Mods won't work!

Aivas

Chieftain
Joined
Oct 12, 2010
Messages
6
Hey, I've tried to install a mod I made to add a Civ, but it won't actually add the Civ... I have done all the steps detailed in Kael's tutorial and I can install it and enable it, but it doesn't actually work... I've tried other mods too, and they won't actually work either...

HELP!
 
I can download mods, install them, and enable them, but when I go to actually play with the mods activated by using the single player in the mod section, they don't actually change things...

My mod that I'm working on is a Korea and Sejong addition with UUs, a UB, and everything. But all that happens is that it lists all the proprietary civs/leaders thrice...
 
My mod that I'm working on is a Korea and Sejong addition with UUs, a UB, and everything. But all that happens is that it lists all the proprietary civs/leaders thrice...

Same here: I can choose the Mod in Civ5 but my created Civ doesn't show up. One of you fanatics allready take a look on the files, but still no success. Im sure, I did somthing stupid simple wrong, but... what? So some sort of soution would be helpfull to me as well.
 
There's an important thing to add in a mod for it to work which is explained in the page 32 of Kael's guide:

OnModActivate - UpdateDatabase - XML/yourfile.xml

Without this part your mod won't load anything.

The end of your civ5mod file should looks like something like this when done correctly:
Code:
 <Actions>
    <OnModActivated>
      <UpdateDatabase>XML/Buildings.xml</UpdateDatabase>
      <UpdateDatabase>XML/BuildingsClasses.xml</UpdateDatabase>
      <UpdateDatabase>XML/GameText.xml</UpdateDatabase>
    </OnModActivated>
</action>

with, of course, different filenames (i took this example from my own building addon).
 
I dunno HenryMCVII, with you mod, I actually took them all piece by piece and remade the mod from scratch myself... I know for sure I did all the Action stuff correctly, and it still didn't work. So it appears there is actually a problem with your XML somewhere, perhaps a missing table or something, I'm not certain, I just glanced through it. Everything I saw appeared correctly, but I suppose there could be a missing table/misspelling that I overlooked.
 
I have thusfar gone through checking my files against Kael's guide three times... I have done all of modbuddy but the last four sections... What might I be missing?

Can I give my files to someone for them to check maybe?
 
Its hard to tell honestly.

I would start out simple, make a mod that only changes a warrior's speed to 3 or something, so you know that your changes are working.

Then create a simple Civilization,no custom art, or leader, just re-use firaxis stuff.
Then add a leader,
see, small steps, makes it easier.

go back and check its working after each step...

Then once you are more comfortable adding 5 civs at a time will seem like cake work.
 
Did you click "Build"? This packages the mod up and put's it in your mod folder.

That isn't in Kael's guide either and it took me a moment to realize that. I had been simply copying the mod folder manually into the Mods directory, but this does that for you and also must do some other setup. Though maybe this isn't the same thing after all since the game never even recognized it for me when I was doing it that way.

There's some sort of debugger that reads from a debug database that should tell you whether or not your mod is activated. I've not used it yet though...

If you figure it out, post back here and let us know what it was...
 
I'll give it up for now. Its much harder then it was in Civ4, and I miss tutorials for the mod buddy and so on. Its simply frustrating when working for hours and get nothing for this. Not even an error message. Simply Nothing. :(
 
Nah, it's actually a lot easier than Civ 4 it's just different because Civ 5 doesn't read data directly from XML files like 4 did. Civ 5 uses SQL database tables where Civ 4 used XML files, Civ 5 uses XML files to make SQL statements more readable, when the game loads the XML is parse to create a database table containing all of that info. For us this means we can apply changes without having to change any original files (with some exceptions). For example, I can disable all of the original civs with what? 6 lines of XML or so, or one basic SQL statement. To do the same in Civ 4 required a modified (and large) XML file.

The beauty with this setup is that my changes to the game database can exist with or without your changes to the database. I also means I can distribute a large, complicated mod in multiple pieces so you can enable what you like and not what you don't and when it comes time for updates I only have to update the parts that change, not the entire set of them. Yeah, that last bit goes against the populatiry of releaseing large compilations of small mods but it's a new concept for Civ modders so that's to be expected.

So, like Shiggs suggested earlier, start small and add a few pieces at a time. Once you do one thing that works you'll know what you have to do and it'll be easy to catch when you inevitably mess something up and break it. My first modding attempt changed the hit points of units and cities, then I added some changes to combat XP gains followed by some tweaks to the AI rules. Each step was small so it was easy for me to catch it when I messed something up (which I did, several times) and now I can add and remove things easily.

It's really a slick setup once you get comfortable with it.
 
Sorry, I am frustrated, and I think its easy ... errr ... easy to understand: I was working step by step that Example tutorial, but it isn't load. Thats nothing about "easy" - or maybe im just blond.


Nah, it's actually a lot easier than Civ 4

So, like Shiggs suggested earlier, start small and add a few pieces at a time. Once you do one thing that works you'll know what you have to do and it'll be easy to catch when you inevitably mess something up and break it.

Anyway, to me your quotes dont go with eachother: How can it be "a lot easier" but in same time harder to learn and harder to keeping track of whats going on? I call this more complicated: I have to do more steps for getting an mod working. So the pattern of the modding may be more mod friendly (this is your "a lot more easy"). But its not more easy to learn/to do, just becouse there are a lot more steps to do. And each of this steps may generate mistakes. Just lok this thread: "Did you put the actions in?" "Did you hit the "build?" "There is some kind of debuger, but I dont know how it works" ... easy? Hm, to me easy is something different then this. Easy to me means... hm... intuitive.

Once I learned it may be easy, but everything is easy once I have learned it.
 
Just lok this thread: "Did you put the actions in?" "Did you hit the "build?" "There is some kind of debuger, but I dont know how it works" ... easy? Hm, to me easy is something different then this. Easy to me means... hm... intuitive.

Once I learned it may be easy, but everything is easy once I have learned it.
It's easy, it's just different from what most people here are used to. The old "put this file here and that file there" steps have been replaced with "put the actions in and press the build button." You name the files what you want, create the directory structure that you want and you can all but ignore how Firaxis or any modder does it, heck you can even get away with using a single file for most XML changes if you really want to. The mod actions allow you to do things like disable specific changes for testing without having to mess around with the files themselves. Different? Yes, certainly. Complicated or more difficult? Definately not.
 
Thats your point of view and its about what I said abouve: the pattern, the structure is more mod friendly. But still not easy in my eyes. Im just a casual user, with less experience in modding or scripting. May I send you my files for taking a look on that and find the mistake? - it should be easy to you.
 
I personally think its a pain in the ass compared to modding civ4, but still similar enough that I feel comfortable with it already. I know it can be frustrating, I've had some problems modding civ4 that took me weeks and months to solve, but once you get the hang of it, its really not that bad.

We are after all, only editing data, it could be much worse, like actually writing real code.
 
I had a lot of troubles getting my own-made mods to work, until I noticed I hadn't added the "/" at the end of a lot of <modify> elements. Perhaps you're doing the same thing?

For instance:

Code:
<Update>
	<Set LostWithUpgrade="true">
	<Where Type="PROMOTION_MUST_SET_UP">
</Update>

doesn't work, but

Code:
<Update>
	<Set LostWithUpgrade="true"/>
	<Where Type="PROMOTION_MUST_SET_UP"/>
</Update>

does. Everything built and installed fine with the first, but nothing worked, of course. I'm sure all the programmer types are going "duh" but there you go.
 
Alright, I'm going to UL my entire project folder so that people can look and maybe find the error and also so people can suggest changes...
 

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