Sovereignty: Crown of Kings

Sovereignty: Crown of Kings

Sovereignty Workshop
Take the game to the next level - Find new ways to play the game and new content to expand your game experience. Share your own creations for the world to enjoy.
Dad 2 1 Oct, 2016 @ 12:36pm
How to update mod on workshop?
Thought I could just upload to the Workshop, but it appears to have created a 2nd entry. What am I missing?
< >
Showing 1-15 of 20 comments
Jekky 1 1 Oct, 2016 @ 11:50pm 
The first time you use Upload to workshop on a mod it should create an entry - after that the mod xml file should remember the ID ofthe created workshop entry, and simply update it. Is this not happening? Has it lost the workshop mod ID in the xml file maybe?
Dad 2 2 Oct, 2016 @ 8:11am 
Looking at the data.xml mod file, I see the following tags, but no reference to the workshop:
<ID> (which matches the folder name)
<Creator>
<Name>
<Major>
<Minor>
<Revision>
<ShortDesc>
<LongDesc>

I assumed the <ID> and/or <Creator> tags would tell new uploads what to update. I tried temporarily relocating the new version of my mod (to prevent it being overwritten) and subscribed to my own mod. I then noticed a workshop ID (different ID# than others) under the far left "Workshop Status" field, that I hadn't noticed before. Attempted to update with new mod data again after subscribing, and it still created a new mod on the workshop.

Am I missing a tag in data.xml for a workshop ID, or should I be looking in a different xml file?

Thanks for your help Jekky!
Jekky 1 2 Oct, 2016 @ 10:01am 
You are correct, there is a missing tag. For some reason the editor is not saving or loading the tag (it does get created when you upload a new mod, but then gets ignored).
Jekky 1 2 Oct, 2016 @ 10:05am 
This one won't be fixed until 2.1.3 now most likely (unless there is another delay to 2.1.2) - there isn't any reasonable way to work around it, the editor would ignore it if you tried manually adding the ID.
Dad 2 2 Oct, 2016 @ 10:22am 
Any chance that I could get hold of a version of the mod editor once it has been fixed? (I realize that the normal Steam updates have to go through Slitherine before general access.) If not, I'll just wait.
Jekky 1 2 Oct, 2016 @ 12:16pm 
You can try it - I'm not actually sure if it will work correctly without the 2.1.3 build of the game, so use at own risk - keep a backup of everything, etc.

http://illustrious-software.co.uk/Files/Tools.zip
Dad 2 2 Oct, 2016 @ 1:55pm 
Backup, etc. Replaced the old files with the new tools. Starts up ok, but crashes when loading an existing mod with the following error:

System.MissingMethodException: Method not found: 'System.String SovereigntyTK.Utility.FileManager.ConvertFoldername(System.String, SovereigntyTK.Utility.FileTypes, Boolean)'.

Tried creating a new mod, same crash.
Is there an easy fix?

Jekky 1 2 Oct, 2016 @ 2:06pm 
unfortunately not really, the editor is epxecting the latest version of the game to work alongside it, and when it finds the older version it can't cope.

It's just going to be a matter of waiting - You can try it again once 2.1.2 is available and see if it works then, otherwise it will be 2.1.3
Dad 2 2 Oct, 2016 @ 2:13pm 
Will do. Thanks again for your time Jekky!
Dad 2 26 Oct, 2016 @ 7:32pm 
Tried the tools that you uploaded previously with the new 2.1.2 build of the game and everything seemed to be working fine. Tried the workshop upload again to update my mod, and same result. Created a new mod with the new tools and compared the data.xml files. Same tags as before. Seem to still be missing a tag.

<ID> (which matches the folder name)
<Creator>
<Name>
<Major>
<Minor>
<Revision>
<ShortDesc>
<LongDesc>

Any ideas?
Jekky 1 26 Oct, 2016 @ 9:44pm 
I'm having a couple of issues at present with file versioning, but i will look into this issue tomorrow.

I can tell you that the workshop id is not generated until the mod is first uploaded to the workshop - the ID is generated by steam, so is not available before that point. As such, your existing mod would not update unless you manually added the missing tag to it.

I can't be sure from memory if the id auto saves, or if you need to manually save it - i suggest uploading the mod, then saving it, then checking the xml to see if it got the workshop id added to it.
Dad 2 27 Oct, 2016 @ 4:34am 
Uploaded a test mod, saved it and checked the xml. No new tags were found.
Jekky 1 27 Oct, 2016 @ 10:14am 
I looked into it this morning - there must have been some screw-up when we branched the build to create the last patch, because all of the fixes for the workshop were simply gone.

I recreated them, and updated the tools.zip file - this version i actually tested on the current steam build to make sure that it would work. It will still not work on existing mods unless you manually add the <WorkshopID> tag.
Dad 2 27 Oct, 2016 @ 11:54am 
Seems to have worked like a charm! Thanks again for all of you help Jekky!
athelasloraiel 6 Dec, 2016 @ 9:58am 
what mod are you working on?
< >
Showing 1-15 of 20 comments
Per page: 1530 50

Date Posted: 1 Oct, 2016 @ 12:36pm
Posts: 20