My Mod wont work after patch, help please: TXT_KEYs are showing up

Riker13

King
Joined
Nov 9, 2001
Messages
859
Location
UK
Hi All,

Just downloaded new patch as been away for a while, now my Mod that I made has TXT errors and the leader graphics wont work.

What did they do to make these faults.

Any help would be great.

Regards

Riker13 :crazyeye:
 
Its all a bloody nuisance, I was having fun playing my own little mod.

Do Firaxis even know there is a problem to fix, they are very quiet?
 
Hi,

I suggest to check this topic, very helpful:

http://forums.civfanatics.com/showthread.php?t=403062

Some changes were made in the patch in the leaders and the civs, the most common issues are:

1) In modbuddy click on your graphics file , go to properties and set the "Import into VFS" to "True". This is required to enable your files.

2) Changes in the leader files:
<DenounceWillingness>7</DenounceWillingness>
<DoFWillingness>4</DoFWillingness>
<Loyalty>4</Loyalty>
<Neediness>4</Neediness>
<Forgiveness>5</Forgiveness>
<Chattiness>7</Chattiness>
<Meanness>7</Meanness>

<Row>
<LeaderType>LEADER_ALEXANDER</LeaderType>
<FlavorType>FLAVOR_NUKE</FlavorType>
<Flavor>7</Flavor>
</Row>

3) In case there are duplications there will be issue with the mod, for example I had these lines twice in my mod and it didn&#8217;t work:
<Row Tag="TXT_KEY_CITY_NAME_HUNCENT1">
<Text>Buda</Text>
</Row>

Creativus
 
Creativus,

Many thanks for the heads-up, I will do as you suggest and report back later.

All the best.

Riker13 :crazyeye:
 
Well after 3 more hours going over a few things it still will not load up, it just will not show up on the MOD screen.

They are going to have to lock me up in a small padded room soon if I dont get this going :crazyeye:
 
Well after 3 more hours going over a few things it still will not load up, it just will not show up on the MOD screen.

They are going to have to lock me up in a small padded room soon if I dont get this going :crazyeye:

Did you check if database.log displays anything?
 
I checked with my database.log. It shows (what's CivilianAttackPriority?):

[7074.614] Validating Foreign Key Constraints...
[7075.347] Failure to check references for foreign key Units(CivilianAttackPriority).
[7075.347] no such table: CivilianAttackPriority
[7075.347] Failed Validation.
[7075.799]

-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 274312 2345544
PageCache: 3204 3938
LookAside: 31 1802
Scratch: 0 1

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

Largest Allocations:
Malloc: 65280
PageCache: 1160
Scratch: 5104

Prepared Statements:
Current: 3
------------------------------
 
Ok nothing out of the ordinary. CivilianAttackPriority is used in units, I'm not sure why database.log shows this since the last patch but it's normal
 
This is my Database.log

[38516.102] constraint failed
[38516.102] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[38523.167] Validating Foreign Key Constraints...
[38523.885] Failure to check references for foreign key Units(CivilianAttackPriority).
[38523.885] no such table: CivilianAttackPriority
[38523.885] Failed Validation.
[38524.244]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 269192 3364968
PageCache: 2785 4982
LookAside: 31 1802
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 0 2997440
Scratch: 0 0

Largest Allocations:
Malloc: 65280
PageCache: 1160
Scratch: 6640

Prepared Statements:
Current: 3
------------------------------
 
Ok looks like I have the Icons back but still having no joy with the TXT.

Example. TXT_KEY_LEADER, TXT_KEY_CIVILIZATION and TXT_KEY_TRAIT

All not working.

Sing along with me.....Im going slightly mad, la, la, la :crazyeye:
 
Ok nothing out of the ordinary. CivilianAttackPriority is used in units, I'm not sure why database.log shows this since the last patch but it's normal

Yes. The same MOD has no problem in displaying the text things before the patch:cry:
 
Every time I download a civilization, 9/10 will pop up as TXT_KEY_LEADER_(Name of leader) - TX _KEY_CIV_(Name of Civ)_SHORT_DESC

Well that pops up on everything, but fitted for the thing, like if it's a you unit it gives the details in the name. Well, I can play as the nations, however none of the buttons will pop up, as in the 'Build City' 'Move' etc., on the left don't show up at all. So far the only nations that work are Canute with the Vikings and the Confederacy. Please, help I'd really like to get back to playing as the Celt.
 
hey,

srry if this is in the wrong section or has been posted already (it probably has).

i have been playing Civ 5 since it was released and i am starting to get a little bored so i decided to get some mods from the community. I used the mods from the in-game mod section and i have downloaded and installed them correctly. I then activate them and then play with, for example the Scottish Civilization, but i have tried with others and it's all the same. It comes up with the programming, eg. TXT_KEY_UNIT..... and so on. I have tried renaming the Civ, but it doesnt really do anything. Do any of u know how i could fix this? thnx

again, srry if this has already been posted, i am rubbish with programming etc. but im good with computers for basic use.
 
Well i thought i would take a quick look at this problem since it is causing problems and i have the solution.

Basically this is all due to duplicates in the text files, as someone mentioned earlier, taking the scot mod as an example, the Edinburgh city name is already in the game by default so adding this:

<Row Tag="TXT_KEY_CITY_NAME_EDINBURGH">
<Text>Edinburgh</Text>
</Row>

is going to cause a problem since now the game has two version of this TXT_KEY_CITY NAME_ there are two solutions to this

1. check and make sure you don't duplicate

or

2. use something like the following in the text.xml

<Row Tag="TXT_KEY_CITY_NAME_MYMODNAME_EDINBURGH">
<Text>Edinburgh</Text>
</Row>

So that when you are creating new civilization and adding city names you can write

<Civilization_CityNames>
<Row>
<CivilizationType>CIVILIZATION_SCOT</CivilizationType>
<CityName>TXT_KEY_CITY_NAME_MYMODNAME_EDINBURGH</CityName>
</Row>
</Civilization_CityNames>

This way you never have duplicate TXT_KEY_ names, this can also be done for any TXT_KEY_ name

Also make sure you are using the VFS to true on graphics etc.

Happy modding :)

(Picture attached to show the scot civ working properly)
 

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Thanks FiresForever I will give this a go now and report back later.

Regards

Riker13 :crazyeye:
 
This is confusing, just looked at the Byzantine mod which does have duplicates and that works fine?

:confused:
 
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