Noob asks the world for help

Apolodog

Chieftain
Joined
Apr 18, 2013
Messages
59
Hello there:D, I decided to make my own civilization in the game to have some laughs, but i think you can imagine how the whole process was for an inexperienced guy like me. Still, I pressed on and managed to at least take the civilization to the select menu, but here come the problems:

- I can choose my civilization via the adv.settings menu, but if I try to use the normal menu I can't scroll down.
- My custom leader picture, civ emblem, map picture and custom unit seem to work, but my custom building and the diplomacy picture don't.
- What the hell does this mean "no such table: ContentPackage.LocalizedText" and how can I fix it?
- Some city names appear with the typical TXT_KEY_BLABLABLA thing, maybe because some have a ', i don't know myself.

I am aware that there's a high probability that this questions were asked before and I apologize if this is true, but I would appreciate any kind of help you can give me. Thanks
 
I've encountered the first one before, are you sure you have two total custom units or buildings or more? Are you sure that they are working? Having less than that can cause the inability to scroll.
 
- I can choose my civilization via the adv.settings menu, but if I try to use the normal menu I can't scroll down.
- My custom leader picture, civ emblem, map picture and custom unit seem to work, but my custom building and the diplomacy picture don't.

First, you need to read whoward69's [G&K] XML data files for Standard Civilizations (inc DLC), yansa's [TUTORIAL] Preventing the "Only one modded Civ appears on the Select Civilization screen" issue!, and [TUTORIAL] DDS Texture (Image File) Creation and Usage for Beginners.

- What the hell does this mean "no such table: ContentPackage.LocalizedText" and how can I fix it?

First, congratualtions! You enabled logging.;) That's a good start. Unfortunately, you only asked about probably the most nondescript part of the error message. Since I assume you want to know what the problem is so you can fix it, you need to attach the mod file for us to peruse. See Post #4 of whoward69's XML template file thread. Since you mention your custom building isn't working (I assume you mean UB) and you are apparently getting an error in the log (I assume an XML one), you most likely have something wrong in the Buildings XML for your UB. It isn't loading because of the error, thus you don't have a UB for the civ, thus it "crashes" the quick select screen. Very common problem. :wallbash:

- Some city names appear with the typical TXT_KEY_BLABLABLA thing, maybe because some have a ', i don't know myself.

Did you make sure that the TXT_KEY matches in both places? Did you forget to add it in Language_en_US table as well? Do you mean you have an ' in the name? I don't think that matters as long as it's in the <Text>BlahBlah</Text> tag. Try taking it out and see if that fixes the problem. My guess is that your TXT_KEY doesn't match.

I am aware that there's a high probability that this questions were asked before and I apologize if this is true, but I would appreciate any kind of help you can give me. Thanks

And you sir, win the grand prize for a right answer! ;)
 
It's hard, when you know you are 'bothering' people with questions they've gotten before. But frankly, the documentation for the API is horrible, and the API itself is no prize. Just finding a tutorial, yet alone the right one, can be difficult. So 1) Don't feel bad if you get pointed to a tutorial, that's what they are for. 2) Mostly we just want to get the feeling the other person is making a real effort. We like to see files and progress from questions answered, etc.

Welcome :)
 
Thanks for helping people. An update on my situation: Solutions:
- Got my custom building and unit to work! yay! Turns out I missed a <Row> on the building text file, thanks for pointing it out.
- City Names fixed!
-Civ menu fixed! It got fixed along with the custom building.

Problems:
-My diplomacy picture still isn't working, but i'll read the tutorial and fix it
- Half into development I realized the Mod which files I used as a template were supposed to replace Austria from the civilizations. Realizing that, and not wanting to start over, I went along with it, but instead of replacing Austria I set the mod to replace England. The problem is that in the civilization select screen there are 2 of my custom civ. One is the correct one (with the name of my leader and civ) and the other one has the name of my leader, but the custom unit/building and the civ name of England.
- I changed all my leader dialogue, but most of the dialogue that shows on the diplomacy screen is some other leader's lines.
- The emblem for my civ works in the select screen, but at the domain loading screen it changes to a shield with some stars (the american emblem).

I don't think the issues with my more are rare, so post what you think is the most common error with this kind of files. I'll post the XML data eventually.

Thanks again for the help, I've being trying to realize my mistakes myself since I started (about 4 days ago) and it's certainly easier with other people more experienced in this stuff.
 
