Quick Modding Questions Thread

You're looking in the correct spot, yes?
Well, no, but the Cache folder with the .log files are in "..\Documents\My Games\Sid Meier's Civilization VI" for me. I've logged off the PC for now, but I'll look into "C:\Users\*username*\AppData\Local\Firaxis Games\Sid Meier's Civilization VI" when it's morning here
 
Trying to debug my mod, looked in Modding.log and Database.log, but I'm not sure how to debug further. What I assume is my error is
Code:
[3533987.958] UpdateDatabase - Loading custom.sql
[3533987.958] Warning: UpdateDatabase - Error Loading SQL.
[3533987.958] UpdateDatabase - Loading custom.xml
[3533987.958] Warning: UpdateDatabase - Error Loading XML.

Is there a way to dig deeper and figure out which SQL/XML is causing the errors?
 
Cross-reference the timestamp on the Database log with the Modding log. That'll help narrow it down.
Database.log has comparatively very few entries - none at the same timestamp. The closest ones are:

Modding.log
Code:
[3533987.958] UpdateDatabase - Loading custom.sql
[3533987.958] Warning: UpdateDatabase - Error Loading SQL.
[3533987.958] UpdateDatabase - Loading custom.xml
[3533987.958] Warning: UpdateDatabase - Error Loading XML.

and from Database.log
Code:
[3533988.010] [Gameplay]: Validating Foreign Key Constraints...
[3533988.033] [Gameplay]: Passed Validation.

Is this what I'm looking for?
 
These are customized files for YnAMP, yes?
Might be. I did have it installed, but I disabled it to see if that made a difference. Is there another log file that I need to look in?

They're located in ...\Documents\My Games\Sid Meirt's Civilization VI\Logs
 
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Hello,

in team games every time a player completes a tech/civic the other team players get the corresponding eureka. Any Idea how to prevent this by modding? Watched through all the files and found a lot of "boost" related settings. However, I lack an idea how to disable this mechanic.

Thanks in advance for any ideas/hints.
 
Hello, guys.
Is there any possible way to edit mods' Names and descriptions?
I suppose these data saves in other database - Mods.sqlite (not DebugLocalization.sqlite).
Also it's suppose to be that every mod have it's own database or something.
 
modinfo file can do it
I tried to put translations or edit exist texts in my mod's .modinfo, but it doesn't work. It seems what happens in .modinfo file works only for one mod.
For example, even if one mod it declares and uses LOC_MPH_TITLE
In another mod if I try to show LOC_MPH_TITLE - nothing will happen.
 
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Hey guys,
I'm having a problem with the clicking on & off a unit's radius. For Example anytime I attempt to click on units (no matter how far away they are) the same unit is always activated. Did I explain that clear enough? The same unit is always activated. I'm being told it might have something to do with the 'Value of Bounding Sphere' I'm super new to nifscope. Can someone walk me through how to adjust the value?
 

Attachments

I am having some absolutely impossible to understand issues with my mod.

It seems to me like changes are implemented or not implemented pretty much at random. Changes to districts, for example, are working fine, whether they're cost updates or additional benefits. Similarly, some cost changes to buildings (e.g. Art Museum) are working fine, while others (e.g. Zoo) don't work at all, and where the cost changes to e.g. the Archaeologist are present, nothing I do seems to affect the ranged strength of the Saka Horse Archer.

They can't be syntax issues, as I've checked and re-checked the syntax at least a dozen times by now, and even went through the effort of copy-pasting the syntax from elements I knew were working, and I am completely at a loss what the non-functional changes may have in common.

Possibly of note: I created most of this mod back in March 2022. At the time, I did not notice any issues with it, although it's possible that I just didn't realize some building cost adjustments weren't going through. I then didn't work on it until recently (last week or two), where I first couldn't get the Saka Horse Archer change to work, and now can't get any changes to the Zoo to work. However, it can't just be a matter of not properly updating the mod, as I could add a change to the cost of a Warrior just fine, and my adjustments to the Aqueduct and Sewer are also present in-game.

I'm running the mod without any other mods active, and I even tried disabling all DLCs (except Gathering Storm, which is a requirement for the mod and is supposed to always load before it as a result), but that didn't resolve things either.

Does anyone have any ideas on what else could be the cause?

EDIT: In addition to the above, I have now found (at least) one change that is not functional, when I know it was previously functional. I have checked, and yes, the mod is listed as active.

EDIT2: Welp, I figured it out. Some syntax that I believed was correct was in fact not correct, and the game would stop reading the mod's files after that line.
 
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I do have another question now though: How do I remove a certain property, such as the area of effect of buildings like the Zoo?

I tried using "<Delete BuildingType="BUILDING_ZOO" RegionalRange="6"/>", but this seems to break the entire building - as is not entirely surprising considering LeeS's modding guide warns against deleting things in primary tables, but I don't know how else I can adjust this. And I don't want to just change the range to 0, as that way I assume it can still gain regional effects through certain Great People and city states.
 
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