Yes I did, it's not there. Thanks for the reply though.
Some error in logs?
Yes I did, it's not there. Thanks for the reply though.
No errors that I could find, no. I will check again tonight just in case.Some error in logs?
<Resource_Consumption>
<Update>
<Where ResourceType="RESOURCE_HORSES"/>
<Set>
<CO2perkWh>2</CO2perkWh>
</Set>
</Update>
<Update>
<Where ResourceType="RESOURCE_IRON"/>
<Set>
<CO2perkWh>4</CO2perkWh>
</Set>
</Update>
<Update>
<Where ResourceType="RESOURCE_NITER"/>
<Set>
<CO2perkWh>6</CO2perkWh>
</Set>
</Update>
<Update>
<Where ResourceType="RESOURCE_ALUMINUM"/>
<Set>
<CO2perkWh>10</CO2perkWh>
</Set>
</Resource_Consumption>
When you use modd buddy, it prompts you to load Visual Studio (VS). If you load Civ V or BE-RT to prompt is for VS 2010, which is no longer available. There are over 50 VS apps. Which one(s) do I need to load? I assume that the apps for Civ VI would work for BERT.
Edit 2: Got it to work using a full replace line. Added the power line too for good measure, haven't tested it with it out yet.
That shouldn't matter. Making it dependent on GS would only disable the mod if GS is not enabled. As long as GS is active and the correct table is written to, dependencies shouldn't matter.Make sure you mod is dependent on Gathering Storm. Update on XP2 tables will work then.
INSERT INTO ModifierArguments (ModifierId, Name, Value)
VALUES ('PETRA_YIELD_MODIFIER', 'YieldType', 'YIELD_FOOD,YIELD_GOLD,YIELD_PRODUCTION'),
('PETRA_YIELD_MODIFIER', 'Amount', '2,2,1');
When you alter the contents of a modinfo file you also re-assert mod loading order since when all else is equal mods actions are loaded in the order the mods were enabled. But because of this auto-enabling, auto-updating of mods subscribed on Steam Workshop, and of the odd way code is loaded re starting a new game vs reloading a saved game, relying on the order mods were enabled is unstable, as is relying on the apparent Load Order linking that only seems to apply when Refereneces and Dependancies are added.I was trying to do updates on the Resource_Consumption table and the data would not changed when I ran CIV until I added the dependency.
Very very posible indeed. C:\Program Files (x86)\Steam\steamapps\workshop\content . Then if I were looking for a specific mod I would go to its steam page and copy the long number in the final section of its URL. Then I would put that number in the search box of my file browser and et voilà, you have found your mod.Is it possible to mod/edit mods downloaded through Steam? They don't show up on the mods folder where you would download a mod from CivFanatics to. Are they located elsewhere?
Additionally, if you plan on editing Steam mods understand that any changes you make will likely be overwritten when/if that mod is updated. It's a good idea to copy the Steam mod folder over to your regular Mods folder, rename it, then unsubscribe on Steam, then make your changes to the copied mod. You'll have to repeat this process if the mod is ever updated, but at least you'll have your changes saved and can update the newer version more easily.Is it possible to mod/edit mods downloaded through Steam?
I copy some mods from Steam and also change their ID. That way I don’t need to unsubscribe.It's a good idea to copy the Steam mod folder over to your regular Mods folder, rename it, then unsubscribe on Steam, then make your changes to the copied mod.