ROM Hack Suggestion Civilizatio VI in Nintendo Switch - PC mods almost compatible (Images don´t work)

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Hi, recently I've been looking for a way to install Civ VI mods from the PC version in the Switch version.
Looking into my save, I found a "Mods" folder.
Sin nombre.png
I tried to install a mod called Ethiopia.
I just put the "Ethiopia" folder inside the "Mods" folder.
After restoring the save and launching the game, it worked.
2018120915484900-E1A7E95F9E577242170CB3869DA3D3AF.jpg2018120915473600-E1A7E95F9E577242170CB3869DA3D3AF.jpg 2018120915475200-E1A7E95F9E577242170CB3869DA3D3AF.jpg 2018120915480400-E1A7E95F9E577242170CB3869DA3D3AF.jpg
But as you can see, images don´t work.
I think it may have something to do with the format of the images, .dds.
Maybe someone can solve this.
 
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Bayarri86

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Wow, that's amazing!

How did you get to the game's folder? I'm triying to do It myself but I don't see it anywhere

Besides adding new Civs, this opens the door to some of my favourite improvements, like the YnMP mappack or the realistic tech and civ trees
 

SushiSquid

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How funny. I also was just discovering this. My method was to shove mods into the DLC folder, which also works, by the way. Some restrictions:
- New textures do not load.
- New models do not load.
- Anything that references any DLC or mods you don't have installed will make world generation and save loading fail. You get a popup telling you to disable some mods. This even includes stuff with SQL transactions that are written to load only when they find things. Works on PC, but didn't on Switch. Remove all references in the SQL and XML files to any DLC or mods that you don't have. All.

But other than that, mods work great. LUA scripts will run, XML and SQL database and text edits load too.

By the way, this game has the full mod manager from the PC version. Even when in the DLC folder, the game recognizes when files are mods. You can enable and disable within the Downloadable Content menu.
 
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Deleted User

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Wow, that's amazing!

How did you get to the game's folder? I'm triying to do It myself but I don't see it anywhere

Besides adding new Civs, this opens the door to some of my favourite improvements, like the YnMP mappack or the realistic tech and civ trees
You have to backup your save using Checkpoint or other similar homebrew, and then, you have to put the mod folder inside *YOURsave*\appdataparent\Sid Meier's Civilization VI\Mods
And then you restore the edited save with the mod with Checkpoint.
Furthermore,YnMP works perfectly.
2018121017030200-E1A7E95F9E577242170CB3869DA3D3AF.jpg 2018121017030900-E1A7E95F9E577242170CB3869DA3D3AF.jpg 2018121017031500-E1A7E95F9E577242170CB3869DA3D3AF.jpg 2018121017044900-E1A7E95F9E577242170CB3869DA3D3AF.jpg

--------------------- MERGED ---------------------------

How funny. I also was just discovering this. My method was to shove mods into the DLC folder, which also works, by the way. Some restrictions:
- New textures do not load.
- New models do not load.
- Anything that references any DLC or mods you don't have installed will make world generation and save loading fail. You get a popup telling you to disable some mods. This even includes stuff with SQL transactions that are written to load only when they find things. Works on PC, but didn't on Switch. Remove all references in the SQL and XML files to any DLC or mods that you don't have. All.

But other than that, mods work great. LUA scripts will run, XML and SQL database and text edits load too.

By the way, this game has the full mod manager from the PC version. Even when in the DLC folder, the game recognizes when files are mods. You can enable and disable within the Downloadable Content menu.
Where's the DLC folder, can it be used to install Rise and Fall and other PC DLC?
Also, is there any way to overcome the restrictions?
Maybe changing the files of the mods or patching the game.
 
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SushiSquid

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Huh? I made the DLC folder on my SD card. And I don't have to do any backup-restore or anything. Just make the folder atmosphere/titles/010044500C182000/romfs/DLC/ on your SD card and shove the mods all into there. Works great.

--------------------- MERGED ---------------------------

I should say, I did not open the Switch game files. I have the game on PC too. I downloaded mods from Steam Workshop using the game and made edite using my own knowledge and the base game files.
 
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Huh? I made the DLC folder on my SD card. And I don't have to do any backup-restore or anything. Just make the folder atmosphere/titles/010044500C182000/romfs/DLC/ on your SD card and shove the mods all into there. Works great.

--------------------- MERGED ---------------------------

I should say, I did not open the Switch game files. I have the game on PC too. I downloaded mods from Steam Workshop using the game and made edite using my own knowledge and the base game files.
Thanks, this way it's easier to install mods, now we have to find a way to get support for textures, models, etc...
 

