Gort
Emperor
- Joined
- Nov 7, 2010
- Messages
- 1,518
No worldbuilder, no DLL source code, nothing. Why do they even call it "SDK" if there's nothing useful in it?
I was wondering this. What can we do now that we couldn't do before?
No worldbuilder, no DLL source code, nothing. Why do they even call it "SDK" if there's nothing useful in it?
I was wondering this. What can we do now that we couldn't do before?
Any idea how difficult it would be? I've never done lua editing before. Could there be a mod for Civ 5 that adds new types of city states that I could check, provided that lua editing hasn't changed much compared to Civ 6?I think that might be doable with lua... maritime city states, that is.
Anyone tried the fbx importer yet. I had a couple of goes and all I got was this. Looks
Mlike we are going to need some templates before we can start modding units.
Yes there are 3d assets but they are not exportable that I can see so I don't know how to get them into blender. I tried to open in NexusBuddy given they are just renamed gr2 files but it crashed. Tried grnreader and that did not work either.Are there no 3D assets in the files? The update desc says that the Development Assets include models.
Any idea how difficult it would be? I've never done lua editing before. Could there be a mod for Civ 5 that adds new types of city states that I could check, provided that lua editing hasn't changed much compared to Civ 6?
Yeah, building a new sub-class was my intention. I've looked through the Civilizations.xml and Leader.xml files and most stuff is defined there. Suzerain bonuses, capital/district boosts for each type and general information (like names). Colors are defined in Colors.xml for each type of city state. Creating new city states should work largely using those as a base. There's just the TypeProperties table in Civilizations.xml that includes lines like this:It depends what you want them to do. I have not tried, but I think you create a civilization modeled on a vanilla city state, and then create modifiers or use lua to give it the attributes you wish. I have not tried, but creating a city state should not be more difficult than any other civilization. What do you want your maritime city state to do? If it's a specific city, it could likely be created without creating a subclass of maritime city states. I am less certain about creating a whole class of city states called Maritime Cities... I was thinking more about an individual city.
I'm likely speaking out of my depth at this point.
<Row Type="CIVILIZATION_AMSTERDAM" Name="CityStateCategory" Value="TRADE"/>
Yes there are 3d assets but they are not exportable that I can see so I don't know how to get them into blender. I tried to open in NexusBuddy given they are just renamed gr2 files but it crashed. Tried grnreader and that did not work either.
I found out how to change Features in game, can anybody tell me how to change terrain? it seems bugged.
local iGrassMountain = GameInfo.Terrains["TERRAIN_GRASS_MOUNTAIN"].Index
TerrainBuilder.SetTerrainType(pPlot, iGrassMountain)
Appears the banana is mute.....Now let see what this banana has to say...
I found out how to change Features in game, can anybody tell me how to change terrain? it seems bugged.
Have you figured out a way to fix this??Seems I won't be uploading my mods to the Workshop any time soon. ModBuddy won't build the simplest of mods (even their own examples) as I get "escapedValue" cannot be null every time.
And to top it off the uploader crashes with no error when I select the modinfo to upload, so can't even put up my existing released packages
I think that the AssetEditor tried to whisper something to me, but I don't speak that langage...Appears the banana is mute.....
So do I have to download "Development Assets" to get ModBuddy to work? I'm not sure what I'd get out of it and it says its a whopping 28GB! That's gonna take a long time to download.
In order to reduce the download size for modders who do not require these assets, they have been moved into their own separate Steam Tools entry.
These assets are stored in "Sid Meier's Civilization VI Development Assets.
ModBuddy will attempt to auto-discover these assets but may have trouble if they were installed to a custom location. From within ModBuddy, navigate to Tools->Options->Civilization VI and set the 'Civilization VI Assets Path' to the root folder of the assets.
By default, this is usually:
C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI SDK Assets