Quick Modding Questions Thread

Hi all, I'm new here, sorry if my question is stupid. Does anyone have templates for creation of new civilization/leader/building/unit etc... that are compatible with Gathering Storm version? If yes can please share. Thank you :)
 
Hello , I have a prety simple question. So I want the Yamato battleship to be implemented with it s own look in the place of the battleship. I've seen that there already is a model for the yamato and it just needs to be put in the game . So my question is if anybody here could do this cause I lack any knowledge with modding and just can't do it. I'd absolutely be willing to pay for help with this mod.
 
Anyone that know how to make modded civs start in their true start location on a world builder made map ?
 
Hey! I've returned to civ modding recently and while updating my tweaks from pre-GS state I encountered a certain problem: "DARK_AGE_SCORE_BASE_THRESHOLD" and few similar values concerning golden ages does not update in database. Does GS DLC overwrite them? Do I need to change load priority in my mod properties or do something else?
 
As a general rule in order to get mod code to load after GS you need a LoadOrder setting in your mod's individual Actions. Anything higher than 0 usually works but I'd advise something more like 500.

Using a LoadOrder setting in the properties of the Mod at the top of the modinfo file does not work, and has no longer done so since a few patches ago. The LoadOrder needs to be within the Properties of the individual Actions.
 
That was it. Moving LoadOrder into Actions did the magic. Thanks.
 
So, I don't know what I'm doing wrong, and I feel like the answer is going to be pretty simple, but the following code isn't working for me at all.

Code:
    <Building_YieldChanges>
       <Update>
           <Where BuildingType="BUILDING_RESEARCH_LAB"/>
           <Set YieldChange="6"/>
       </Update>
   </Building_YieldChanges>
   <Building_YieldChangesBonusWithPower>
       <Update>
           <Where BuildingType="BUILDING_RESEARCH_LAB"/>
           <Set YieldChange="10"/>
       </Update>
   </Building_YieldChangesBonusWithPower>
   <Building_CitizenYieldChanges>
       <Update>
           <Where BuildingType="BUILDING_RESEARCH_LAB"/>
           <Set YieldChange="2"/>
       </Update>
   </Building_CitizenYieldChanges>

I'm essentially trying to double the research labs effectiveness. When I get into the game, the Research Lab give no unpowered Science, and the powered Science is only 5. WTH. The only think I can think of is that is conflicting with the Expansion changes...
Also, I tried using <Replace> commands instead and the game wouldn't load.
 
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I changed the above code to this (below) and it worked:
Code:
    <Building_YieldChanges>
        <Delete BuildingType="BUILDING_RESEARCH_LAB"/>
        <Row BuildingType="BUILDING_RESEARCH_LAB" YieldType="YIELD_SCIENCE" YieldChange="6"/>
    </Building_YieldChanges>
    <Building_YieldChangesBonusWithPower>
        <Delete BuildingType="BUILDING_RESEARCH_LAB"/>
        <Row BuildingType="BUILDING_RESEARCH_LAB" YieldType="YIELD_SCIENCE" YieldChange="10"/>
    </Building_YieldChangesBonusWithPower>
    <Building_CitizenYieldChanges>
        <Delete BuildingType="BUILDING_RESEARCH_LAB"/>
        <Row BuildingType="BUILDING_RESEARCH_LAB" YieldType="YIELD_SCIENCE" YieldChange="2"/>
    </Building_CitizenYieldChanges>
 
Without seeing what it is that you actually did, and what errors if any you had, can't really comment on why it wasn't loading. But, there shouldn't be any reason why it wouldn't work. Actually, looking at what you were wanting to accomplish (doubling the science yield changes), simple update statements for the
YieldChange columns would have sufficed.
 
Yeah, I'm not sure what was wrong, but I got it working now, even if the methods aren't ideals.

I do have another question though. Now, this might seem weird, but here me out.
I want to create a policy that says "Increase growth rate in all cities by 120%. Reduce is growth rate by -20% for every city in your empire"
Modifier Type or something that references the number of the player's cities that I can assign a "-20" value to or something? I'm not finding one.
 
Sorry for a question that is below modding, but I'm absolutely stuck.

Is it not possible to change XML files anymore? From Civ5 on I am used to "tweak" the XML files, since I find it much more rewarding to play a modified deity instead of regular king. But since Rise and Fall any change in civilizations.xml, for example, is simply ignored. Do I have to do something in order to get them into the database?

I tried looking into similar mods, like "For Mother Russia". But that one failed with the popular error "one or more mods failed to load content".

Then I tried making mods with ModBuddy. They could be enabled, but also had no effect. One was based on an empty template with just a couple of <CivilizationTraits>. I try to add the "Mother_Russia" trait to Germany, because with that one I can see the effect immediately when founding the capital.

Similar with New Civilization startup mod. That creates a leader Jasper Kitty. I would expect that I can select him right away when creating a new game. But no.

Did I miss something totally fundamental? Is there a tutorial which covers that? I started with raen's Modding Tool & Basics, but that didn't give me any more ideas.
 
You can still directly edit the game's XML files if desired. But with the Expansions, the data within the base game files are often partially or completely re-written by the Expac, so changing the Base Game (ie, Vanilla) files will often seem to have no effect when running Rise and Fall or Gathering Storm. In order to be sure you are editing to the data loaded by the expac you would have to look into and make alterations as necessary in either of folder
Code:
C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\DLC\Expansion1\Data
or folder
Code:
C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\Data

The error of "one or more mods failed to load content" when running Rise and Fall or Gathering Storm usually means the mod (or mods) are not updated for changes made by the various patches or by the expansions themselves. Some mods are simply orphaned because the mod author is no longer modding or has as yet not been able to figure out how to make the mod compatible to the expansions.

