techathon
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Ignore this post. NOW!
what dds format do you use? Do you save in GIMP by doing uncompressed + default?
I'd just like to point out that it's probably a very good possibility that the reason we don't have the tools right now is that there have been a couple of patches already, and just maybe, maybe Firaxis wants a stable code release of Civ5 out in the real world prior to releasing the mod tools.Doesn't do us any damn good if they don't give us the tools. Why weren't they made available upon release? Idiots. Sid Meier didn't touch this game. I refuse to believe it. This game is so screwed up it'll take the modders a good six months to make something nearing enjoyable. Every day they hold these tools back (for whatever reason, I mean they obviously released the game before it was ready why not the SDK) is a day the modders can't use to break this game down to it's most basic components and build it back up so it's somewhere near as good as Civ IV.
Right now... it's horrid. Have you tried playing online? Try it. And if that doesn't piss you off... try for a few hours to make a mod. Oh wait you can't...
I want to scream and throw my laptop. I want to cuss out anybody even remotely involved in the creation of this monster, including you DALE.
And yet, I'm still playing it. There is SO much potential. So much potential. PLEASE let us fix this. Dale, I hope your tools are as amazing as you say. I'm very excited for that.
Make your own in a graphics program, import via Nexus, create a mod via ModBuddy and add your Nexus exported graphic, run.![]()
Tools aren't relesed yet, they'll be there sometimes next week
you will find them in steam tools section under the name "Sid meier's Civilization V SDK"
Huh? Nexus? Broken? How do you open these graphics files? I see atlases (atlai?) mentioned in xml files that don't seem to exist and FPK and DDS files that don't open.
I'm wondering this too. I know many people already have the Mod Buddy thingy but I've got some XML modifications I'd like to test right now. There has to be a way to do it without having to wait until next week.until the tools are out the only way to mod something is to mess with the original files (which I obviously won't do!)??
or can I set an arbitrary mod id just to test it?
I may get back to you in a few days, need to finalize design first.
Main thing at this point is coming up with names....
I'm wondering this too. I know many people already have the Mod Buddy thingy but I've got some XML modifications I'd like to test right now. There has to be a way to do it without having to wait until next week.
I just want to cut road maintenance in half.![]()
While I tend to think my only talent in Creation and Customization is helping brainstorm for ideas, I'm getting the impression this is something you're keeping close to your chest, so I won't pry. I'll just say I'm looking forward to whatever you come up with. You definitely seem excited to be working on whatever it is you're working on, so I'm excited to find out what it is.
EDIT: James009, I can't help you on that, but, after you do it, let me know how big of an impact it has. I'm thinking about making it an Inca UA.
That'd be awesome, but the thing is... if the MD5 hashes work like I think they do, every tiny change to the files themselves will require a hash change as well. Meaning mods more complex than single-value tweaks (like a custom civ as opposed to just changing road maintenance) would have the author pestering you for hash updates as the package's debugged and tinkered with during testing.As I said, PM me the files and I'll likely be able to build them for you. If it's already in the mod format, it's even easier.
Just have a bit of info for me: Mod name, author names (if more than you), special thanks, description, website (if applicable), and version number.
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Could you generate the MD5 on your own? I'm guessing that's possible with some third-party applications, but the question is how!my little mod seems to load correctly with a fake ID.
but I've used the real MD5 for the files.
That'd be awesome, but the thing is... if the MD5 hashes work like I think they do, every tiny change to the files themselves will require a hash change as well. Meaning mods more complex than single-value tweaks (like a custom civ as opposed to just changing road maintenance) would have the author pestering you for hash updates as the package's debugged and tinkered with during testing.
Would you mind that?
Could you generate the MD5 on your own? I'm guessing that's possible with some third-party applications, but the question is how!![]()