Modding Racial Tech Trees in TA Beta 4?

Alright, I have been working on a little mod to make the Yor a little more unique/alien in TA and was all set to release the first version of it, but now I've run into a little problem that I hadn't encountered in the last beta: the game does not seem to search the mod folders for Tech Tree files and, thus, no changes to them will be recorded.

No matter how much I tried, I could not get the game to recognize the changes I made to the Yor tech tree, short of actually replacing the Yor_TechTree.xml file in the Twilight/Data/English Folder...

I've even tried taking the RacialConfig.xml file and assigning a different tech tree to the Yor and placing that tech tree (with a changed Internal Name) in the mod folder, to no success. (In this case, the Yor had no starting techs listed, leading me to believe they hadn't any techs at all. Never actually started a game to find out, though).

This is very frustrating to me because everything worked fine in the last beta... anyone have any ideas how and where TA now looks for Racial Tech Tree files?
4,553 views 4 replies
Reply #1 Top
Well, if I remember correctly, mod support has been disabled.
Though, I also like modding, I think it is too early even think about modding TA since it is BETA, which means it is not the final product! I don't want to sound rude, but you shouldn't complain about things not working in beta, its simply not out for modding purpose. Just be patient, the races get tweaked anyway :) You might have done your mod for nothing.
A beta is not supposed to be a mod-friendly version, since other things count much more, ie bugfixing, tweaking etc...
Reply #2 Top
Well, if I remember correctly, mod support has been disabled.
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Never heard anything of this, although, mods are certainly still capable of being enabled, and you can mod everything else... just not the racial tech trees apparently (unless you directly place them in the Data folder, not the mod folder).

And to be honest, it seems pointless to allow modding of everything BUT the newest feature in TA. If you are going to disable mod support, might as well go all the way, no?

Though, I also like modding, I think it is too early even think about modding TA since it is BETA, which means it is not the final product!
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It's never too early to start modding a game! ;) Heck, I've seen several people mention starting making custom races for their games in TA already, and at least one other person who expressed interest in modifying the Yor in the beta.

I don't want to sound rude, but you shouldn't complain about things not working in beta, its simply not out for modding purpose.
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You aren't being rude, it is a valid response. But still, I'm complaining about something that worked in the last beta, and haven't seen anything stating that modding support was nullifed for this beta and was curious as to what was going on.

Regardless, I have worked around the issue entirely by renaming my Yor tech tree file to "Yor_TechTree2", giving a new internal name, and then putting the RaceConfig.xml file in my assigning the Yor this new tech tree. I will likely release my mod sometime soon'ish.
Reply #3 Top
uhm, of course you can override the default data xmls. I just thought, they disabled modfolder-support for the latest beta. I'll get enabled again anyway, when the custom race has been implemented properly.
I just wanted to point out, that you probably "waste" some time modding things, which are not completely finished yet ;) I would at least wait for the next beta, before seriously starting a mod.
Reply #4 Top
uhm, of course you can override the default data xmls.
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I'm not, actually. Just placing a new file in that folder, since it is the only place (that I have found, anyway) that it will be recognized.

I just thought, they disabled modfolder-support for the latest beta. I'll get enabled again anyway, when the custom race has been implemented properly.
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The mod folder isn't disabled though, that's the point. The only thing that doesn't work in the mod folder is the Racial Tech Tree files. And those did work in the last beta. Seems silly to me to disable one aspect of modding, but not the rest, no?

I did notice a note in the change log about the Racial Tech Tree files, but this was directly referring to the Data/