Need a bit of help with first test mod!

Massimo636

Chieftain
Joined
Apr 8, 2009
Messages
13
Location
Massachusetts
I've decided to attempt to learn how to do some mods for CIV 5. My first mod was going to be very simple, to change some values in the Tech Tree. As a test run I made an XML file and in it changed Pottery to 500 science (and a couple other early techs) just to run the game with the mod on and see if it worked. Well, Pottery required 125 turns to complete so I did the updates in the XML correctly apparently, buuuut.
The strange thing is when I click on the TECH TREE button where it shows you the graphical tree, nothing happens. (This only happens with my mod loaded.) Mind you I did not edit any art or any other files. My mod consists merely of one tiny XML file with a few lines of code, changing the cost of a few techs. Anyone have any ideas why this is happening? Thanks for any help!
 
so when you click on your technology in the main UI or the tech tree button it does not bring you to the technologies panel?

and you only changed cost and nothing else correct?
 
Usually when a part of the UI fails to show up it means there was some kind of error while loading it. Make sure logging is enabled (config.ini, LoggingEnabled = 1) then check the lua and xml logs in My Games/Civ5/Logs.

Might shed some light on the problem, hopefully :)
 
@Shiggs, yes, I only changed cost.

@Cope - I did what you said and looked at the log and found this in there.

[210719.380] Runtime Error: [string "Assets/UI/InGame/TechTree/TechTree.lua"]:736: attempt to index field 'CloseButton' (a nil value)
[210719.380] Runtime Error: Error loading Assets/UI/InGame/TechTree/TechTree.lua.

and

[210724.559] Runtime Error: [string "Assets/UI/InGame/TechTree/TechTree.lua"]:557: attempt to index local 'thisTechButton' (a nil value)
[210727.991] UnitFlagManager: gridPosX, gridPosY: 30,12
[210728.006] Runtime Error: [string "Assets/UI/InGame/TechTree/TechTree.lua"]:557: attempt to index local 'thisTechButton' (a nil value)
[210732.686] ProductionPopup: AdvisorControl could not be found

I'm not sure what that means exactly or what could be causing it though.
 
<GameData>
<Technologies>
<Update>
<Where Type="TECH_POTTERY"/>
<Set Cost="500"/>
</Update>
<Update>
<Where Type="TECH_OPTICS"/>
<Set Cost="106"/>
</Update>
<Update>
<Where Type="TECH_PHILOSOPHY"/>
<Set Cost="133"/>
</Update>
<Update>
<Where Type="TECH_HORSEBACK_RIDING"/>
<Set Cost="133"/>
</Update>
</Technologies>
</GameData>





That's the whole mod.
 
Oh, wow... I just noticed my mod file is named TechTree.xml which is what they named the LUA file for the graphics... That must be it.
 
Yep, that was the problem. I would have never figured that out if I didn't learn how to check that log. Thanks, guys! Now onto bolder attempts perhaps...
 
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