Questions about modding CivIV.

Joined
Sep 15, 2006
Messages
511
Do you have to use the SDK or World Builder to mod? From looking in the manuel it looked like you could edit the XML and Python binding with out the SDK. How do you acsees and mod things such as the Python binding and the XML?

Thanks for any help.
 
ClassicThunder said:
Do you have to use the SDK or World Builder to mod? From looking in the manuel it looked like you could edit the XML and Python binding with out the SDK. How do you acsees and mod things such as the Python binding and the XML?

Thanks for any help.

The short answer is that you only really need to edit XML to mod. But I strongly suggest you check out the tutorials section. I know several community members put a lot of time into making those guides, and they're really quite good.
 
Wyz_sub10 said:
The short answer is that you only really need to edit XML to mod. But I strongly suggest you check out the tutorials section. I know several community members put a lot of time into making those guides, and they're really quite good.

Thanks but folder CustomAssets which is where I believe moddable files should be, has subfolders but they're all empty. Where are the moddable xml documents?
 
You need to copy the files that you want to mod into those directories from the assets directory... You should never modify the original files. In fact, let me save you some time.
1) Right click on the Assets directory
2) Select "Properties"
3) Mark the Read-Only attribute so you have a solid check
4) Hit the "Apply" or "Ok" button

I don't know how many people have made the mistake of modifying the original files directly only to have to reinstall the entire game over again.
 
ClassicThunder said:
Thanks but folder CustomAssets which is where I believe moddable files should be, has subfolders but they're all empty. Where are the moddable xml documents?

I would recommend against using Custom Assets - that folder applies changes to the basic game. It's easy to delete but will cause problems whenever a patch comes out.

The best way to make a mod is to make a new folder under 'Mods' (call it "My Mod' or whatever). Then copy the XML files you want to change (preserve the directory structure) and then edit them.

In the tutorials, find the one on adding a new civ. That gives a great overview to many of the main XML files.
 
TheLopez said:
I don't know how many people have made the mistake of modifying the original files directly only to have to reinstall the entire game over again.

I know I've done it. Many of times. I still do. In fact, I'm still in need of a reinstall from screwing up a few days ago.

One thing I've found that helps (but not always, obviously) is to keep the names of the folders in your mod's folder lowercase (use 'xml' rather than 'XML', and 'units' rather than 'Units'). The game can still read it, and when you're browsing a folder thinking it's your mods and go to change something, you might pick up the fact that the folders are lowercase and something tells you to double-think what you're doing.
 
Back
Top Bottom