It's hard, when you know you are 'bothering' people with questions they've gotten before. But frankly, the documentation for the API is horrible, and the API itself is no prize. Just finding a tutorial, yet alone the right one, can be difficult. So 1) Don't feel bad if you get pointed to a tutorial, that's what they are for. 2) Mostly we just want to get the feeling the other person is making a real effort. We like to see files and progress from questions answered, etc.

Welcome :)

My apologies if I came across as a smart aleck. It wasn't my intent. I'm still very new myself. I just have more time on my hands to read through everything than most people I guess. That's why I've been working on the Newbie Guide in the tutorials section to try and update what Kael did originally and include some references that weren't available then. It's still very much a WIP but it will hopefully answer the more common questions. It's not that it's a 'bother' to answer them. It just gets kind of overwhelming for someone like whoward69 and others when they've already taken the time to answer them in detail in the tutorials.

Answers to most of the "easy" stuff can be found. It just isn't easy to go through the tutorials section and pick out which ones you should read first to get started in the right direction.
 
Hello there. I'm uploading my mod file here so that you guys take a look at it if you can. It's inspired on a Touhou mod I downloaded a while back, while I was changing the city names in the mod I decided to create a completely new one based on that Mod's files. Same problems, I hope we can find a solution so I can finally create a mod (yes, it's more about the fact of creating a mod than the mod itself :D). Cheers:goodjob:

EDIT: Fixed the diplomatic picture problem, but the leader still has other leader's dialogue
 

Attachments

Problems:
-My diplomacy picture still isn't working, but i'll read the tutorial and fix it

Yeah, you definitely need to do that because adding a new Diplo (LeaderScene) image is a big problem area because VFS didn't exist when Kael made his guide. If you don't know what I mean by VFS, there is your problem, ;). You have to include the image in the mod and make sure it's "Import into VFS" property is true. The image tutorial by whoward69 covers all of this. Another problem can be the wrong DDS compression or image size which he also covers.

- Half into development I realized the Mod which files I used as a template were supposed to replace Austria from the civilizations. Realizing that, and not wanting to start over, I went along with it, but instead of replacing Austria I set the mod to replace England. The problem is that in the civilization select screen there are 2 of my custom civ. One is the correct one (with the name of my leader and civ) and the other one has the name of my leader, but the custom unit/building and the civ name of England.

Sounds like you might have been better off starting from scratch with one of whoward69's templates. I think it's because you created a new custom civilization rather than replacing the England civilization with your's. You then have your civilization using Elizabeth and the existing England is also using Elizabeth but you changed the text in the TXT_KEYs for Elizabeth to your leaders info. That's why I don't really like replacing existing stuff. I'd rather just add something new and if I don't want the old one, delete it. You might get some XML errors because it is gone but you can work through those.

- I changed all my leader dialogue, but most of the dialogue that shows on the diplomacy screen is some other leader's lines.

Probably because you replaced Elizabeth.

Code:
- The emblem for my civ works in the select screen, but at the domain loading screen it changes to a shield with some stars (the american emblem).

For starters, you are missing the 80x80 and 32x32 icons for your civilization. I think when it can't find an icon size it resorts automatically to America which is the first one in the normal icon atlas. I've seen that when I've screwed up.
 
Sounds like you might have been better off starting from scratch with one of whoward69's templates. I think it's because you created a new custom civilization rather than replacing the England civilization with your's. You then have your civilization using Elizabeth and the existing England is also using Elizabeth but you changed the text in the TXT_KEYs for Elizabeth to your leaders info. That's why I don't really like replacing existing stuff. I'd rather just add something new and if I don't want the old one, delete it. You might get some XML errors because it is gone but you can work through those.

I see... i don't really care if I replace Elizabeth, so I'm gonna kick her out of the game, but to do that, I have to delete the England Files in the main game's directory, or do I have to change something on my own mod?

Also, what are the pixel sizes for 80x80 and 32x32?

Thanks for taking the time to read my files ;)
 
I see... i don't really care if I replace Elizabeth, so I'm gonna kick her out of the game, but to do that, I have to delete the England Files in the main game's directory

:eek: huh not only no, but HELL NO, ;)

, or do I have to change something on my own mod?

Yes, yes, and most certainly yes. But not yet.

