Make sure that you have all ready installed GIMP.
Making IconsNow open the zip file downloaded from the "Templates" link above. The following will only cover the lines with. I will iterate it and improve it over time - but with a new wave of modders (myself amongst them) appearing, I wanted to share it ASAP.Basically, replace all the ""s with the required information, and you're good to go. I even want to know what you used it to build! If you've downloaded it, I welcome feedback, critique and commentary against this template's functionality and quality. I can confirm that this template 'works' and all items coded herein function as intended and as described in-game. I am a competent coder, fluent in XML and SQL. I am sharing this as someone who has gone through the learning process recently myself - I built this from the ground up, with all sections commented to explain how they work (as best as I am able!).
Yes! I have validated against Civilization VI Vanilla, Rise & Fall and Gathering Storm on (including successful game launch of R&F and GS with built mod enabled lightly-modified built mod enabled to test on Vanilla). I recommend those wishing for specific guidance on artwork use those guides alongside this template for their first project. It provides the necessary folder structure and links between files - however, excellent guides exist on these forums for the specifics around 2D and 3D artwork creation. It does not contain any custom 3D models - it leverages base-game assets to produce a unique-looking unit.Įqually, the commentary in the attached does not walk through the process for importing custom artwork. This way, you'll understand the references from files you've worked through earlier in the process most effectively. The annotation gets 'less detailed' as you go along, if you go in this order - as concepts are only explained as 'new' the first time they are used. Work through all other SQL files in the 'Leader' folder next. Next, move on to the 'Leader' folder and start with the Leader_Core.sql.ĥ. Once you have got through this first file, work through all other SQL files in the 'Core' folder next.Ĥ. Do not find-and-replace terms for your first attempt.ģ. Work through the sections in order to understand them. Start with the 'Core' folder and open Civilization_Config.sql first. With ModBuddy loaded and the project opened, you'll see a folder structure on the left-hand-pane.Ģ.
If you are new to modding using ModBuddy, I can recommend the following approach:ġ. This project uses artwork from three sources - my own, another modder's Olmec mod from Civilization V (Leugi) and the Civilization VI game itself. I am sure it is not perfect and there may be more efficient ways of doing some parts.
I have tried to explain all of the code concepts as well as I can. It includes 'commented out' sections that would easily enable the custom civilization to be playable in the vanilla game, too. It draws on a range of source material to try and highlight the way some of the expansion-specific functions work - for that reason, the ModBuddy project (as-is) is R&F- and GS-compatible (if built with no modifications). It is intended to enable budding modders to create a custom civilization and configure their mod to execute on the base-game, Rise & Fall and/or Gathering Storm expansions. Essentially - all of the core components you'd expect a civilization to consist of. The civilization in this template has its own unique leader, unique unit (replacing a base-game unit), unique infrastructure (improvement) and unique abilities (civilization and leader). This is intended as an all-in-one ModBuddy project template for creating a custom civilization for Civilization VI.