[GS] Workshop mods and load order

Hormagaunt

Warlord
Joined
Oct 3, 2010
Messages
212
I'm having some inconsistent problems with Civ6's workshop mods. It was suggested that this might be due to the order in which they're being loaded. This provides these questions:

1) How do you see what order mods are being loaded in?
2) What determines that order?
3) Is it possible to do something (select them or whatever) to adjust that order?
4) Has someone created a mod or an editor that allows fiddling the order?

Any suggestions / help would be appreciated.

Moderator Action: Moved to C&C. ~ LK
 
Last edited by a moderator:
I'm sure someone more knowledgeable will be along to answer this, but to get you started:

1) As far as I can tell, things load in the order they're shown in modding.log. Mods themselves don't have a load order, individual components within the mod may or may not have one set. If a load order isn't specified, my understanding is that the game loads it when it loads it. This might cause issues depending on what the mod does.

2) The <LoadOrder> tag in the .modinfo file determines it. Lower values load first. A partial example from Merrick's Austria mod:

Code:
<UpdateDatabase id="NewAction">
      <Properties>
        <LoadOrder>5</LoadOrder>
      </Properties>
      <File>Core/Austria_GameDefines.sql</File>
      <File>Core/Austria_Uniques.xml</File>
      <File>Core/AustriaTrait1.sql</File>
      <File>Core/Austria_Moments.sql</File>
      <File>Core/Support.sql</File>
      <File>Core/Austria_NamedPlaces.xml</File>
    </UpdateDatabase>

3 and 4) you'd have to manually edit the .modinfo file in your preferred notepad app to change the order.
 
Thanks for the info.

So the log shows what order they actually loaded in.
The <LoadOrder> tag in each mod's MODINFO file shows what the creator's intended priority is.
And the only way to change who goes when is by editing the MODINFO files and changing that value.

And and, if making changes, save the changed values somewhere (like a spreadsheet) so that if an update rolls through and sets the value(s) back, I can reset them.

Nope, nobody more knowledgeable came along so you're the expert, you lucky sod.
 
You could do what I do - make your own mod with the changes you want and set the file(s) with a higher load order than any of the other mods you're using. That way your mod simply updates the values that you want altered; in general, updates wouldn't matter as far as your numbers were concerned because the higher load order of your mod would over-write them. It would only really break if a modder made a significant change to the mod that affected the ~thing~ you were changing.

This can get complicated if you're always changing which mods you use, because then you're going to get booted back to the error screen. You'll have to make some kind of manual change when you do that. As an example, I run the Great Believers mod and as far as I can tell, it doesn't correctly give great believer points to the shrine replacements that a couple of modded civs add. I have to manually comment / un-comment part of the file depending on whether or not I decide to play a game with those civs.

There may be a way to put this all into the code so the game figures it out automatically but I have no knowledge of it.
 
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