Bayarri86

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You have to backup your save using Checkpoint or other similar homebrew, and then, you have to put the mod folder inside *YOURsave*\appdataparent\Sid Meier's Civilization VI\Mods
And then you restore the edited save with the mod with Checkpoint.
Furthermore,YnMP works perfectly.
View attachment 151609 View attachment 151610 View attachment 151611 View attachment 151612

--------------------- MERGED ---------------------------


Where's the DLC folder, can it be used to install Rise and Fall and other PC DLC?
Also, is there any way to overcome the restrictions?
Maybe changing the files of the mods or patching the game.

OMG I'm on it right now, thanks for the info :DD

--------------------- MERGED ---------------------------

Huh? I made the DLC folder on my SD card. And I don't have to do any backup-restore or anything. Just make the folder atmosphere/titles/010044500C182000/romfs/DLC/ on your SD card and shove the mods all into there. Works great.

--------------------- MERGED ---------------------------

I should say, I did not open the Switch game files. I have the game on PC too. I downloaded mods from Steam Workshop using the game and made edite using my own knowledge and the base game files.

Looks way easier but unfortunately I'm on SX OS, so I will go with the checkpoint option. Thanks anyway, having mods in Civ Vi switch is HUGE!
 

SushiSquid

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No real good reason to use SXOS instead of Atmosphere, but it has LayeredFS too. Just change the folder name.

Images works too
Only need to rename the folder inside platform to NX64
Please explain. Images work without conversion? How did you get them to load?
 

Raugo

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No real good reason to use SXOS instead of Atmosphere, but it has LayeredFS too. Just change the folder name.


Please explain. Images work without conversion? How did you get them to load?

Yes, works without conversion (at least in the mods what I tried):

BfsCPCZ.jpg


The mod folder have a plaftform folder, inside have other two folders called windows and macOS rename one to NX64.
 

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Thanks. I'll investigate this more when I get home. The mods I was testing didn't have platform folders, but maybe we can just add those. Quite exciting that maybe we can port over more than I had thought!
 
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This could also potentially work for 3d models.
So maybe it's easier than I thought to make mods compatible.
 

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Oh wow. It does. Mods that have already packed their resources into BLP files can be ported as simply as just changing the folder name. Literally everything works out of the box. The textures, models, animations, even unit sounds. I hhaven't been able to see if voices on those custom leaders that have them work, but I would guess they do.

You can port anything to Switch and it runs. Stuff that isn't packed needs to be packed using the toolkit. I don't yet know how to do that because it's new to Civ VI. I've done lots of Civ V modding but very little with VI. This is great news!
 
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I've noticed that if you also want to hook a keyboard up to your Switch, the "reveal all" debug mode trick works on this game as well. Definitely not as good as installing mods to it, but still interesting.
 

Bayarri86

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Images works too

Only need to rename the folder inside platform to NX64

So, in short, SX OS users have to place their Civ VI mods in

X:\sxos\titles\010044500C182000\romfs\DLC\

And rename either windows or macos folders to NX64 in the platform folder

I got it working, now I'm thinking on getting that "expansion1" pc dlc on that folder, and see what happens...
 
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So, in short, SX OS users have to place their Civ VI mods in

X:\sxos\titles\010044500C182000\romfs\DLC\

And rename either windows or macos folders to NX64 in the platform folder

I got it working, now I'm thinking on getting that "expansion1" pc dlc on that folder, and see what happens...
Is that Rise and Fall DLC?
 

Bayarri86

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Is that Rise and Fall DLC?

Yes it is and i didn't get it to work, but neither the bigger mods with images.

When i try to do this via Checkpoint and placing the mods in the mod folder on the savefile, Checkpoint crashes whenever I try to insert a file heavier than 6MB.

If I use the sx os/title/.../dlc/ folder they load, but they do it instead of the main dlc folder where the 8 dlc civs (Australia, Poland...) are, so I lose them.

And here comes the crazy part, i tried to load the 8 dlc civs by just importing the pc dlc folders like if they were mods, and the switch actually accepted them as original content. The result was that I retained the 8 civs and had access to heavy sized mods, BUT, I don't know why, I'm still unable to see the images, so I'm still looking for a way around that.

Given that even pc dlcs are recognized as original content and do work on switch, i wouldn't be surprised if someone gets R&F to work, even on a glitchy way
 

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If placing them in the DLC folder is overriding the whole folder, then SXOS has implemented LayeredFS seriously poorly. Use Atmosphere for a properly functioning LayeredFS. It's even been updated and now makes a little metadata file to make file loading faster.

If I owned Rise & Fall on PC I would try to test that later today. I only have the DLC that came with the Humble Bundle some months back, which is actually less than what the Switch version already has.
 
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