Sid Meier's Civilization VI

Sid Meier's Civilization VI

Environment Skin: Sid Meier's Civilization V
GrrrArrrg  [developer] 4 Apr, 2019 @ 9:16am
Questions about the Mod
I've noticed a lot of questions in the comments section, but since I can't answer those, questions would be better asked in the Discussions section.

Things noticed so far...

Time of Day Issues: I have fixed this, but am looking into a few other things before I push the update. It should now work even if you don't own any DLC.

Jungle Issues: I am looking into this, but it's hard to track down since I don't see it on my machine. I will keep searching though. There is a "blueish" decal that gets placed on the ground to help separate it from the forests. On the low end graphics settings, the trees are a bit more sparse so you can see this a little more clearly.

Unit and Building Adjustments: We have a very cool feature called a colorkey that we can use to adjust the overall look of the game world (not the User Interface). I utilized this to help tone down some of the saturation of the world before re-texturing the terrain. This helps the buildings sit better into their new environment. It is also why, should you use these textures in your own mods, they might not look the same. The color keys allow you to edit anything can edit in your imaging software of choice. There are color bars at the top of the image that will change as you edit the image. The engine can read these color bars to change the look of the game when it's running in real time. This is very well documented in the documentation for ModBuddy should you care to look into it.

You can change levels, curves, color ranges, etc... Basically anything that involves the whole screen or certain value or color ranges.
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Showing 1-15 of 57 comments
Darthlox 4 Apr, 2019 @ 11:46am 
I know it would be a lot more work, and you might have just as much of an idea on how to do it as I do (IE not a clue), but just out of desperation, do you think you could make a mod that swaps civ6 unit models for 5's?

This is a great mod, but the landscape of 6 is serviceable, it's the caricatured and goofy units that really irk me.
Scuffed Acc 4 Apr, 2019 @ 7:32pm 
Would it be possible to implement this as a part of the base game? I'm sure it would attract players that don't have access to the workshop.
Sebovich 4 Apr, 2019 @ 11:17pm 
Is it possible to add more buildings to the cities? To make them look more like Civ V!
GrrrArrrg  [developer] 5 Apr, 2019 @ 8:46am 
Originally posted by Darthlox:
I know it would be a lot more work, and you might have just as much of an idea on how to do it as I do (IE not a clue), but just out of desperation, do you think you could make a mod that swaps civ6 unit models for 5's?

This is a great mod, but the landscape of 6 is serviceable, it's the caricatured and goofy units that really irk me.

The assets from V would not support the shaders that we currently use. Every unit has normal maps as well as PBR (Physically Based Renderer) maps. It would also need to be set up with the current animation system, so this would not be a straight forward conversion. The size and number of units per hex could certainly be changed. There may be some small errors in animation at that point, but it would work. There are some mods that already do that. I'll research whether or not they work with this mod.
GrrrArrrg  [developer] 5 Apr, 2019 @ 8:58am 
Originally posted by -Sebovich-:
Is it possible to add more buildings to the cities? To make them look more like Civ V!

Cities and districts have very complex layouts, so changing the layouts of every asset would be a significant amount of modifications, but it is possible. The assets would need to be re-authored. I believe if you just want to make the decorative cultural houses denser or more numerous, this could be done in the artdefs.
GrrrArrrg  [developer] 5 Apr, 2019 @ 9:02am 
Originally posted by Weez:
Would it be possible to implement this as a part of the base game? I'm sure it would attract players that don't have access to the workshop.

The size of the mod is significant. This is really meant to be an example of what you can do with ModBuddy, but I'm glad so many people appreciate it!
kingdavethefirst 5 Apr, 2019 @ 10:04am 
This looks like a fantastic mod, but will the mod work on MacOS versions of Civ VI?
Sebovich 5 Apr, 2019 @ 2:12pm 
Originally posted by GrrrArrrg:
I believe if you just want to make the decorative cultural houses denser or more numerous, this could be done in the artdefs.
This is excatctly what I was looking for. :)
If it's been asked and/or answered elsewhere I haven't been able to find it, but does this change the minimap at all? Because I find the VI minimap basically unreadable compared to V
Diavana 6 Apr, 2019 @ 3:39am 
is there anyway to download the mod without subscribing ? through a link i mean ?
zahidsp 6 Apr, 2019 @ 11:49am 
Will this mod interfere with any other mods that affect the overall look of certain textures and assets such as RED or Vibrant waters??
Justinian 6 Apr, 2019 @ 12:58pm 
Will there eventually be 2k support? I noticed the game forces me into 1080p when I load up the mod
carlosbrooks 6 Apr, 2019 @ 3:08pm 
LOOKS AMAZING!! But will it work on my AppStore mac version of Civ VI?
GrrrArrrg  [developer] 7 Apr, 2019 @ 6:45pm 
Originally posted by kingdavethefirst:
This looks like a fantastic mod, but will the mod work on MacOS versions of Civ VI?

I'm looking into this. If someone else has tried it, I'd like to hear about it. :-)
GrrrArrrg  [developer] 7 Apr, 2019 @ 6:47pm 
Originally posted by SPRGBRKest2014:
Will this mod interfere with any other mods that affect the overall look of certain textures and assets such as RED or Vibrant waters??

It shouldn't, but it's hard for me to know how the other mods were created. I'm only changing terrain assets. The only modifications to the look of assets like units and buildings would be the decreased saturation from the colorkey modification.
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