Civ 6 Mod Manager
Civ 6 Mod Manager (Experimental) MOD Manager
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About this mod Machine translation
Civ 6 Mod Manager (Experimental) MOD Manager
Civ 6 Mod Manager (Experimental)
NOTE: Not yet compatible with Summer Patch.
Note: The link is for the installer.exe. There is also a .zip version (just unzip to program file), available at
Now on github at https://github.com/PlotinusRedux/Civ6Mods
Civ 6 Mod Manager v0.7 Experiment
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Overview
--------
This is an experimental application:
- Create "Mod Sets", individual mods that merge other mods together, try to resolve incompatibility issues, and provide click-and-close functionality to groups of mods.
- Provide enabling/disabling of mods in a way that respects the <Blocks> element;
- Allows hiding mods that are already included in the mod set or mods that you do not want to see in the game;
- Simplified viewing of existing mods by easily viewing imported base asset files so changes can be easily viewed.
- Allows adding/removing active mods from saved games by editing their Mod Set.
This experimental version is being released for testing to determine whether the automatic merging is accurate enough to be generally useful. While anyone is free to use it, the initial target audience is Civilization VI models who can help diagnose any issues they find.
Mod Sets
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To create a Mod Set, select <New Mod Set> on the home screen, enter a name, and add the mods you want to include.
In order to be compatible with certain mods, it is best to include DLC in the Mod Set.
After clicking OK, ModManager does the following:
- Adjust the order of selected mods so that any Referenced mod appears before any mod before <References>;
- Adjust the order of components in all mods according to <LoadOrder> followed by mod order;
- Add all components to the new mod in order, copying and merging files as needed.
Dep and ArtDef files are automatically merged through code that understands their file formats, and the last component is used to modify a specific object (for example, UNIT_SETTLER), overwriting previous changes to the same object.
Attempts an automatic 3-way or 2-way merge of conflicting import files, depending on whether they exist in the game's base assets folder (3-way if present, 2-way otherwise). If a conflict is detected that cannot be resolved automatically, use kdiff3 to resolve the differences manually.
You can change the default behavior of merging or use your preferred merge program by clicking <Options> in the Modification Set window.
You can edit Mod Sets. This will affect games saved with Mod Sets, so it can be used to add or remove mods from a saved game. Note that this might be a bad idea for some mods, however - you don't want to delete the mod that created the civilization you're currently playing.
Limitations/future work
-----------------------
-Customized <Ruleset>; may not work properly at this time.
- Experimental version to see if it is widely used and generally useful;
- Plan to have Mod Manager automatically recognize and offer to merge changes into included mods;
- View Mod can be expanded into a complete mod creation/editing tool.
Note: Not yet compatible with the Summer Patch.
Note: Link is for installer.exe. There is also a.zip version (just unzip to Program Files) available at
Now on github at
Civ 6 Mod Manager v0.7 Experimental
===================================
Overview
--------
This is an experimental application to:
- Create "Mod Sets", single mods that merge others mods together to attempt to resolve incompatibilities and provide single-click on and off for groups of mods;
- Provide enabling/disabling of mods in a way that honors the <Blocks> element;
- Allow hiding of mods that have been included in mod sets or that you just don't want to see in game;
- Allow simplified viewing of existing mods with easy difference viewing of imported base asset files so changes can easily be seen.
- Allow adding/removing active mods in saved games by editing their Mod Set.
This experimental version is bei …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.