I highly, highly, highly, highly, highly, highly recommend that you start over from scratch with whoward69's England template rather than trying to make this work. Trust me, it will be a lot less work and much less :wallbash: for the both of us in the long run. Start at the top of the civilization file, highlight the first _ENGLAND you see, hit CTRL-H, type _MAID in Replace with, and then hit Replace all. In the leader file, do the same but replace _ELIZABETH with _SAKUYA. Then go through both files and make sure you change all of the file references like:

<IconAtlas>MAID_ICON_ATLAS</IconAtlas>
<MapImage>MaidMap.dds</MapImage>
<DawnOfManImage>MaidDOM.dds</DawnOfManImage>
<ArtDefineTag>Sakuya_Izayoi_Scene.xml</ArtDefineTag>

and anything else I might have forgotten. You should already know what you changed.

Fill in all of your <Text> for the TXT_KEYs. etc.

Also, what are the pixel sizes for 80x80 and 32x32?

The icon and image tuts I linked should have all of that in there. You did read them by now, right? ;) I think they are 80x80=512x512 and 32x32=256x256. But doublecheck me.
 
:eek: huh not only no, but HELL NO, ;)



Yes, yes, and most certainly yes. But not yet.

I highly, highly, highly, highly, highly, highly recommend that you start over from scratch with whoward69's England template rather than trying to make this work. Trust me, it will be a lot less work and much less :wallbash: for the both of us in the long run. Start at the top of the civilization file, highlight the first _ENGLAND you see, hit CTRL-H, type _MAID in Replace with, and then hit Replace all. In the leader file, do the same but replace _ELIZABETH with _SAKUYA. Then go through both files and make sure you change all of the file references like:

<IconAtlas>MAID_ICON_ATLAS</IconAtlas>
<MapImage>MaidMap.dds</MapImage>
<DawnOfManImage>MaidDOM.dds</DawnOfManImage>
<ArtDefineTag>Sakuya_Izayoi_Scene.xml</ArtDefineTag>

and anything else I might have forgotten. You should already know what you changed.

Fill in all of your <Text> for the TXT_KEYs. etc.

Yep, I realized that so I'm already doing it, but i didn't know about the CTRL-H thing, awesome.


The icon and image tuts I linked should have all of that in there. You did read them by now, right? ;) I think they are 80x80=512x512 and 32x32=256x256. But doublecheck me.

I read them, but the reason I asked was that in the other Tutorial by whoward it says this exactly:
Resize it to 174 x 174 and save it as Dojo256.png
Resize it to 88 x 88 and save it as Dojo128.png
Resize it to 44 x 44 and save it as Dojo64.png
Resize it to 31 x 31 and save it as Dojo45.png

So I though that it was strange that 80x80 was 512x512, and 128 was 88x88. It's going smoothly for now, having all the files to copy/paste really shortens the amount of time I spend, so I guess it won't be long before I start testing :D.
 
Yep, I realized that so I'm already doing it, but i didn't know about the CTRL-H thing, awesome.

See, I told you it would be easier. ;)

I read them, but the reason I asked was that in the other Tutorial by whoward it says this exactly:
Resize it to 174 x 174 and save it as Dojo256.png
Resize it to 88 x 88 and save it as Dojo128.png
Resize it to 44 x 44 and save it as Dojo64.png
Resize it to 31 x 31 and save it as Dojo45.png

So I though that it was strange that 80x80 was 512x512, and 128 was 88x88. It's going smoothly for now, having all the files to copy/paste really shortens the amount of time I spend, so I guess it won't be long before I start testing :D.

He isn't talking about the canvas size which is what you are talking about, the canvas being the entire size of the image file. He is talking about resizing the individual icon file that will be dropped onto the icon atlas canvas background. Notice that he is saying the square of the circular icon should be sized to 174x174 for a 256x256 icon atlas because the little circle is about 174px in diameter. I think it's actually 172px but he has you make it a little bigger than the circle. The icon atlas canvass for 256x256 icons is a 2048x2048 image and should have 8 rows / 8 columns for a total of 64 icons numberd 0-63.
 
I'm closing in to the end! Thanks for all the help so far.
Everything seems to work without any sort of problem, the only thing that disturbs me is that I can't make the custom dialogue work :(. Here is the (almost) finished project. Thanks again.
 

Attachments

I'm closing in to the end! Thanks for all the help so far.
Everything seems to work without any sort of problem, the only thing that disturbs me is that I can't make the custom dialogue work :(. Here is the (almost) finished project. Thanks again.