They could be enabled, but also had no effect.
This is often the result of improper procedure in Modbuddy either in the UpdateDatabase actions are not being used properly or else there is no LoadOrder setting and the mod is loading before the Expansion Code is loaded into the database, with the result that code of the mod is either wiped over by the Expansion or xml "Update" commands have nothing to update when they execute because the thing they are attempting to update as yet has not been added into the game's database.

The Jasper Kitty example mod doesn't work correctly with the expansions as I recall from last time I looked into the issue.
 
Having an issue with a policy I'm trying to make.
I'm trying to get a policy to provide defensive strength to every city the player has with high population size
Code:
<Types>
       <Row Type="POLICY_SM_TALL14" Kind="KIND_POLICY" />
   </Types>
   <Policies>
       <Row PolicyType="POLICY_SM_TALL14" Name="LOC_POLICY_SM_TALL14_NAME" Description="LOC_POLICY_SM_TALL14_DESCRIPTION" PrereqCivic="CIVIC_NATIONALISM" GovernmentSlotType="SLOT_MILITARY" />
   </Policies>
   <PolicyModifiers>
       <Row PolicyType="POLICY_SM_TALL14" ModifierId="POLICY_SM_TALL14A_MODIFIER" />
       <Row PolicyType="POLICY_SM_TALL14" ModifierId="POLICY_SM_TALL14B_MODIFIER" />
   </PolicyModifiers>
   <Modifiers>
       <Row ModifierId ="POLICY_SM_TALL14A_MODIFIER" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_OUTER_DEFENSE" SubjectRequirementSetId="SM_TALL14A_REQUIREMENT" />
       <Row ModifierId ="POLICY_SM_TALL14B_MODIFIER" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_OUTER_DEFENSE" SubjectRequirementSetId="SM_TALL14B_REQUIREMENT" />
   </Modifiers>
   <ModifierArguments>
       <Row ModifierId="POLICY_SM_TALL14A_MODIFIER" Name="Amount" Value="1" />
       <Row ModifierId="POLICY_SM_TALL14B_MODIFIER" Name="Amount" Value="2" />
   </ModifierArguments>
   <RequirementSets>
       <Row RequirementSetId="SM_TALL14A_REQUIREMENT" RequirementSetType="REQUIREMENTSET_TEST_ALL" />
       <Row RequirementSetId="SM_TALL14B_REQUIREMENT" RequirementSetType="REQUIREMENTSET_TEST_ALL" />
   </RequirementSets>
   <RequirementSetRequirements>
       <Row RequirementSetId="SM_TALL14A_REQUIREMENT" RequirementId="SM_TALL14A_REQUIREMENTID" />
       <Row RequirementSetId="SM_TALL14B_REQUIREMENT" RequirementId="SM_TALL14B_REQUIREMENTID" />
   </RequirementSetRequirements>
   <Requirements>
       <Row RequirementId="SM_TALL14A_REQUIREMENTID" RequirementType="REQUIREMENT_CITY_HAS_X_POPULATION" />
       <Row RequirementId="SM_TALL14B_REQUIREMENTID" RequirementType="REQUIREMENT_CITY_HAS_X_POPULATION" />
   </Requirements>
   <RequirementArguments>
       <Row RequirementId="SM_TALL14A_REQUIREMENTID" Name="Amount" Value="10" />
       <Row RequirementId="SM_TALL14B_REQUIREMENTID" Name="Amount" Value="15" />
   </RequirementArguments>
As you can see, I'm trying to get a city to provide a +1 defensive strength bonus if it has a pop of 10 or greater, and then another +2 defensive strength if it has a pop of 15 or greater (total of +3).
But I tested it and it isn't working at all. Any reason why?
 
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You can still directly edit the game's XML files if desired. But with the Expansions, the data within the base game files are often partially or completely re-written by the Expac, so changing the Base Game (ie, Vanilla) files will often seem to have no effect when running Rise and Fall or Gathering Storm. In order to be sure you are editing to the data loaded by the expac you would have to look into and make alterations as necessary in either of folder C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\DLC\Expansion1\Data or folder C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\Data

Thank you so much for your response, LeeS. I really appreciate your help for a noob.

Right now I still have no clue where the game really gets the game data. I grepped through the whole Civ data for appearances of "Germany". The sql files are rather small. So where? Not in the DLC data. That was of course my very first idea when it started, and I disabled Rise and Fall. And now again I tried without both DLCs. And I look into the DLC xml files I can only see definitions for the new civilizations and features.

However, after you mentioned the DLC I tried something with success. I added <CivilizationTraits> to Expansion1/2_Civilizations_Major.xml. First I got "one or more mods failed to load content", but only if I added the traits to the Expansion1 file. When I add them to Expansion2 (only) those traits are actually listed, and Mother_Russia will work. My main goal is achieved. :banana:

I would still like to change one or 2 parameters to existing objects. Like making Hansa a bit cheaper. Adding a copy of that definition in Expansion2_Districts_Major.xml of course will fail. So I tried a <DistrictReplaces> from Hansa to Hansa1 (copy of Hansa). Seemed to work as well, however the artdef for Hansa1 does not appear, but I think that should be solvable as well.

So I could be happy? Not really. I'm aware that this is probably nothing but a hacky work-around, which might fail with the next expansion. But as long as I don't know anything better...
 
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