
- Civilization vi mods not showing up in game mod#
- Civilization vi mods not showing up in game code#
- Civilization vi mods not showing up in game zip#
- Civilization vi mods not showing up in game download#
But then, you face an unexpected hiccup out of nowhere – the main menu isn’t showing up!įear not, fellow adventurer, for we have a quick fix to get you back on track and help you reclaim your virtual sovereignty. You also need to ensure that you are referring to the trait-name in the same way in the unit-file as you end up using in the "Defines" SQL file.You’re all set for an epic gaming session in Skyrim, ready to immerse yourself in the breathtaking landscapes and thrilling quests that offer unparalleled freedom. ('TRAIT_CIVILIZATION_UNIT_ZOB_SWEDEN_HAKKAPELIITTA_NAME', 'LOC_UNIT_ZOB_SWEDEN_HAKKAPELIITTA_NAME', 'LOC_UNIT_ZOB_SWEDEN_HAKKAPELIITTA_NAME_DESCRIPTION') You've defined a "Type" called "TRAIT_CIVILIZATION_UNIT_ZOB_SWEDEN_PIKEMAN" but then you've defined a "TraitType" called "TRAIT_CIVILIZATION_UNIT_ZOB_SWEDEN_PIKEMAN_NAME", for example. ('TRAIT_CIVILIZATION_UNIT_ZOB_SWEDEN_PIKEMAN_NAME', 'LOC_UNIT_ZOB_SWEDEN_PIKEMAN_NAME', 'LOC_UNIT_ZOB_SWEDEN_PIKEMAN_NAME_DESCRIPTION'), VALUES ('TRAIT_CIVILIZATION_UNIT_ZOB_SWEDEN_CAROLEAN', 'LOC_UNIT_ZOB_SWEDEN_CAROLEAN_NAME', 'LOC_UNIT_ZOB_SWEDEN_CAROLEAN_NAME_DESCRIPTION'), ('TRAIT_CIVILIZATION_UNIT_ZOB_SWEDEN_HAKKAPELIITTA', 'KIND_TRAIT') ('TRAIT_CIVILIZATION_UNIT_ZOB_SWEDEN_PIKEMAN', 'KIND_TRAIT'),

VALUES ('TRAIT_CIVILIZATION_UNIT_ZOB_SWEDEN_CAROLEAN', 'KIND_TRAIT'), You'll note for example that Mediafire links are no longer allowed on Steam, whereas CFC (this site) and dropbox links are still allowed.
Civilization vi mods not showing up in game download#

Civilization vi mods not showing up in game mod#
If the zipped folder is too large for the forum to accept then upload the zipped mod to a file-sharing site such as dropbox and provide a link where the mod can be downloaded.
Civilization vi mods not showing up in game zip#

Civilization vi mods not showing up in game code#
And in all this process we have to hope that we are not wasting our time in the event the modbuddy project does not contain the same code as the built version of the mod that is non-functional.If we cannot spot the issue we then have to create the built and usable version of the mod on our end, which is what we really needed in the 1st place.This is useless in most cases and requires us to dump it into our modbuddy folder and then start modbuddy and then attempt to analyse what you are doing wrong.Do not (unless specifically asked by someone trying to help diagnose your problem) zip the modbuddy project folder.Zip the version of the mod the game is actually trying to use, which will be found as a sub-folder in ~\Documents\My Games\Sid Meier's Civilization VI\Mods.

Having the actual mod as you are currently trying to use it allows us to look for the actual problem, and if all else fails to simply drop the mis-behaving mod into our MODS folder and run the mod to see what the game tells us.