Diplomacy text is still something I'm trying to figure out myself. I have it kind of sort of working in my mod but there is so much of it to do that I haven't gotten it all done and tested yet. Looking at your's, I will say that you need to be careful about the % for the TXT_KEY. You can have two TXT_KEYs that appear to be different but will actually both get used when you don't necessarily want them to be. Example:

<Row LeaderType="LEADER_SAKUYA">
<ResponseType>RESPONSE_GREETING_NEUTRAL_HELLO</ResponseType>
<Response>TXT_KEY_LEADER_SAKUYA_GREETING%</Response>
</Row>
<Row Tag="TXT_KEY_LEADER_SAKUYA_GREETING_1">
<Text>You sure are interested in us aren't you?</Text>
</Row>
<Row Tag="TXT_KEY_LEADER_SAKUYA_GREETING_POLITE_1">
<Text>Hello again, fancy a cup of tea?</Text>
</Row>
<Row Tag="TXT_KEY_LEADER_SAKUYA_GREETING_POLITE_2">
<Text>Hello, the Scarlet Maids are at your service.</Text>
</Row>
<Row Tag="TXT_KEY_LEADER_SAKUYA_GREETING_HOSTILE_1">
<Text>Not here to have tea I suppose?</Text>
</Row>
<Row Tag="TXT_KEY_LEADER_SAKUYA_GREETING_HOSTILE_2">
<Text>Maids! A pest has infiltrated the facility!</Text>
</Row>
<Row Tag="TXT_KEY_LEADER_SAKUYA_GREETING_HOSTILE_3">
<Text>Maids! Ready your weapons!</Text>
</Row>

Since the game sees the % as a wildcard, meaning "use any TXT_KEY that matches everything up to the %", your player might potentially see a polite or a hostile greeting when he should have only seen the neutral greeting. He or she assumes the AI loves them or hates them when in fact they could care less. Just something to watch out for when matching up TXT_KEYs. I usually double click the TXT_KEY in the response section and then use CTRL-F to find it every where that it appears in the actual text section. This helps me find potential problems like this.

I'm not sure if that answers your actual question or not. Are you getting any XML errors in the log? It is hard and time consuming to test diplomacy text unless you are using FireTuner. I haven't started to learn how to use it yet so I'm the wrong guy to ask. I know I will need to soon though for all of the testing I need to do.
 
Diplomacy text is still something I'm trying to figure out myself. I have it kind of sort of working in my mod but there is so much of it to do that I haven't gotten it all done and tested yet. Looking at your's, I will say that you need to be careful about the % for the TXT_KEY. You can have two TXT_KEYs that appear to be different but will actually both get used when you don't necessarily want them to be. Example:

<Row LeaderType="LEADER_SAKUYA">
<ResponseType>RESPONSE_GREETING_NEUTRAL_HELLO</ResponseType>
<Response>TXT_KEY_LEADER_SAKUYA_GREETING%</Response>
</Row>
<Row Tag="TXT_KEY_LEADER_SAKUYA_GREETING_1">
<Text>You sure are interested in us aren't you?</Text>
</Row>
<Row Tag="TXT_KEY_LEADER_SAKUYA_GREETING_POLITE_1">
<Text>Hello again, fancy a cup of tea?</Text>
</Row>
<Row Tag="TXT_KEY_LEADER_SAKUYA_GREETING_POLITE_2">
<Text>Hello, the Scarlet Maids are at your service.</Text>
</Row>
<Row Tag="TXT_KEY_LEADER_SAKUYA_GREETING_HOSTILE_1">
<Text>Not here to have tea I suppose?</Text>
</Row>
<Row Tag="TXT_KEY_LEADER_SAKUYA_GREETING_HOSTILE_2">
<Text>Maids! A pest has infiltrated the facility!</Text>
</Row>
<Row Tag="TXT_KEY_LEADER_SAKUYA_GREETING_HOSTILE_3">
<Text>Maids! Ready your weapons!</Text>
</Row>

Since the game sees the % as a wildcard, meaning "use any TXT_KEY that matches everything up to the %", your player might potentially see a polite or a hostile greeting when he should have only seen the neutral greeting. He or she assumes the AI loves them or hates them when in fact they could care less. Just something to watch out for when matching up TXT_KEYs. I usually double click the TXT_KEY in the response section and then use CTRL-F to find it every where that it appears in the actual text section. This helps me find potential problems like this.

I'm not sure if that answers your actual question or not. Are you getting any XML errors in the log? It is hard and time consuming to test diplomacy text unless you are using FireTuner. I haven't started to learn how to use it yet so I'm the wrong guy to ask. I know I will need to soon though for all of the testing I need to do.

