I meant reseed is still working as intended (By itself, and with a few other mods it works as intended), but loading during an active game does not work when CivUp is active, that includes the loading ".PlayerChoseToLoadGame()" you are calling to in reseed. Which ultimately means, if I want loading to work ingame I have to deactivate CivUp. Since ".PlayerChoseToLoadGame()" seems to queue up an event there is still time for civ to call the "HideShow..." which prints "close" in the log. The crash happens immediately when loading should start, before the Civ-loadingscreen.
What I tried to say in a previous post is that loading ingame crashes the game with CivUp active even if reseed is not even installed, or any other mod for that matter, except standard DLCs.
CivUp has loading disabled because it doesnt work as intended, but activating it was just changing a parameter in the modinfo xml. That is how I tested it. CivUp is a very extensive mod, lots of things happen when states change and events triggers, most of them seem copy-pasted without changes from the original lua-files, but I think it lacks restoring globals (especially during Hide (its probably to hard to track)). <-- Wow a double paranthesis...
I did a quick search and didnt find any API-manual for the lua-hooks, so my conclusions are just from the code itself and the namingconventions used in the files. Which obviously means I can be totally off in my assumptions. =)
What I tried to say in a previous post is that loading ingame crashes the game with CivUp active even if reseed is not even installed, or any other mod for that matter, except standard DLCs.
CivUp has loading disabled because it doesnt work as intended, but activating it was just changing a parameter in the modinfo xml. That is how I tested it. CivUp is a very extensive mod, lots of things happen when states change and events triggers, most of them seem copy-pasted without changes from the original lua-files, but I think it lacks restoring globals (especially during Hide (its probably to hard to track)). <-- Wow a double paranthesis...
I did a quick search and didnt find any API-manual for the lua-hooks, so my conclusions are just from the code itself and the namingconventions used in the files. Which obviously means I can be totally off in my assumptions. =)