![]() The nitty-gritty of getting one made (even a simple one like my Faster Marathon Training and Constructing, which actually only changes six digits in the overall game code, which must comprise hundreds of millions or even billions of characters/digits) is, in my expeirence about 5 to 15 hours of reading and effort beyond that. So that is a basic "orientation" about where the files are located and overall how mods work. Have a look atĬ:\Users\Owner\Documents\My Games\Sid Meier's Civilization 5\MODS\Fast Marathon Train and Construct (v 4)\Fast Marathon Train and Construct (v 4).modinfoīy right-clicking and select "Open With" and then choose something like Notepad or some other asci text editor. The mod needs to have a "cover page" sort of document with it to get the game to recognize it as a mod and make it selectable in the in-game "Mods" window. Unfortunately however, it is not as simple as copying a file, and pasting it in there. If you simply want to fiddle around with making changes, it is thus advisable that you do all of your work in this directory, though you will likely find the need to copy files from the Civ5 directory in order to have template(s) to work with to make your changes. If I wanted, I could create a mod using the "ModBuddy" application (described below) and save all the materials necessary for that mod to work on my machine in a sub-directory in this MODS folder, and never publish it or upload it for other users to access. So, for example, in my own Civ 5\MODS directory I have six sub-directories, all of which were downloaded from the Steam Workshop by subscribing either to my own single mod or those made by other users.Ĭ:\Users\Owner\Documents\My Games\Sid Meier's Civilization 5\MODS\3 Units per Tile (v 1)Ĭ:\Users\Owner\Documents\My Games\Sid Meier's Civilization 5\MODS\Beyond the future (v 20)Ĭ:\Users\Owner\Documents\My Games\Sid Meier's Civilization 5\MODS\citadel buff - autocracy remix (v 1)Ĭ:\Users\Owner\Documents\My Games\Sid Meier's Civilization 5\MODS\Fast Marathon Train and Construct (v 4)Ĭ:\Users\Owner\Documents\My Games\Sid Meier's Civilization 5\MODS\Improved Caravansary (v 3)Ĭ:\Users\Owner\Documents\My Games\Sid Meier's Civilization 5\MODS\Ingame Editor (v 39) ![]() It is here that any files you want to make changes in should exist. The downside of this is of course that you must navigate through the "Mods" window of the game interface and make sure what mods are enabled every time you want to play, or at least that has been my experience with mods that do not have the "save file" lock activated.ĭepending on your operating system, mods will be located somewhere like:Ĭ:\Users\Owner\Documents\My Games\Sid Meier's Civilization 5\MODS ![]() Thus, all users can have both an unmodded Civ 5 vanilla install for whatever build of the game they own, and whatever mods they choose to install. This is because the game engine can temporarily overwrite anything in those files, using mods and it is therefore unnecessary to ever make any changes here in order to make or use mods. ![]() Making ANY changes to any of the pre-existing files in that directory or its sub-directories is ill-advised and should be avoided if at all possible. For example on my Windows 7 Operating System (Win7 OS) HD, the original (and unchanged) Civ 5 directory is at:Ĭ:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V Mod files are kept in a separate location on your hardrive (HD) from the main game files.
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