As always, thanks for helping out. I made sure that the % is in the correct place so no more problems there. The issue is that none of the dialogue shows, it's replaced by generic dialogue. Maybe i'll have to learn to use the FireTurner :scan:. Here's my log, I don't see any problems with it. The civilization problem probably was caused by me playing my mod with RED's modpack, IGE, the other touhou mod, the historical religions mod and the earth map mod. The mod seems uploadable at least, the custom dialogue wouldn't make much of a difference when I upload it (the first greeting is working btw). The only thing i'm not sure is if my trait is working, how can you check that? (my trait has the bushido effect, meaning unit fight like they were complete even when damaged).
Thank for all the help:).
Spoiler :
[4816.593] no such table: ContentPackage.LocalizedText
[4821.164] no such table: ContentPackage.LocalizedText
[4826.234] no such table: Language_zh_CN
[4826.234] In Query - insert into Language_zh_CN('Tag', 'Text') values (?, ?);
[4826.234] In XMLSerializer while updating table Language_zh_CN from file Localization/IGE_ZH_CN.xml.
[4880.834] Validating Foreign Key Constraints...
[4880.834] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[4880.834] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[4880.834] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[4881.146] Invalid Reference on Civilization_Religions.CivilizationType - "CIVILIZATION_KOREA" does not exist in Civilizations
[4881.146] Invalid Reference on Civilization_Religions.CivilizationType - "CIVILIZATION_VISIGOTHS_MOD" does not exist in Civilizations
[4881.146] Invalid Reference on Civilization_Religions.CivilizationType - "CIVILIZATION_AKKADIAN_MOD" does not exist in Civilizations
[4881.146] Invalid Reference on Civilization_Religions.CivilizationType - "CIVILIZATION_TIMURIDS_MOD" does not exist in Civilizations
[4881.146] Invalid Reference on Civilization_Religions.CivilizationType - "CIVILIZATION_KIEVAN_RUS_MOD" does not exist in Civilizations
[4881.146] Invalid Reference on Civilization_Religions.CivilizationType - "CIVILIZATION_BENIN_MOD" does not exist in Civilizations
[4881.146] Invalid Reference on Civilization_Religions.CivilizationType - "CIVILIZATION_ANCIENT_LIBYA_MOD" does not exist in Civilizations
[4881.146] Invalid Reference on Civilization_Religions.CivilizationType - "CIVILIZATION_HITTITE_MOD" does not exist in Civilizations
[4881.146] Invalid Reference on Civilization_Religions.CivilizationType - "CIVILIZATION_MALI_MOD" does not exist in Civilizations
[4881.146] Invalid Reference on Civilization_Religions.CivilizationType - "CIVILIZATION_KONGO_MOD" does not exist in Civilizations
[4881.146] Invalid Reference on Civilization_Religions.CivilizationType - "CIVILIZATION_KILWA_MOD" does not exist in Civilizations
[4881.146] Invalid Reference on Civilization_Religions.CivilizationType - "CIVILIZATION_INUIT" does not exist in Civilizations
[4881.364] Invalid Reference on Leader_MinorCivApproachBiases.LeaderType - "LEADER_SEJONG" does not exist in Leaders
[4881.364] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_SEJONG" does not exist in Leaders
[4881.364] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_SEJONG" does not exist in Leaders
[4881.364] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_SEJONG" does not exist in Leaders
[4881.364] Invalid Reference on Leader_Flavors.LeaderType - "LEADER_SEJONG" does not exist in Leaders
[4881.817] Failed Validation.
 
...The civilization problem probably was caused by me playing my mod with RED's modpack, IGE, the other touhou mod, the historical religions mod and the earth map mod. ... The only thing i'm not sure is if my trait is working, how can you check that? (my trait has the bushido effect, meaning unit fight like they were complete even when damaged).

I wouldn't recommend you test with other mods enabled when you are just trying to get yours to work, unless your mod requires those mods in order to work. The exception would be when you get to a point that you are ready to test compatibility issues.

As for testing the trait, I think you can use FireTuner to place units and other "cheat" kind of stuff for testing. I haven't a clue how it's actually done. I haven't used FireTuner yet but need to learn I guess. Theoretically, you should be able to place one of yours and an enemy then whack him and see if Bushido works. :) Only thing I know to tell you.
 
Thanks for the help. With the exception of the custom dialogue replaced by generic dialogue, my mod work 100%, and if it doesn't, I'm sure someone will point it out and I can fix it. That said, I think its ready to be uploaded to the workshop so other people can test it and with the feedback they give me (I'm aware the internet is a harsh place so I'm fully prepared) I'll be able to perfect it if it's lacking in any way. Thanks for all the help, the first time is always the most difficult :wallbash:, but after you learn the basics the next time is (almost) always easier. :hatsoff::goodjob:
 
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