Quick Modding Questions Thread

pretty sure middle is for medieval and late is for industrial
 
When I look at the folder containin the graphics, some folder do not contain the main nif file.

e.g. "infantry_fx.nif" and no "infantry.nif"

Is it safe to point the art file at the former ? or do I need to copy the former as "infantry.nif"
 
I have been sorting through the models and am getting annoyed with the "Gloss" models overlays. When I view the models is Nifviewer they are way to shiny and look unrealistic.

Why is "gloss" included and if it is not required how do you remove it from the model, so I get a more realistic looking model.
 
Any help would be appreciated

Here is what it looks like
 
I don't know if my questions are considered quick or not. I would appreciate a reference to the proper thread if it's off-topic here.

What should I do to add a description to an added map script option? To add some descriptions under the <Civ4GameText> tag? Is it enough to just put a valid XML file with necessary descriptions into "Assets\XML\Text" directory of a mod or a BtS itself or should I add the descriptions to one of existing files?

Also, if the added file has been successfully parsed then will there be a log record in the "Logs\xml.log" file using detailed log?
 
I don't know if my questions are considered quick or not. I would appreciate a reference to the proper thread if it's off-topic here.

What should I do to add a description to an added map script option? To add some descriptions under the <Civ4GameText> tag? Is it enough to just put a valid XML file with necessary descriptions into "Assets\XML\Text" directory of a mod or a BtS itself or should I add the descriptions to one of existing files?

Also, if the added file has been successfully parsed then will there be a log record in the "Logs\xml.log" file using detailed log?

You can create a new text file in your mod in Assets/XML/Text. Name it uniquely so it won't overwrite the original text files, like YourModName_Text.xml. It easy if you just copy one from the original game to your mod, rename it, remove all entries and then add your own ones. And if you have added it succesfully, you should find it in "Logs\xml.log".
 
I discovered after a year or so of modding that I should turn Python Debugging and Civ Logging on. Are there any other basic settings I should also turn on, that would make analysis or errors easier.
 
Brilliant !!! ... One of the most important ones too! ... I was getting annoyed previously with my Mod and my changes not seaming to be taking effect, until I cleared my Caches and sometimes even rebooted.
 
I am starting to work on a simple mod for practice, mostly XML, first I am trying to get a blank slate, but I get error because of missing references and stuff. Mostly, it is because BtS has different/larger Schema than Vanilla and there appear to be no BtS version of certain files, such as Traits, does it exists somewhere or is it coded beyond XML and then would I have to add the new pieces in the scheme to the Vanilla XML if I want to modify it?

Edit: Hahaha! I totally forgot that Warlords existed since I went from Civ 4 to BtS with Warlords included. Thanks.
 
If the BTS doesn't have the file you're looking for, then it's loaded from older version. So then check Warlords and if it doesn't have it, it must be in Civ. And if it's not there chack again what you're looking for. :p
But the rule is, that you must use the most up to date files.
 
I'm no modder but i still wish to customize my game a bit. I have a simple question: how can i interchange different existing unit graphics? For example, what have i to do if i want the marine to look like the SEAL, and the SEAL like the marine? I assume i just have to edit a few xml lines since i don't have to add new content, but i don't know which lines are the correct ones.

I've read myseld through various tutorials, and i'm pretty sure the answer is somewhere there, but i can't find it...
 
The art is mentioned in the files in the XML\art folder.
So, if you look at ArtDefines_Units, it should be relativly easy.
You can find there entries for the marine, the navy seal, and every other unit.
If you want to exchange their look, then exchange everything in these entries.
 
Or just swap the art defines in the unit definition in CIV4UnitInfos.xml - its less stuff to change.
Give the marine the art define used by the navy seal.
Give the navy seal the art define used by the marine.
Done.

The only disadvantage to this is that the names of the art defines no longer match the unit using them.
 
I am looking at creating combined arms units as shown in this post. Is there a limit to the number of units I can place in a square (i.e. a limit in the iGroupsize variable). If not, then it will simply be a matter of ensuring the number is visually appropriate. e.g. I am consider using a 3 infantry to represent a division - 6 infantry with a machine gun, a corps and 9 infantry, 2 machine guns and an artillery piece, to represent an army. As can be seen on the image in the post above the infantry appear to be in scale to the tank.
 
OK ... I have a Core i7 with a HD 4870 card ... so it will impact those with less specs. I may make an Units XML file available for those users will lower specs.
 
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