Getting Custom Race (in Mod Folder) to show up in game

There is probably something obvious which I have missed.  But as I noted in a different thread, I'm having a hard time getting my custom race mod showing up in the game.  I understand that Mod support was "turned on" in .80.  So I thought I'd try my hand to see how it would go.

I have tried to create a mod by building the xml based off the Terran entry in the program file FactionDefs.xml.  My file is called FactionDefs_New.xml.  It is in Documents/My Games/GalCiv3/Mods/NewFactionMod/Game.  I do not have any other mod files... just this one.  And I am not certain why it does not work.  (There should be no conflict between using Terran things without much modification because when you create a custom race from within the game, you can select all terran things, such as logos, Sol Star system, etc.)

I've seen others doing a little race modding. Maybe someone can point me in the right direction?  (I'm gonna feel so stupid if this is something obvious....) 

--------------

<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<FactionList
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="../Schema/FactionDefs.xsd">

<!-- FactionDefs_New.xml -->

 <Faction>
  <InternalName>FACTION_NEW</InternalName>
  <DisplayName>Test</DisplayName>
  <DisplayNameShort>Test</DisplayNameShort>
  <LeaderName>Test</LeaderName>
  <Description>Test</Description>
  <LeaderDescription>Test</LeaderDescription>
  <RaceType>Major</RaceType>
  <PersonalityTraits>Neutral</PersonalityTraits>
  <PersonalityTraits>Expansionist</PersonalityTraits>
  <PersonalityTraits>Scientific</PersonalityTraits>
  <RaceTraits>EngineersAbility</RaceTraits>
  <RaceTraits>ColonizersAbility</RaceTraits>
  <RaceTraits>Productive2</RaceTraits>
  <RaceTraits>Adventuresome2</RaceTraits>
  <RaceTraits>Likeable2</RaceTraits>
  <RaceTraits>Fast2</RaceTraits>
  <RaceTraits>Organized2</RaceTraits>
  <RequiresHomeworld>true</RequiresHomeworld>
  <HomeStarSystem>StarterSereneSystem</HomeStarSystem>
  <StartingShips>ColonyStaticBlueprint</StartingShips>
  <StartingShips>SurveyStaticBlueprint</StartingShips>
  <StartingShips>ScoutStaticBlueprint</StartingShips>
  <TechTree>Terran_Tree</TechTree>
  <ShipCallsign>FACTION_TERRAN_Callsign</ShipCallsign>
  <LogoImage>RaceLogo00.png</LogoImage>
  <LeaderThumbnail>GC3_DL_Bradley_Small.png</LeaderThumbnail>
  <NewsRobotMovie_Approach>Terran_ResearchAdviser_Approach.bk2</NewsRobotMovie_Approach>
  <NewsRobotMovie_Idle>Terran_ResearchAdviser_Idle.bk2</NewsRobotMovie_Idle>
  <StartupImage>StartGameTerran.png</StartupImage>
  <StartupTitle>Test</StartupTitle>
  <StartupDescription>Test</StartupDescription>
  <StartupTraitsDescription>Test</StartupTraitsDescription>
  <MapColorDef>TerranMapColors</MapColorDef>
  <UIColorDef>TerranUIColors</UIColorDef>
  <FactionMoviesFGDef>TerranMoviesFG</FactionMoviesFGDef>
  <FactionMoviesBGDef>TerranMoviesBG</FactionMoviesBGDef>
  <FactionMusicDef>TerranMusic</FactionMusicDef>
  <Material1>GC3_Ship_Material_01</Material1>
  <Material2>GC3_Ship_Material_02</Material2>
  <Surface1>GC3_Default_Surface_01</Surface1>
  <Surface2>GC3_Default_Surface_02</Surface2>
  <Appearance>GC3_Terran_Appearance</Appearance>
  <ShipStyleSet>TerranShipStyleSet</ShipStyleSet>
  <CreditsInit>3000</CreditsInit>
  <WarEnduranceInit>90</WarEnduranceInit>
  <DefaultResistance>0.5</DefaultResistance>
  <InfluenceTallyInit>10</InfluenceTallyInit>
  <StartingColonyPopulation>10</StartingColonyPopulation>
  <AICategoryWeight>
      <Military>16</Military>
      <Growth>8</Growth>
      <Tech>12</Tech>
      <Diplomacy>20</Diplomacy>
      <Expansion>18</Expansion>
      <Wealth>14</Wealth>
      <Influence>10</Influence>
      <Fortification>6</Fortification>
    </AICategoryWeight>
  </Faction>
</FactionList>

13,903 views 23 replies
Reply #1 Top

(I should clarify.... yes, I have mods enabled in the game options)

Reply #2 Top

Did you create the complete folder structure in your mod? Even if you only use the .\game folder for your initial mod, the other folders are needed, even when they are empty.

