econundrum, I worked with Derek today on this. Looks like the problem has to do with how the game is reading the a space in the user name within the Windows file system. Mine, for instance has a space and the game doesn't like that. Anyway, they'll have to modify the DataCompiler batch file. Anyway, I edited the batch file and... tada! mods work. In the batch file there is a lin
Dumhed
I'm based in the US. I'll pm my steamID as well. Though, econu, if you have time to work on this maybe that would get things figured more quickly. This next two or three weeks is killer for me.
I definitely have it enabled from the in game options. I have double checked the pref file to see that EnableMods = 1.
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 mo
As mentioned here ( https://forums.galciv3.com/463145/page/1/#3537407 )... I have the same problem. mods do not show. my debug.err file also shows that it its looking for bclair. Also my error log is short like econu's, in fact it is identical. Anyway, it is mysterious that a few people seem to be able to write/load their mods, but others of us, using the exact same settings and ev
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.
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
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. :(
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.
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.)
@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.
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
(I should clarify.... yes, I have mods enabled in the game options)
I can't get even a uber basic race mod to show up in game. So... yeah.... But I think you are right. This may be one of those things like in GC2:TW. I just hope not. If every race mod needs to use the full file, then they will not be compatible with each other.
nasty, have you been successful in writing a mod in xml and having it 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 G
I have pics for everything. As for sharing systems, for my Kuja race that I'm trying to build, they have their own starsystem, with stars and planets named differently and unique, following the structure of the corresponding file (StarDefs, PlanetDefs, StarSystemDefs, etc). The interesting thing is, if I place all my modded xml files in the program folders (with the exception of StarSystemDefs_Kuja) and I copy the My entries for my race</StarSyste
When I change add the tag KujaStart , the game loads with no error. I don't have time now, but will check later to see if the star systems load properly. Without errors in loading, I tried moving it all to the mod folder (out of the Program Folder) but alas, the race does not appear.
Adding the FactionStart declaration creates an error. It is only allowed once. Since it is already given in the official file, adding it to the _Kuja.xml file yields the error: "Duplicate InternalName found in type StarSystemGroupDef: FactionStart" Commenting out the FactionStart in the _Kuja.xml file then goes back to the error C:\Program Files (x86)\Steam\stea
I've tried that. When I add the schema attribute, that's when it tells me that element 'StarSystem' is not allowed for content model '(InternalName,StarSystem+)'. When I remove the Schema attribute, it give the error, "no declaration for element 'StarSystemList'" and "no declaration for element 'StarSystemGroup', and so on. It basically says that there is no declaration for every element in the xml. </p
Here are the relevant lines from the StarSystemDefs.xsd, schema file </xs:sequenc
Hehe... thanks for looking at it. I'll take a look at the Schema folder later today. To answer your other questions, everything is in the folder which corresponds to where the matching file is in the install folder (Program Files, etc). In the case where I moved the files, I moved them to the same directories where the matching files are located. The files I have edited are: StarDefs_Kuja.xml, StarSystemDefs_Kuja.xml, Facti
Well, ran into a few problems. First, followed everything to the letter... but the mod faction did not appear on the faction list when starting a new game. So, I decided to "force" it by temporarily moving things into the game folders and see what errors show up. Among my xmls, I made a new set of planets and star. I made a new StarSystemDefs_Kuja.xml. It follows the structure in the original xml (See below). But when starting the game, I get the error:
Not sure what I am doing wrong. I created a mod folder, identical to the examplemod. In it a created an XML called FactionDefs_Test. I copied text from the FactionDefs.xml to include the basic tags and the faction info (copied from Terran). I renamed the InternalName to "FACTION_Test" but otherwise left other things the same. That should create a Faction that is just a duplicate of the Terrans, yes?
K, i'll build it all in xml and then see. :) I already have the info in both Defs and Text files. However, in the modding example they provided, they just entered the text in rather than using a variable. Thanks for the input. :)