Sid Meier's Civilization VI

Sid Meier's Civilization VI

Build. Discover. Share.
Discover new maps, scenarios, leaders, units and more. Build and share your own creations. Mods are created by and for the Civilization community, and are not officially supported by Firaxis or 2K.
Where are the Workshop Mods stored on the PC?
Google posts tell me that I have a Workshop folder in my STEAM installation.

No, I do not. I have a Steamworks Shared folder, and a Steam Controller folder, but no workshop folder within them. I have also looked under documents/mygames and there is no workshop or mods there for Civ VI either. BUT, the mods I subbed to via workshop; those DO show in the Additional Content from the launch menu.

Why ask? Well, one of the mods adds a builder at start. Another one adds a scout. I want to peek at them and how they are done, to try writing one that adds a Settler. There is one in the workshop for that, but it requires one of the DLC I dont have and I'm not paying for DLC, just to access a mod. As a general rule, I dont buy DLC at all anyway. I blame Paradox for that. They who famously release $29.99 games, then rewrite them until they bear no resemblance to what you bought, and pummel you with $400 worth of DLC for that game. I wont reward that marketing strategy buy giving them money annually, for the subsequent 15 years.

I have gone thru my Steam install, folder by folder by folder...and it aint there.

D:/STEAM/SteamApps/Common/Sid Meir's Civilization VI/...

C:/documents/My Games/Sid Meir's Civilization VI/...

Neither of those folders, nor their respefctive subdirectories, have a Workshop folder, or Mod content. (The C drive one DOES have a pair of folders labeled Mods and ModUserData...but both are empty, properties show no bytes of data, and yes; I ticked the show hidden files button.

are the damn things kept on the cloud and DL'd that way when you boot the game?

If I can get into one of them, it strikes me that wherever it says "additem/scout" for ex (or whatever syntax it uses, simply copying the line, then changing scout to settler in one of them, "should" work.
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Showing 1-13 of 13 comments
SLG 16 Oct, 2023 @ 6:34pm 
If a mod requires DLC,and you do not have it, the mod will not work correctly or at all.

Log into Steam
Then click library > home
Right click on CIv 6
Select properties
Workshop should be bottom tab on the left side
Last edited by SLG; 16 Oct, 2023 @ 6:39pm
SLG 16 Oct, 2023 @ 6:38pm 
If you mean the physical location, this was mine:

C:\Program Files (x86)\Steam\steamapps\workshop\content\289070
Grumpy Old Dude 16 Oct, 2023 @ 7:26pm 
Originally posted by SLGray:
If a mod requires DLC,and you do not have it, the mod will not work correctly or at all.

Log into Steam
Then click library > home
Right click on CIv 6
Select properties
Workshop should be bottom tab on the left side


yes I know it wont work. That is why the one mod that adds a settlerr, wont ework for me, and why I want to amend another mod or write one of my own.

Originally posted by SLGray:
If you mean the physical location, this was mine:

C:\Program Files (x86)\Steam\steamapps\workshop\content\289070

BINGO!! TY. I was going one directopry too deep! I was digging thru (for me) D;?Steam/Steam Apps/Common and looking for workshop, when it is in the same folder AS ..../common

now I gotta figure out how to open an .acf file lol

(Notepad ++ to the rescue!)
Last edited by Grumpy Old Dude; 16 Oct, 2023 @ 7:30pm
Grumpy Old Dude 16 Oct, 2023 @ 7:33pm 
well crap...I can open it, and it means less than nothing.

copy/paste of part of the opened mod:

"WorkshopItemsInstalled"
{
"882664162"
{
"size" "29163820"
"timeupdated" "1687697575"
"manifest" "2366773494028633809"
}
"1660056307"
{
"size" "1707"
"timeupdated" "1573097190"
"manifest" "5346034968427338043"
}
"1753346735"
{
"size" "141991"
"timeupdated" "1596016016"
"manifest" "5041209667010397838"
}
"2361535448"
{
"size" "12154795"
"timeupdated" "1611085837"
"manifest" "2702196888314890839"


***************************************

there is absolutely no way in hades, of making heads or tails out of that.

I was hoping it was like an .xml file, or a json type file that one could read. (Like Galactic Civ III for ex)
Last edited by Grumpy Old Dude; 16 Oct, 2023 @ 7:35pm
Maya-Neko 16 Oct, 2023 @ 8:59pm 
Well, if someone has written that mod, then it's not impossible to write a similar one as well. Might be a good idea to get into contact with the modding community, i would be surprised if they can't tell you the basics for it, maybe even refering you to guides.

