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Modding Question

Istyar

Chieftain
Joined
Jan 11, 2021
Messages
7
Hi.

This is my first mod in CIV VI. It should be a easy mod.

It's try to change the IMPROVEMENT_MISSION for the OUTBACK_STATION for the leader that use it in order to start with a easy change.

But it dosn't work.

And i don't know what i am doing wrong because it is only 3 lines of mod.

:(

Sorry.

Moderator Action: Moved to C&C. leif
 

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Looking at the ModInfo file, I don't believe your code is actually being executed.

In order for the code written in your SQL file to actually take effect, the game needs to read and execute it, either as a Front-End Action or an In-Game Action.

You can edit your ModInfo file directly, but if you are creating this mod through ModBuddy I would recommend amending it that way. You'll need to go into the Mod Properties and specify a FrontEnd Action of the type 'Update Database' and add your Civilizations.sql file to it. Then rebuild your mod and test again.
 
Thanks for your answer.

I think that i did that, but it doesn't work. Maybe i did it wrong again.

Civilizations1 use front-end option
Civilizationa2 use in-game option

I am a total newbie here.

:(

Sorry.
 

Attachments

Thanks for your answer.

I think that i did that, but it doesn't work. Maybe i did it wrong again.

Civilizations1 use front-end option
Civilizationa2 use in-game option

I am a total newbie here.

:(

Sorry.

How are you validating that it 'doesn't work', just out of interest?
 
I started a game and i searched for the civic Guilds that unlock the building. I think that It should appear with the new building.

When i changed the offical archive "civilizations.xml" in base/assets/gameplay/data the buiding appeared there.

I would like that you use that mod, maybe i am doing something wrong and it works.

Thanks.
 
Is it possible that you are starting your game without the necessary DLC activated? The TRAIT_CIVILIZATION_IMPROVEMENT_OUTBACK_STATION is defined in the Australia DLC. Therefore, for your mod to work, it is a prerequisite that the Australia DLC is active.

When I am back at my own PC later, I will certainly give your mod a try to validate the result I get when running it.
 
First, your UpdateDatabase Action has no LoadOrder setting so it might very well be attempting to load before the game actually adds the DLC

Second, this is not correct:
Code:
UPDATE CivilizationTraits
SET TraitType='TRAIT_CIVILIZATION_IMPROVEMENT_OUTBACK_STATION' 
WHERE CivilizationType= ('CIVILIZATION_SPAIN' AND TraitType= 'TRAIT_CIVILIZATION_IMPROVEMENT_MISSION' );
If it were to work it would be attempting to match to a CivilizationType value that was
('CIVILIZATION_SPAIN' AND TraitType= 'TRAIT_CIVILIZATION_IMPROVEMENT_MISSION' )
Alter to
Code:
UPDATE CivilizationTraits
SET TraitType='TRAIT_CIVILIZATION_IMPROVEMENT_OUTBACK_STATION' 
WHERE CivilizationType='CIVILIZATION_SPAIN' AND TraitType='TRAIT_CIVILIZATION_IMPROVEMENT_MISSION';

And it needs to be an InGameActions UpdateDatabase. (ie, an actual gameplay effect).

FrontEndActions are only used for the pregame setup menus, saved game reload menus, and for showing the "items" a player has as its uniques when selecting what player to use for a game. Once a person clicks "Start Game" or "LoadGame" everything thereafter is an InGameActions.
 
First, your UpdateDatabase Action has no LoadOrder setting so it might very well be attempting to load before the game actually adds the DLC

Second, this is not correct:
Code:
UPDATE CivilizationTraits
SET TraitType='TRAIT_CIVILIZATION_IMPROVEMENT_OUTBACK_STATION'
WHERE CivilizationType= ('CIVILIZATION_SPAIN' AND TraitType= 'TRAIT_CIVILIZATION_IMPROVEMENT_MISSION' );
If it were to work it would be attempting to match to a CivilizationType value that was
Alter to
Code:
UPDATE CivilizationTraits
SET TraitType='TRAIT_CIVILIZATION_IMPROVEMENT_OUTBACK_STATION'
WHERE CivilizationType='CIVILIZATION_SPAIN' AND TraitType='TRAIT_CIVILIZATION_IMPROVEMENT_MISSION';

And it needs to be an InGameActions UpdateDatabase. (ie, an actual gameplay effect).

FrontEndActions are only used for the pregame setup menus, saved game reload menus, and for showing the "items" a player has as its uniques when selecting what player to use for a game. Once a person clicks "Start Game" or "LoadGame" everything thereafter is an InGameActions.

Beat me to it - spot on, as always. A month-and-a-half hiatus from the world of Civ VI modding has left me very rusty, too. Thanks @LeeS for accurately helping this user more efficiently than I.
 
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