At least that's what is given as advice in the ModdingReadme.txt:

 


When creating new mods follow the file structure demonstrated
in the ExampleMod directory. The game will read the directories here
in the same way it reads them in the install directory. Each
mod must have at least:

ParticleScriptDefs
Text        
Core        
Game

And you should replace the texts in your XML file and move it to a text XML file. For example replace <DisplayName>Test</DisplayName> with <DisplayName>FACTION_NEW_Name</DisplayName> and then have a text XML file with

  <StringTable>
    <Label>FACTION_NEW_Name</Label>
    <String>Test</String>
  </StringTable>

Although adding text directly in other XML files usually works, it is bad style and will make translations a nightmare.

I had no issues adding new factions in a similar way to what you described.

Reply #3 Top

Yes, my file structure is identical to ExampleMod and as described in the txt file that they put in the mod folder.  The only file I have in those folders is the FactionDefs_Test one, in the Game folder.   I originally had the whole thing with strings referenced in a file in the Text folder.  I know it is not good style.  (Although in one of the mod posts by our overlords, they added the strings directly in FactionDefs file).  I put it in this one primarily because it didn't work the other way.  I thought perhaps since Derek did it with string text in the file, I would see if it worked.  Either way, the race doesn't show.  And I am left mystified. :(

 (Again, maybe I've missed something obvious)/

Reply #4 Top

@Ronnor, do you have a simple race mod I can try to load, one that works for you.  If you have one you can send me, I can put it in my mod folder and see if it will load up.

Reply #5 Top

Quoting Dumhed, reply 1

(I should clarify.... yes, I have mods enabled in the game options)
End of Dumhed's quote

I know this my sound Dum!!.... but does the mod box in options need tobe X ,... or blink to run the Mods??? o_O

Reply #6 Top

Quoting Ronnar, reply 2

Did you create the complete folder structure in your mod? Even if you only use the .\game folder for your initial mod, the other folders are needed, even when they are empty.

At least that's what is given as advice in the ModdingReadme.txt:

 



When creating new mods follow the file structure demonstrated
in the ExampleMod directory. The game will read the directories here
in the same way it reads them in the install directory. Each
mod must have at least:

ParticleScriptDefs
Text        
Core        
Game


And you should replace the texts in your XML file and move it to a text XML file. For example replace <DisplayName>Test</DisplayName> with <DisplayName>FACTION_NEW_Name</DisplayName> and then have a text XML file with

  <StringTable>
    <Label>FACTION_NEW_Name</Label>
    <String>Test</String>
  </StringTable>

Although adding text directly in other XML files usually works, it is bad style and will make translations a nightmare.

I had no issues adding new factions in a similar way to what you described.

End of Ronnar's quote

this above i`m not sure exactly what you are trying to say. this may be because I have learn by trail and error. 

thanks for the help. ATM I seen 2 things 1 I`v had to mod the main Terran factiondefs.xml to see what i`ve wanted done. Second after making a Custom race I`ve put afactiondefs.xml in the mod to finish what I want to od I got all but the startupscreen just before you go to your home planet.  I`m saying this is right i`m just saying so far that is how i`ve getting thing to work.

Once again tho patch 2 coming out and it looks to be more changes for us  again, So this maybe Hard to answer! Until release.

Reply #7 Top

I really want to have a go at this myself now, because it can be easier to understand when you actually do it yourself, I'm going to see if I can free up some time tonight and have a go.

 

Reply #8 Top

Something must be wrong with my game.  I haven't altered it at all.  But Ronnar sent me a link to download his mini mod.  And it shows up for him in game.  But when I put it in my mod folder... it doesn't show up.  (And again, I do have mods enabled.)

