Said I like to improve look of building over normal stardock building, is a safe, not buggy like a making map to override on old building? how is that work? if I said to removed item from building and save as same file name and override, is that wise?
Assuming I understand you correctly: It's safe... but you probably want to keep a backup of the original file somewhere just in case you change your mind later (as well as a backup of the changed version to switch to when a patch occurs).
Usually though, it's better to save the change as something else, then alter the artdef with a tiny mod to point it to the new art. This way, when a patch occurs, your work is saved and you don't have to redo it.
It's safe to do. In fact if you look at my tent mod I edited all the original buildings and developed a new building style to cause a unique look for some people. In fact if you click on save and use the same name it doesn't overwrite the original building it creates a copy in the documents folder under tiles.
Even moreso saving it with the original name will just replace that instance for your game. That means that if you make a change to K_Outpost_01 and save it as K_Outpost_01, then you will see your modified version in the game not the old version. If you delete your modified version you go back to the original version of the tile, no need to mess with the core files what-so-ever. (I recommend deleting the version when outside the game to avoid confusion with core-tiles if you practice this method).
Thank you very much!
Ok, I don't guess it, I did making change original and using all K_ect.... for kingdom faction after I done, I do save on same name as I loaded and I did checked override...indeed I had all those file in my documents folder under tiles but then I start new game and play, I see nothing changed of building?
hmmm... maybe you need mods selected. But I was able to accomplish this feat. You must spell it exactly like the object. But if there are issues, I guess the files you need to edit is the coreimprovements file. I don't think you need to edit the file directly just copy the file that you wish to change into your mods directory. Change the artdef to point to your new building.
Sorry about that... all that does is duplicate the art
Okay here is a fix for you without editing core files.
Say you wish to change the merchant to something else. We do this
<ImprovementType InternalName="Merchant">
<ArtDef>Art_Merchant_New</ArtDef>
</ImprovementType>
then you need to change the art def to get the tile to work out like so
<ImprovementTypeArtDef InternalName="Art_Merchant_New"</ImprovementTypeArtDef>
<ImprovementTypeArtSubPack InternalName="Art_Merchant_Kingdom">
<SupportedBuildingStyle>KingdomStyle</SupportedBuildingStyle><TileDesign>SomethingDifferentThanTheOtherName</TileDesign><ConstructionTileDesign>K_Construction1x1_01</ConstructionTileDesign><DrawnIcon>Improvement_Merchant.png</DrawnIcon><DrawnIconConstruction>Improvement_Merchant_C.png</DrawnIconConstruction><Thumbnail>K_Merchant_02_Thumb.png</Thumbnail><Medallions InternalName="">
<All>K_Merchant_02_Thumb.png</All>
</Medallions>
</ImprovementTypeArtSubPack>
<ImprovementTypeArtSubPack InternalName="Art_Merchant_Empire">
<SupportedBuildingStyle>EmpireStyle</SupportedBuildingStyle><TileDesign>F_Merchant_01</TileDesign><ConstructionTileDesign>F_Construction1x1_01</ConstructionTileDesign><DrawnIcon>Improvement_Merchant.png</DrawnIcon><DrawnIconConstruction>Improvement_Merchant_C.png</DrawnIconConstruction><Thumbnail>F_Merchant_Thumb_01.png</Thumbnail><Medallions InternalName="">
<All>F_Merchant_Thumb_01.png</All>
</ImprovementTypeArtDef>
This will change it to the tile design with internalname "SomethingDifferentThantheOtherName"
so for your tile you edited you need to go into it's xml and change the internal name to something different otherwise you will end up with a duplicate art design for the tile.
Again, sorry for the mis-confusion the test I did earlier was adding something to a tile design, not really changing the design itself.
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