PlotinusRedux
Warlord
- Joined
- Jul 11, 2013
- Messages
- 196
This is just a shot in the dark, but I found this for ui context,
is it possible to do something similar for gameplayscripts?Code:for i, addin in ipairs(Modding.GetUserInterfaces("InGame")) do print("Loading InGame UI - " .. addin.ContextPath); table.insert(g_uiAddins, ContextPtr:LoadNewContext(addin.ContextPath)); end
I looked at that myself, but from what I can tell anything executed through ContextPtr is going to be somewhere in a UI context, inheriting from the context in which the LoadNewContext was run.
I've looked at several kludging ideas, but I'm not happy with any of them, so while I'll probably keep experimenting, I'm hoping they just release a patch that fixes the GameplayScripts reload--and allows UI only mods to work with games that weren't created with them enabled.