I want to start modding
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I want to start modding Expand / Collapse
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2/20/2007 5:25 PM


Warlord

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I want to start modding civ4 and have found many beginner tutorials. They are all telling me I need to unpack my art0.FPK file if the file is still compressed. Here is my problem: This is where the file should be

C: Documents and Settings/Jimmy/Application Data/Firaxis Games/Sid Meiers Civilization4/Assets/art0.FPK

When I get to Jimmy there is no Application Data folder, however when I am in the unpak program it is there but the art0.FPK is not there, only the assets 0-3 fpk files along with the Art,Python,Res,Sounds and XML. I guess what I'm asking is can anyone walk me through what I need to do to get started? Any help would be appreciated.
2/20/2007 5:41 PM


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Wow. You're like, way more advanced than me

I remember once a year or two ago I started looking around at all the folders, and files, and lines and lines and lines of code, and all I could do was let out a big "sigh" and long wistfully for the day when they will fulfill their claims of "Civ 4 being the most moddable civ YET!" by producing and distributing a real editor like in C3C, i.e., a gooey from which I can edit the stats, functions, and relationships between units, terrain, wonders, projects, etc., etc., etc.

I do not doubt that Civ4 has been engineered so that it can EVENTUALLY be the most moddable civ yet. But until that editor is open on my screen and I can do pretty much anything and everything that you can do with the Civ 3 and C3C editor, the status of moddability for Civ4 has taken a DEFINITE backwards step. I'm not gonna learn a coding language just so I can make mods, maybe some guys are happy to do that but not me. Firaxis and Atari are fooling themselves if they think that a basic game architecture that allows coders to make lots of changes constitutes "the most moddable civ yet."

I say, BOYCOTT CIV 4 MODDING! as an act of protest for the long delay on the "modders pack" they promised all along! The slower mods are to get going, the slower their business will be, and the more they are pressured to get the modder pack on the shelves!

Capitalism. You gotta love it!

2/20/2007 6:37 PM


Warlord

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Ya what's up with that. I've spent the last 3 weeks learning Python and XML and I still cannot even figure out how to get to the files to adjust or change them. I am a novice at best programmer and it is way out of my league. Easiest game to mod ever my arse.
2/20/2007 7:55 PM


Residing President

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Another one suckered by Firaxis! Oh the humanity! Woe is us!
Why did Civilization IV have to be the failure that it was (to me!)?

I don't know what they were thinking.
And the only reasonable explanation I can come up with is that they wanted to be jerks to people.

Or there is that other possibility that they wanted to rush the game out to all the Civilization fans wetting their mouths.

PAH, the whole Civ IV subject irritates me, but the lack of an editor...
2/20/2007 8:32 PM
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I looked into modding a bit, and am gonna eventually start making my own mod, so I think I can answer a few of your questions. With the patch the Art0.FPK pak was split into all those paks you see now. What you need to do is unpak all of them and merge the files.

However, unless you plan to do graphical modding, there is really no point to unpacking the art files (I did it only so I could import the models into Blender and play with them)

The XML isn't that hard to mod once you've figured it out. The XML files are in the "Assets" folder, and the labels you need to change are pretty much self explanatory.

As for it being "the most moddable civ ever", that it is without a doubt. What it isn't is the easiest to mod. The level of modding possible is really deep in Civ4. In Civ3 you could just mod that stats and maps, while in Civ4 you can make scripts, change the AI, and fiddle with the game mechanics. The result is that its harder for the laymen to make a small personal gameplay tweak mod, but that it is much easier for the coders to spin out masterpieces.

If you don't want to break your bones and head trying to learn xml, I would suggest that you wait as I am waiting for the Civilizeditor. A tech tree editor is already out, and from the screenshots the rest of the editors looks to be just as good
2/20/2007 9:10 PM


Warlord

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Then how do I get to the tags to change them like I said the applications data folder is not there I even ran a search for it. It does exist somewhere because it comes right up when I am in the unpak program. Can you help me with that one I am STUMPED .
2/20/2007 9:12 PM
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Oh sorry, its C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets\.

Where did you get the Application Data thing from?
2/20/2007 9:42 PM


Warlord

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Thats where the target says it is when I am in the unpak program. I think I made a booboo too. I unpaked them into  CustomAssets/Assets/0-3assets.FPK in MY Documents. When I try to open any of the unpaked files it doesn't know what program created it. Can I simply delete each unpaked file or do I have to repak them or something.

Thanx so much for your help so far. You R the man .

2/20/2007 9:53 PM


Warlord

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C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets\.

OK now I know something is wrong and it's just not me either stupid or crazy. There is NO Fireaxis Games in my program files. Xfire is the closest thing to it. I ran another search just in my program files and it could not find it either. Is this possible?

 

EDIT: I also checked the target (in properties) for the launch Civ4 program in Firaxis Games in my programs menu and it gives me the same C:\Documents and Settings\Jimmy\Application Data....... the same target as when I am in the unpak program.

2/20/2007 10:24 PM
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Ok, I'm not sure why your install directory is messed up, but to see the Application Data folder, you'll need to open up My Documents (or anything else), go to"Tools" on the top taskbar, "folder options", the view tab, and then check view hidden folders. Now you should be able to see the Application Data folder
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