And there are definitely many mods with XML-files, but in the end people doesn't write these things, so that others can read it, but more to make it work within the game. You could try to get into contact with the modding community, maybe they can help you with it.
Aachen 16 Oct, 2023 @ 9:28pm 
Thread[forums.civfanatics.com] that may be of interest.
Last edited by Aachen; 16 Oct, 2023 @ 9:29pm
Grumpy Old Dude 16 Oct, 2023 @ 9:42pm 
Originally posted by Aachen:
Thread[forums.civfanatics.com] that may be of interest.


I had actually run across that in my searching, but it adds the units to ALL players; human and AI alike. I'm not wanting to do that. In that thread, they discuss trying to figure out how to make it human player only, and never mange to achieve that goal.

Still, maybe I can "dissect" that one and learn a little something. lol TY.

As an example, Gal Civ III. For me it's my D drive so:

D;/Steam/Steam Apps/Common/Galactic Civilizations III/DLC/Exp2_Crusade/Game/GalCiv3GlobalDefs.xml

Notepad ++ and lines 1199-1200

<CustomFactionTraitPoints>4</CustomFactionTraitPoints>
<CustomFactionAbilityPoints>2</CustomFactionAbilityPoints>

To have more Trait Points, simply change the 4. For more Ability points, change the 2. In that game, these are points you spend in creating a custom race, and it defines their innate racial/species abilities. Then just save it and VIOLA!

A different but similar file, adds your starting ships. Copy/pasting the relevant lines and changing the ship types, changes your starting setup.

@Maya: I found a page that walked thru installing the Civ VI toolkit via STEAM, but I *think* because I have my STEAM installed elsewhere than the default, the toolkit is unable to locate my game files. I got an error code which I dont recall atm. It's getting late here where i am, so tomorrow this is something i will look into some more.
SLG 16 Oct, 2023 @ 11:25pm 
Are you a member of the Discord channels? If yes, ask there.
Grumpy Old Dude 16 Oct, 2023 @ 11:46pm 
Originally posted by SLGray:
Are you a member of the Discord channels? If yes, ask there.

not yet....prolly look into that tomorrow or day after
donald23 4 17 Oct, 2023 @ 9:25am 
Originally posted by Grumpy Old Dude:
well crap...I can open it, and it means less than nothing.
[...]
there is absolutely no way in hades, of making heads or tails out of that.

I was hoping it was like an .xml file, or a json type file that one could read. (Like Galactic Civ III for ex)
You didn't open the actual location that was mentioned:
D:\Steam\steamapps\workshop\content\289070

You opened the index file in the workshop folder. You need to go into the content. Then into folder 289070 (game ID on Steam) and then find the ID for the right mod you want to copy.

There you'll find, depending on the mod, several files and folders, ranging from 2 files to multiple of both.
At the very least you need a .modinfo file and an .xml or .sql file.
Those can all be opened by notepad++. Better would be using the SDK for Civ6 in your Steam Library though.
Grumpy Old Dude 17 Oct, 2023 @ 9:50am 
TY donald, you are correct. I opened the wrong one.

When I open where you indicated:

"<GameInfo>
<MajorStartingUnits>

<Row Era="ERA_ANCIENT" Unit="UNIT_SCOUT" NotStartTile="true"/>

</MajorStartingUnits>
</GameInfo>


So it strikes me that copy/pasting the line:

<Row Era="ERA_ANCIENT" Unit="UNIT_SCOUT" NotStartTile="true"/>

and change the UNIT_SCOUT to UNIT_SETTLER, then saving; *should* add a settler unit at startup. The question then becomes, is it adding it to human player only?
Last edited by Grumpy Old Dude; 17 Oct, 2023 @ 9:51am
donald23 4 17 Oct, 2023 @ 9:58am 
Depending on other info (there really needs to be more then just those lines). But based on just the lines you posted, that unit will be there for all players in the game.
Grumpy Old Dude 17 Oct, 2023 @ 10:08am 
Originally posted by donald23:
Depending on other info (there really needs to be more then just those lines). But based on just the lines you posted, that unit will be there for all players in the game.


yeah, that's what I thought. I think I'll need to designate a singular civilization to get it, then if I want to play a diff civ, change the XML file to reflect THAT specific civ. From my reading, there is an <AIONLY> true/false flag, but I have net yet seen a <AIEXEMPT> or <HUMANONLY> flag.
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