Short Civilization 5 file structure overview

Can someone teach me how to download and play a mod for civ 5?

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.
 
Thanks Afforess! Probably took a bit of time. :P
 
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.
 
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.

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.
 
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
 
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....
 
Probably should also mention the Art Defines XML files which are inside the FPK files:

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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