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September 10, 2024, 02:47 AM
#1
Barbarus
(Help) Trying to make a quick first proof-of-concept mod
Hi Guys,
I've been reading all the tutorials, checked out some videos and am still struggling to implement a mod. My goal right now is to make an extremely simple proof-of-concept to verify that I'm actually even doing the right thing.
Here's what I've done.
- Downloaded and installed RP Pack Manager
- Created a new mod "MyMod->NewMod" name = "higher_commodity_values"
- Right-clicked on my empty pack file and selected Add->Add From Pack file
- Selected packfile patch.pack
- From the patch.pack I navigated to db->commodities_tables->commodities and double-clicked, which added it (with its tree structure) to my mod
- Closed the patch.pack
- Right-clicked on the commodities file (within commodities_tables folder) and renamed to "new_commodities"
- Open that new_commodities file and updated all values for "Baseline Price Per Unit to 50
- Under PackFile menu, changed the PackFileType to "Mod"
- Clicked PackFile menu -> Install
- Verified that the new pack "higher_commodity_values.pack" file now exists in my empire game's data folder
- Navigated to my scripts folder in user/appdata/roaming etc
- Create new text file called "user.empire_script.txt"
- Opened the file and added a single line: "mod higher_commodity_values.pack;"
- Saved file ensuring its in unicode (UTF-8)
- Loaded Empire -> New Grand Campaign -> Opened the Government dialog then the Trade tab expecting to see commodity values of something much higher eg. 50
- Actually saw same default values as always
I've also done about 30 variants of above to no avail
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