ancient War of the Valkyrur, built a castle on the site of what is now the capital city Randgriz, establishing it as the seat of Gallian rule.

				Despite its size of only 38,567 sq. km and a population of just over 430,000, it boasts a rich and unique culture. The official currency is the Ducat (DCT).

				Internationally, Gallia is characterized by its policies of armed neutrality and universal conscription and is notable amongst smaller independent states for its success in declining to ally themselves to either of the warring superpowers that border it.
			</Text>
		</Row>
		<Row Tag="TXT_KEY_CIV5_GALLIA_HEADING_2">
			<Text>History</Text>
		</Row>
		[COLOR="Red"]<Row Tag="TXT_KEY_CIV5_GALLIA_TEXT_1">
			<Text>
				The nation was formally born in the 3rd Century, when Castle Randgriz was built and rule over surrounding areas began.

				When the Empire invaded Gallia at the turn of the 19th Century, the king renounced his crown, instead ruling over an autonomous region within the Empire as archduke. But as democratic movements swept western Europa, the archduke harnessed that energy in Gallia to push for freedom from the Empire, resulting in the War of Gallian Independence.

				Stretched thin between multiple fronts, the Empire was unable to maintain its hold, and the small nation rose as the independent Principality of Gallia, declaring neutrality and establishing a system of universal conscription.
			</Text>
		</Row>[/COLOR]
The second one is a repeat, and causes the game to reject and discard the entire GameText.xml file.

-----------------------------------------------------------------------------------------------------------

DataBase.log error message:
Code:
[282743.984] Database::XMLSerializer (XML/GallianMusic.xml): 'Row' or 'Delete' expected, got 'ScriptID'.
I'm pretty sure what you are using outdated tables for adding sound to the game, plus you have no <Row> -- </Row> wraps.

DataBase.log error message:
Code:
282743.984] Database::XMLSerializer (XML/GallianMusicDefines.xml): 'Row' or 'Delete' expected, got 'SoundID'.
Same as above.

See Making a custom Leader use Custom Music! (by Leugi) That's a tutorial I forgot to add to that post AgressiveWimp linked to.

-----------------------------------------------------------------------------------------------------------

DataBase.log error message:
Code:
[282746.203] Invalid Reference on Civilization_UnitClassOverrides.UnitType - "UNIT_GALLIA_MILITIA" does not exist in Units
[282746.203] Invalid Reference on Civilization_UnitClassOverrides.UnitType - "UNIT_GALLIA_EDELWEISS" does not exist in Units
You never added your Units.xml as an "<OnModActivated> -> <UpdateDatabase>"

-----------------------------------------------------------------------------------------------------------

These should be Import Into VFS = "true" and not "<OnModActivated> -> <UpdateDatabase>"
Code:
<UpdateDatabase>Music/Cordelia_Peace.mp3</UpdateDatabase>
<UpdateDatabase>Music/Cordelia_War.mp3</UpdateDatabase>
 
I made my custom civilization using kael's guide and it shows up on the mod page but when i go to select them as my civilization it's not there. Anyone have any idea why?:confused:
this is my first mod so i may have made a noob mistake. I also have absolutely no experience in coding
 
Yes, there are many, and I mean many possible reasons.
But there are two main problems with your request:
1. You've given us next to no information to diagnose your problem.
2. You have proceeded to hijack someone else's thread instead of creating your own in the main C&C forum.

Read through this. It has an in-progress list of common errors made by new modders (in-progress, so it may be confusing and incomplete, be forewarned) as well as a list of tutorials. I would point you towards whoward's logging and mod attachment tutorials - read them thoroughly and follow every step carefully. That link also has a list of a couple forum procedures for when you ask for help.

And after that, if you still can't figure out the problem, you can open up a new thread in the main forums with an attached mod at the ready for us to diagnose the issue.
 
kk thanks ill look through all this stuff. sry bout being noob with forums. I lterally just started doing this last weekend and i only signed up to this site yesterday
 
It's not so much of a problem really, it's just that when you post on this thread far fewer people who might be able to help you will see it. Plus we really can't help you without the mod to look at. There are just too many possibilities for what you may have done wrong. Posting the mod here as an attachment to a post is really no good either because you've still got the problem of "far fewer people who might be able to help you will see it".
 
I would suggest making a new thread in the main Creation & Customization forum detailing your issues and posting your mod code. That will get more people to see it and be able to help you.
 
Pretty much. It's at least a very, very good start, but of course it won't teach you absolutely everything you'll need to create every possible civ, but the, that's what we're here for.

It is out of date, although honestly I still haven't figured out what specifically needs to be revised. AFAIK it's mostly all still relevant.
 
I've been wanting to add altitude to the tiles, thus making them impossible to enter if there is to high difference from the one next to it, but also to be able to create more realistic maps, is this at all possible as a mod?
 
I've been wanting to add altitude to the tiles, thus making them impossible to enter if there is to high difference from the one next to it, but also to be able to create more realistic maps, is this at all possible as a mod?

Gameplay-wise probably, although it would require some complicated lua at a minimum. Graphically no, you couldn't really render the terrains 'higher' or 'lower'.
 
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