Reply #9 Top

Quoting Dumhed, reply 8

Something must be wrong with my game.  I haven't altered it at all.  But Ronnar sent me a link to download his mini mod.  And it shows up for him in game.  But when I put it in my mod folder... it doesn't show up.  (And again, I do have mods enabled.)
End of Dumhed's quote

 

Try unchecking the enabled mod start the game to a new map. and quite. the recheck it and start the game or  the other way if it was unchecked first.

 

If still no go the run a integrity scan.!! doing this will replace modded files in the main game data files so if you have any modded there back them up so you`ll have them. and then try running the mod again .

 

 

Reply #10 Top

I've already tried that, unfortunately.  I've uninstalled the game altogether and re-installed.  I've checked the Pref file to make sure EnableMods=1.  

 

Still no dice.

Reply #11 Top

Alas and alack... that I cannot get this to work, given the announcement of the contest.  Or, maybe with the contest more people will try to make them and will help me figure out my problem. :(

Reply #12 Top

Quoting Dumhed, reply 11

Alas and alack... that I cannot get this to work, given the announcement of the contest.  Or, maybe with the contest more people will try to make them and will help me figure out my problem. :(
End of Dumhed's quote

 

Zip it up and send it to me PM me of my Email addy I`ll look at it maybe I see something and maybe I won`t. But I`ll try.

Reply #13 Top

I'm having this issue too I have only created a new faction def using existing art assets, but it doesn't show in game tried switching mods on and off again, very puzzling.

 

Reply #14 Top

Has any one found any logs that might show it attempting to load mods and failing, so we can tell why.

Reply #15 Top

Dumhed, I have the same issue what OS do you have, wondering if this is a Windows 7 thing.

Reply #16 Top

Quoting econundrum1, reply 13

I'm having this issue too I have only created a new faction def using existing art assets, but it doesn't show in game tried switching mods on and off again, very puzzling.

 
End of econundrum1's quote

 

well let see what  the patch does! 2day if we get it.

 

Reply #17 Top

Yeah, I'm Win7.

 

Well, sorry that it's not working for you.  But glad I'm not crazy or the only one.

 

And sad that, if this is a bug, I've spent so much time trying to make it work.   #laughingatmyself #sadformyself

Reply #18 Top

Yes I'll need a known good mod to be 100% sure but I can't really see where my last mod could have gone wrong it was really simple

 

Reply #19 Top

econodrum,

Ronnar confirmed with me that his mod, built with xml, works fine, using Win7 like us.  Have you had a chance to try his mod?

 

I have tried his mod, with no changes, after uninstalling and reinstalling the game, all game files still in original form, mods enabled through game options (and double checked in Pref.ini) ... with his mod in my Mods directory... and still, it does not show.

 

ARGHH!!!!!  This is so aggravating.

 

Reply #20 Top

I have tried a mod confirmed as having worked on someone else's machine and same thing nothing when I try and use it, I was going to try a complete re-download and re-install next but as it hasn't helped you I don't think I will bother. 

 

Have you looked at the debug.err file in your MyGames\GalCiv3 folder, mine showed no sign it was trying to load any *.xml files from the mods directory or subdirectories, it is frustrating I love modding and have done some before on other games but this has me stumped.

Reply #21 Top

Same here. Though I don't know what the debug file would look like if it successfully found the mods. 

 

Yeah, I've nodded gc2, elemental and fallen enchantress, civ games. So I'm not a mod newb. Like you, I accept that maybe I've just missed something obvious.

 

I'm surprised that with nodding enabled, and this beta being labeled Custom Factions, that were not getting more folks doing modding and such. Maybe if we just had more people pinning down this prob, we could figure it out. 

Reply #22 Top

Quoting Dumhed, reply 21

I'm surprised that with nodding enabled, and this beta being labeled Custom Factions, that were not getting more folks doing modding and such. Maybe if we just had more people pinning down this prob, we could figure it out. 
End of Dumhed's quote

 

Any updates ??

Reply #23 Top

Yes we managed to get to the bottom of it in this thread https://forums.galciv3.com/463399/page/2/#3538655

All to do with it not being able to handle the document paths some people have, they are looking for a fix, but in the meantime there is a batch file you can edit to direct it to look into a directory you choose for the mods.