Silly, Question, but how does one Make a Mod?

Bill Bisco

Callous Calling
Joined
Apr 28, 2007
Messages
590
Alright in no particular order?

1. For a Steam Install, where are the files that the game uses so I can start modifying them?

2. How do I actually make a Mod for the game and start tweaking?

Thanks,
Bill
 
Alright in no particular order?

1. For a Steam Install, where are the files that the game uses so I can start modifying them?
All of the asset files can be found in the Assets directory...
 
bAH, I'm sad now! :cry: I've been trying to mess with Removing techs, but unlike Civ4 I don't get error messages with Civ5 and am getting crashes.

Curious, is there readable debug file that would enable me to figure out why I had a CtD?
 
Do we know of any special way on how to make the game stay playable while also making mods playable?
Empire TW has a strange feature where you adjust the start script to load different packs, but that won't work here as the files are more decentralized.

I want to make a trial run mod of the demo to see what mod ideas would fit core Civ5 the best.
 
The mod browser has a simple on/off button for installed mods. Make each idea into a separate mod, then by turning them on/off (the green tick on the right of the mod) you can combine any combinations into the game. :)
 
Is the mod browser accesable through the demo version?
I doubt it, but just checking.

(If this is answered before in a stickied thread, just give me a facepalm picture.)
But, how does one access the mod browser?
 
In the main menu select MODS then BROWSE (don't know if it's in the demo).
 
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