crazy DLL question

Putmalk

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Can you include multiple DLLs (vanilla, expansion1, expansion2) in the same mod (without creating a new one) and would the game load the correct DLL for the expansion depending on what the user is playing?
 
Yes, but for G+K and BNW only. I've set the 28, 34, and 43 Civs mods this way.

But Vanilla DLL are not loaded when the mod is initialized, the only way to use them is to replace the original DLL in the game folder.
 
Yes, but for G+K and BNW only. I've set the 28, 34, and 43 Civs mods this way.

But Vanilla DLL are not loaded when the mod is initialized, the only way to use them is to replace the original DLL in the game folder.

Thanks for the answer!
 
How about LUA files? Can we differentiate loading different LUA files based on what DLL's been loaded?
 
yes, use conditional includes at the beginning of the file.

For example, an override of AssignStartingPlot:

Code:
-- Lua AssignStartingPlot chooser
-- Author: Gedemon
-- DateCreated: 6/20/2012 8:40:31 PM
--------------------------------------------------------------

print ("---------------------------------------------")
print ("Build AssignStartingPlot for Culturally Linked Location...")
function Initialize()
	local bGodsAndKings = ContentManager.IsActive("0E3751A1-F840-4e1b-9706-519BF484E59D", ContentType.GAMEPLAY)
	local bBraveNewWorld= ContentManager.IsActive("6DA07636-4123-4018-B643-6575B4EC336B", ContentType.GAMEPLAY);

	  
	if (bGodsAndKings or bBraveNewWorld) then -- using Brave New World or Gods And Kings
		include("ASP_GodsAndKings")
		include("ASP_Create_GodsAndKings")
	else -- using vanilla civ5
		include("ASP_Vanilla")
		include("ASP_Create_Vanilla")
	end
	include("ASP_Common")
end
Initialize()
 
EDIT: Ignore that, I was being stupid at the end of a long day at the keyboard!
 
I need to ask: do you have BNW installed ?
 
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