Modding DA

er... trying to

Hey guys. I was wondering if there was a guide anywhere that could help me understand how to use the Mod Folder for Dark Avatar. If I want to say, add a ship component, how would I go about doing that? I tried numerous times to add a Fake Spore Pod jewelry piece (as a test) using the Mod folder but was unsuccessful with each attempt. I can get it to show up if I alter the original XML file, (yes I made a backup), but I'd prefer to know how I can leave the original intact, and just alter things with the Mods folder. I can get the game to recognize my Mod (so I can select it), but it doesn't change anything in game no matter what I do(like adding the Fake Spore Pod). (Yes, I restarted.) I'm not a complete noobie, or idiot, but am a little of both.   , so any help from this great community would be great. Thanks,

Adam

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Reply #1 Top
I don't think there is any specific guide to moding Dark Avatar... yet. Until then, you might want to check this link.

https://www.galciv2.com/mods/gc2modsdoc.htm

It was made for Dread Lords ver 1.2, so its out of date, but it should help until there is an updated guide.
Reply #2 Top
It was made for Dread Lords ver 1.2, so its out of date, but it should help until there is an updated guide.


Modding has not been significantly changed other than the fixing of a few things that did not work as they were documented. The modding guide doesn't yet cover the new stuff in DA, but all the old info is still good AFAIK.
Reply #3 Top
I've read the modding guide and it is very useful (I can't wait for it to be updated either!), but It doesn't answer my question. From how I've understood it, I could just create a new GC2Types.xml file and put it in mods, select that mod, and it'll work. But with DA, it changes the folder directories in the selected mods folders. It doesn't change anything actually, but it adds empty dummy folders like the "Gfx" and "Sfx" (the previously unused folders). But in the Mod's "Data" folder, the structure is completely different than regular DA(or DL). There is a folder named "Ship Components", another "Political Parties", another "Ship Styles", etc. There is no "English" folder where the GC2Types.xml should (at least from my understanding) go. Is there something I'm missing? perhaps a patch somewhere that'll bring me up to speed? I'm sorry if this isn't clear, it's getting late here. If no one knows what I'm talking about I'll try to describe it better. I've tried multiple ways to implement my little home made mods, but I can't get them to work other than changing the original files themselves. Thanks,

Adam
Reply #4 Top
You put GC2Types.xml in the Data folder. There is no English folder .
Reply #5 Top
There is an "English" folder in the original files in the "Data" folder. At least there is on mine.(and it's default). But I'll try just putting it inside the data folder again and see if that works.  
Reply #6 Top
It doesn't change anything actually, but it adds empty dummy folders like the "Gfx" and "Sfx" (the previously unused folders). But in the Mod's "Data" folder, the structure is completely different than regular DA(or DL). There is a folder named "Ship Components", another "Political Parties", another "Ship Styles", etc. There is no "English" folder where the GC2Types.xml should (at least from my understanding) go. Is there something I'm missing? perhaps a patch somewhere that'll bring me up to speed?


It was this way in DL as well.

There is a folder for each type of thing you can mod; when you put an .xml file in the folders, the game will read it in and add it on to the base data of that type. The files in those folders can be named anything so long as they have the .xml extension. For example, my hull mod has a number of files in Data/ShipComponents so users can easily choose which parts of the mod they want to use--just delete the ones you don't want, and keep those you do.

If you place a modded file in the root Mods/ModName/Data folder, it will be used *instead* of the base file of that name, rather than in addition to it.

There is no localization in the mods folder (if someone wants to provide multiple language versions of a mod, they would just give each language its own mod folder), and thus no 'English' folder in it.

If any folders are missing from the expected structure, the game will make them. Thus the mystery dummy folders.
Reply #7 Top
Thanks Kryo, I've got it working correctly now. It was frustrating have a different problem each way I tried it. Thanks for all the help.