[Need Help] Mod text.xml files are not recognised

Whenever I use mods the text.xml files of the mods are completely ignored.

I trieded to verify the game data, I tries "use localized data" on/off and I tried different paths for the files (text or englisch/text).

I'm also not sure if I should post this here or on the support forum. It felt more like a modding problem (or something simple that I missed).

21,485 views 15 replies
Reply #1 Top

If you are trying to modify the core files themselves, that will not work.  The game now uses bin files compiled from the core code.  (Faster loading was cited as a reason.)  In order to make mods in the game folder, you would have to regenerate the affected bin files.  You will have to create an append mod and put that into the mods folder for Crusade.  

If you are doing something else, then you probably just went beyond my ability to help.

Reply #2 Top

I use mod folders and separate text files. It simply displays xxx_Name, xxx_ShortDec, xxx_Dec instead of the actual text. My game is somehow unable to find these files. The content changes work fine.

Text files of mods that I have downloaded don't work either (i.e. the anomaly or colonisation event mod).

Reply #3 Top

What is your mod folder structure and where are you placing the files?

Reply #4 Top

...\Mods\[ModName]\Game

...\Mods\[ModName]\Text

...\Mods\[ModName]\Englisch\Text (I tried that one, too)

Reply #5 Top

Yes, Mods\[modname]\Text looks right.  That is what I have and it works for me.  I'm using my own mods and also the Scrivener of Light's anomaly and resource mission mods and they work.

I take it you are not using the English version of the game?  I wonder if there's a bug related to that.

Edit: Just to clarify, are you on Crusade or the base game? If Crusade, are these mods in GC3Crusade\Mods?  I think they must be or you wouldn't be seeing the errors, I just want to make sure.

Reply #6 Top

^^ That. Also are you structuring your text xml correctly? Should be like this:

<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<StringTableList
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="../../Schema/Lib/StringTable.xsd">
    <!-- Created by ModBuddy on 12-Jun-16 11:44:51 AM -->

    <StringTable>
        <Label>AssimilateAbility_Name</Label>
        <String>Assimilators</String>
    </StringTable>
   
    <StringTable>
        <Label>AssimilateAbility_ShortName</Label>
        <String>Assimilators</String>
    </StringTable>
   
    <StringTable>
        <Label>AssimilateAbility_Desc</Label>
        <String>Can Colonize Extreme Worlds. Gains 1-3 planet tiles on new and conqured worlds.</String>
    </StringTable>

</StringTableList>

 

Reply #7 Top

My steam is set to English, the game is set to English, the Operating System is in German. 

I use Crusade and I use the Crusade Mod folder. The mods themselves (the downloaded, too) work. The text.xml files simply don't and in the game I always get these xxx_Name and xxx_ShortDec fragments instead of the actual text. That is the part that is so odd for me. All the changes work (i.e. New Colonisation Events, Different Anomalies, new Improvements).

I didn't change anything for the downloaded mods, I just copied them into the mod folder.

 

Edit: The TechTreeViewer displays everything correctly, but GalCiv3 does its own thing. Are there any config files I might need to delete that are ignored my "validate game files"?

Reply #8 Top

I also wanted to ask a related question:

I made textual changes (fixing typos) to the following files (Crusade 2.21):

[DiplomaticModifiersText.xml]

[FlavorText.xml]

But when I loaded the game and checked the diplomacy screen, the typos were still there! Anyone know why? Thanks.

Reply #9 Top

Quoting Ed1975, reply 8

I also wanted to ask a related question:

I made textual changes (fixing typos) to the following files (Crusade 2.21):

[DiplomaticModifiersText.xml]

[FlavorText.xml]

But when I loaded the game and checked the diplomacy screen, the typos were still there! Anyone know why? Thanks.

I'm not sure if I'm right, but somehow crusade is ignoring changes to the main files. Maybe thats the problem. I tried to add some new abilities to the main AbilityDefs.xml and they never apeared in game. Then I made a new Mod_AbilityDefs.xml file and everything works fine. Don't realy understand why but it works now.

Reply #10 Top

In order to increase the speed of loading, the base game XML files are encoded into other (bin) files.  So changes you make to them in the game folders don't take effect unless you recompile the XML (I hear there's a tool provided to do that but I haven't used it).  So if you want to replace a base game file, put it in the appropriate place in the mod folder.

Reply #11 Top

Quoting Diviator, reply 7

My steam is set to English, the game is set to English, the Operating System is in German. 

I use Crusade and I use the Crusade Mod folder. The mods themselves (the downloaded, too) work. The text.xml files simply don't and in the game I always get these xxx_Name and xxx_ShortDec fragments instead of the actual text. That is the part that is so odd for me. All the changes work (i.e. New Colonisation Events, Different Anomalies, new Improvements).

I didn't change anything for the downloaded mods, I just copied them into the mod folder.

 

Edit: The TechTreeViewer displays everything correctly, but GalCiv3 does its own thing. Are there any config files I might need to delete that are ignored my "validate game files"?

The only time I've ever seen text screens display that way is when the mod XML files calls for a particular text string with a name of "xxx_ShortDec" but the corresponding text file doesn't contain an entry for "xxx_ShortDec".  If this happens for just a few text strings it could be bugs in the mod.  If it's happening for all of them I have no clue.

Reply #12 Top

You can put your edited into a mod folder and than hope that they load.

[...]\My Games\GC3Crusade\Mods\[ModName]\Text

 

 

I was able to kind of fix my problem!

  • I "verified" my game files again (I already did it after an update yesterday or so) 
  • I downloaded files again
  • I started the game and it loaded the text.xmls of all the mods
  • I have no idea way it didn't work before

 

Reply #13 Top

I'm very happy you got it fixed!

Reply #14 Top

Quoting Ed1975, reply 8

I also wanted to ask a related question:

I made textual changes (fixing typos) to the following files (Crusade 2.21):

[DiplomaticModifiersText.xml]

[FlavorText.xml]

But when I loaded the game and checked the diplomacy screen, the typos were still there! Anyone know why? Thanks.

As stated above, any changes to the core files will not work. You will have to copy the file you want t edit into the correct mod folder and enable mods. This should overwrite the core file in memory when the games loads.

 

Reply #15 Top

I have to validate the game files every time I install a mod (if i want to have the text), that is a bit annoying.

Thank you to everyone for helping.