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Short Civilization 5 file structure overview

Discussion in 'Civ5 - Modding Tutorials & Reference' started by Afforess, Sep 13, 2010.

  1. Carl5872

    Carl5872 Prince

    Joined:
    Sep 3, 2008
    Messages:
    776
    Location:
    Mentor, Ohio
    Can someone teach me how to download and play a mod for civ 5?
     
  2. Civ Fuehrer

    Civ Fuehrer Eat, Sleep, Mod

    Joined:
    May 8, 2008
    Messages:
    1,227
    Location:
    CA, USA
    From CFC:
    Download the zip and unpack the civ5mod folder to Documents/My Games/Sid Meier's Civilization 5/MODS/

    after you put the folder there installation and/or downloading from the game hub here.
     
  3. Arrorn

    Arrorn Chieftain

    Joined:
    Jan 9, 2010
    Messages:
    25
    Location:
    Michigan, USA
    Thanks Afforess! Probably took a bit of time. :p
     
  4. teejing

    teejing Chieftain

    Joined:
    Sep 28, 2010
    Messages:
    62
    Hi everyone ,

    so i am just starting to learn about c++ and i thought well, cannot be so hard to change some values in civ5.
    Well for someone who knows nothing it actually becomes pretty confusing.

    So i am asking for a rough guideline on how to create a mod in general.

    The actual change i want to try out is just reducing building maintaining cost to 0, so i would just replace this one value for every building. I got notepad++ and could already change the values, but how should i do it? Can i just copy the xml file, change values, rename it "mod" and put it into a "mod" folder?

    If you guys could give me some steps that would be nice. The details i can google/learn myself, hopefully

    thx in advance , and sorry for posting in the obvouisly wrong thread, but i felt so empty elsewheres.
     
  5. Dancing Hoskuld

    Dancing Hoskuld Deity

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    Canberra, Australia
    Yes it is the wrong thread, but have you seen this new thread? Modders Guide to Civilization V. It contains a PDF about modding in Civ V.
     
  6. teejing

    teejing Chieftain

    Joined:
    Sep 28, 2010
    Messages:
    62
    Thanks a lot, i wasnt able to find/google it. :goodjob:
     
  7. Deliverator

    Deliverator Graphical Hackificator

    Joined:
    Feb 12, 2008
    Messages:
    4,681
    Location:
    London, UK
    Probably should also mention the Art Defines XML files which are inside the FPK files:

    civ5artdefines_citybuildings.xml
    civ5artdefines_eventeffects.xml
    civ5artdefines_improvements.xml
    civ5artdefines_landmarks.xml
    civ5artdefines_landmarktypes.xml
    civ5artdefines_overlay.xml
    civ5artdefines_sv_features.xml
    civ5artdefines_sv_improvements.xml
    civ5artdefines_sv_resources.xml
    civ5artdefines_sv_terrain.xml
    civ5artdefines_sv_units.xml (*)
    civ5artdefines_unitmembers.xml (*)
    civ5artdefines_unitmembertemplates.xml
    civ5artdefines_units.xml (*)
    civ5artdefines_viseffectmodels.xml
    civ5artdefines_viseffectparticles.xml
    civ5artdefines_viseffects.xml
    civ5artdefines_wonders.xml

    * - Dealt with in Kael's modding guide

    Some of these have XSD schema definitions:

    civ5artdefineschemas_unitmembers.xsd
    civ5artdefineschemas_units.xsd
    civ5artdefineschemas_wonders.xsd
    civ5artdefines_viseffects.xsd

    For added consistency, the fog color and terrain textures seem to be defined by these CSV files:
    fogcolor.csv
    terraindef.csv
     
  8. ChaK_

    ChaK_ Chieftain

    Joined:
    Oct 3, 2010
    Messages:
    28
    Anyone knows what is related to tech tree here?

    I've been deleting some futur tech, but as soon as I delete some tech from the modern era everything :):):):)s up, table breaks and tech disapear....
     
  9. The_J

    The_J Say No 2 Net Validations Retired Moderator Supporter

    Joined:
    Oct 22, 2008
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    32,155
    Location:
    DE/NL/FR
    Thanks, added to the OP.

    And sorry for the delay, i don't have much time to look in here (and no clue about it).
     

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