The n00biest of n00b modding questions, please help

K hi I just started modding today after reading the very helpful modding tutorial, but now I'm stuck. Where do I save the custom race data and political party information to in order to have the custom races and custom political parties show up, keeping in mind that this is for dark avatar? Thank you for any help you can provide.
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Reply #1 Top
Races go in Mods\YourModsName\Data\CustomRaces, and Political Parties go in Mods\YourModsName\Data\PoliticalParties, logically enough
Reply #2 Top

Races go in Mods\YourModsName\Data\CustomRaces, and Political Parties go in Mods\YourModsName\Data\PoliticalParties, logically enough



I tried that and it didnt work, but it dun matter anyways since i found out an alternate method. But thanks anyway!
Reply #4 Top
To turn on mods, load the game, and go to options. You should see game options, such as "use mods", or change (changes which mod set you are using).

To create new mod that you can select, go to this folder.
C:\Program Files\Stardock\TotalGaming\GalCiv2\Mods
(Replace C with whatever drive letter your game is installed on, if its not C)

Copy the Default folder. Paste it back into the same directory (the copied folder should be called "Copy of Default"). You should now be able to select it when selecting which mod to use. Feel free to rename your new mod folder.

You can alter the description that is used to describe that folder by editing the file ModDescription.xml (It might not have the .xml part, depending on your computer settings).
*Note*: You need the file "ModDescription.xml", in that directory, in order for that mod to be selectable.
Reply #5 Top
I tried that too, it *partially* works only...
Looks like custom races in the mod\data\customraces is expected to be used in conjuction with raceconfig.xml to replace the original races so can't be used as "CustomRaces" shall.
While trying to make a workaround on this, I managed to make custom races in that folder to work if you want them as opponnent ONLY, and with some graphics path dependencies issues... even with relative paths specified in mod\data\customraces\race.xml, in most cases it looks for datas in my games\gc2darkavatar\

I'd like to have this "fixed" in 1.6X patch when it comes out...
I'd also like to have a proper way to make race specific techs... like making a technology requiring itself not to appear in techtree by default instead of crashing the game, so by giving a race the tech in the race.xml file will give access to the "Race subtechtree"...