Possible to change XML files without modding?

Amateurmodder

Chieftain
Joined
Dec 1, 2014
Messages
3
Location
San Francisco
Is there a simple way to make changes to XML files without delving into modding or using the Civilization 5 SDK? I am just trying to change the "CIV5HandicapInfos.xml" to be a little more forgiving on the Immortal difficulty (I am getting crushed on Immortal but Emperor is way too easy). I used "textedit" to make changes to the file but it doesn't reflect the changes in the game. Not sure if it's relevant, but I am running the game on MAC OS X.
 
Moderator Action: Moved to Creation & Customization
 
On windoes PC you can alter the Firaxis-made XML files, but it is generally not a good idea. Not sure on Mac whether it is possible to do or not. But some XML "things" are only loaded into your game when you do new game set-up, and so changes to them will have no effect mid-stream of a game.
 
Welcome to CivFanatics :) It is indeed possible to edit the game's .xml files, and the changes you make affect the game. But you probably made a common mistake by editing the vanilla version of a file, while you need to edit the expansion version - if you use BNW, and assuming that the paths are the same on PC and Mac, these XML files are in assets\DLC\Expansion2\Gameplay\XML. In case a file doesn't exist in the expansion folder, the vanilla version is used.
 
PawelS is likely correct. I keep forgetting that people mistakenly look in the "Vanilla" folder instead of the "Expansion2" or "Expansion" folders. Not sure how things are organized on a Mac, but on Windows PCs the file paths are:

G&K Stuff: C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion\Gameplay\XML

BNW Stuff: C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion2\Gameplay\XML

Vanilla Stuff: C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\Gameplay\XML

Hope that gives you some idea where to look on your Mac.
 
Thanks PawelS! I'm happy to be here, and you are absolutely right that I was making the mistake of editing the Vanilla files! I just spent a ridiculous amount of time trying reverse engineer a mod that tweaked difficulty but even that mod made the mistake of changing only the Vanilla files. I should have just come here first!

LeeS, things are pretty much the same on Mac, but unfortunately ModBuddy isn't supported on MAC OS X. Thanks!
 
I just spent a ridiculous amount of time trying reverse engineer a mod that tweaked difficulty but even that mod made the mistake of changing only the Vanilla files.

Actually mods don't change the original XML files, they change the content of the game's database. So they refer to a table in the database (HandicapInfos in this case), not to a particular file.
 
I have made 1 XML change and that is just to remove the line of text that prevents StoneWorks being built on plains
 
PawelS, so are you saying that a mod can refer to an XML file (even though there are up to 3 versions of the same file in different locations, assuming you have Vanilla, G&K, and BNW) and potentially work with all the builds? I haven't actually created a mod yet but it would be interesting to understand the process.
 
so are you saying that a mod can refer to an XML file
No mod can refer to XML files from other mods.
XML files' main function in mods is to provide instructions for the game what needs to be changed in its database.

The game uses and refers to SQLite database* for almost everything. The only time when XML files from the mods are reffered to by the game, is when you choose MODS option in the game's menu. Then the game reads data/values from those XML files and writes those settings to the database.


* on PC such database is stored in:
Documents\My Games\Sid Meier's Civilization Beyond Earth\cache\
 
PawelS, so are you saying that a mod can refer to an XML file (even though there are up to 3 versions of the same file in different locations, assuming you have Vanilla, G&K, and BNW) and potentially work with all the builds? I haven't actually created a mod yet but it would be interesting to understand the process.

Yes, it can modify the database regardless of the expansions and DLCs you're using. Although there can be incompatibilities in some cases, as expansions use some new database tables and columns (XML tags) that aren't used in the vanilla game.
 
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