Next, head on over to the Civilization_Config.sql file. Again, if you wish, you can delete lines 103 onwards - or leave them in. Remove the leading two hyphens from lines 99-102. If you look for line 91 onwards, you should see "-INSERT INTO PlayerItems" on line 99. The second part of the Leader_Config.sql has three equivalent PlayerItems tables. This will simply serve the purpose that anyone who runs your mod with either expansion applied will still be able to select your custom civilization. Please note, you can leave these in if you wish. If you have no interest in your mod appearing in either R&F or GS, you can delete lines 35-89. You'll want to remove the two leading hyphens on each of lines 16-33. Beneath that, there's a whole host of commented-out SQL, which starts with "INSERT INTO Players". Right at the top of the file (well, line 7), there's a comment section titled: "Players (Base Game / Vanilla)". It's in the Leader_Config.sql file and we'll start with that file. To be cohesive with these requirements, I have included - but commented-out - the Players and PlayerItems entries for the vanilla game. Of course, in the template, I have - as best I can - populated the notes in the template to indicate the parts that are expansion-specific - the reason the template, in its raw form, is R&F- and GS-compatible is because the example civilization leverages the Golden Age mechanic (R&F) for the Unique Unit ability, but also because it populates the various 'named places' (flavour text) for deserts, rivers, mountains and volcanoes. OK, so I've quickly put the below together: I wouldn't even know where to begin for an animated leader, personally. They're straightforward by comparison - at least for static (image) leader screens. But leaders are only visually represented through icons and a diplomacy screen. The SDK Assets are illuminating to get an understanding of how the base-game models are put together - and I expect are particularly handy for modding custom 3D models, like units, buildings and so on. From that starting point, all you need is ModBuddy (and Asset Editor) and the right knowledge of how to create the necessary TEX, ArtDef, XLP, etc and how to tie it all together with the right references in the SQL/XML code that you'll build out at the end. For the purposes of an example, you can just use any old image, ensuring it is saved as DDS with the right compression. Assuming you can create your artwork without using the Civ VI art as a base then you don't need the SDK Assets. The SDK Assets are all of the 3D artwork (amongst other things) from the base game. Browse to the DDS/TEX pair that are now in the Textures folder. Back in ModBuddy, right-click your Textures folder and choose Add Existing Item. At this point, it'll save the TEX file into the Textures folder and bring in the DDS file, too.ĥ. It'll name it the same filename as the Source DDS file. Ensuring the source file (DDS) name is unique to anything that is currently in the Textures folder of your ModBuddy project is a good idea.Ĥ. Specify the type (UserInterface, from the dropdown) and point to the source file (which should be somewhere else that is not part of the ModBuddy project folder structure). Essentially, the only way I know to create/modify a TEX file is to go into Asset Editor and to perform the creation there. TEX files and DDS files are tied together at the point they are created through Asset Editor - that is the simplest way I can explain it. I tend to think they wanted to protect their artwork, but it may just be a combination of different things having to interact that led to their decision. Again, it's just another barrier to entry but there's no way for any of us to answer the question about why Firaxis used these without an element of guesswork/speculation. It's not helped by there being proprietary file types, like XLPs and BLPs that are not commonly understood/used. That, in itself, can make it complicated. Applying something simple in place of something complex often means instructing the parts of the system that are complex to do nothing, so that the simple version takes its place. So the system needs to allow for that level of complexity, because that's what it can do. That being said, when you consider what the most complicated implementation could be - an animated, 3D leader - then suddenly it is, actually, quite a complex thing. It's a barrier to entry, sure, but it's just the way it is. To mod Civilization VI, we essentially need to become capable with back-end/raw file editing. In its simplest form, it is not necessarily that complicated - although these things are all relative, right? Compared with games that have in-game customisation that give you a nice UI and easy ability to import images, yes - it's very complicated.
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