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What additional steps do I need to take aside from generating the xml file in the mod tools?
I did that, the only thing it "overrides" is the logo's, haven't even tried to test it yet, but I assume I need to do something else to make it initialize.
You'd create the player logo .xml file as normal using the Player Logos tool. But you would put the artwork in it's own .zip file.
Next you'd use the Mod Data Tool, You'd name the mod, check "Miscellaneous Artwork" then the '...' button beside it. Select the zip file with the logos in it. Then you'd check 'Player Logos' click the '...' button and select the player logo.xml file you made.
Last step would be to hit 'Export Mod' in the upper right. Export it to your /media/Mods folder (Which from the looks of it, Steam didn't make the blank folder!!! ARGH!) So you will have to do that first, create a folder named 'Mods' in the /media/ folder. Then export your mod there.
Final step would be setting the game to use the mod, with the external video settings editor, you go to the 'Modifications' tab, select your mod from the list, and hit 'save'.
This is what I had to change it to, to make it work;
I forget exactly what it generated, but it originally got an OGRE exception, whatever that is. It said something about not being able to read the zip file. So I deleted the zip file and the xml file that the mod tool generated. I used my original zip file that I had and just put it in the mod folder, same thing with the MoarLogos.xml file, then changed the names in the modinfofile and the directories and poof it works.
it originally had my full directory for the art, all the way up to S:/Program Files (steam is installed on my ssd), so I'm assuming anyone else that would have downloaded the mod it woud not have worked for. The actual xml file the directory looked ok, but i went ahead and added the /GearCity/ part to it just for continuity.
Anyevent, I'll be using the mod tools shortly, so I guess I'll find out soon enough... just got the wiki set up.
I was going to build them modular style like I'm used to from civ5, 6 but if it is a hassle I guess its not a big deal to just turn it into a bigger mod.
However, the mod tools themselves are rather easy to mix and match mods and export them into a new mod.
I've already did it on my own, but not sure how I would get it to load up in a mod;
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=906274995
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=906271852
for now I just overwrote the base assets with that particular part of my mod, though I have also added a names list into my working version of the mod that is probably about 150 names at least. So the mod does 3 things now :)
I may be able to include a font override however. I'll stick it in the git tracker for the mod tools.
(Alternatively, instead of editing the fonts in the language files, you can edit the english.fontdef file in the /meda/fonts folder.)
if anyone can see what I'm doing wrong I would appreciate it, here is my modinfo.xml
I have the override turned off for now because it was crashing. Then my MoarMusic.xml file
I checked it twice for any mispellings though there should not be any anyways, almost all of it was autogenerated except a couple I forgot, then did a simple copy/paste after the fact.
All the music files are in the Mods/Moar/Music/ folder in .ogg format, not sure what else to do. The mod works if I don't use the music aka put a 0 as the override value.
I tried with and without a song set to lobby and game over but no joy either way, and the songs play just fine from windows using my web browser.