IndieStone - Visual Tech Tree Editor

Ok, so I'm running windows 7 64 bit, and I'm having a bit of a problem getting this to work.

Whenever I try to launch it, the app appears to load, and will flash up for a second and then disappear. There's no error messages visible. Furthermore, the process remains in task manager, but using a ridiculously low amount of ram (112K) and there's no way to kill it.

I managed to get it loading in safe mode (!) but then I got the following error:

Code:
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Users\Ryan\IndieStoneTechEditor\Assets\DLC\Expansion'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
   at System.IO.Directory.GetFiles(String path)
   at IndieStoneCiv5XMLTools.Civ5XmlDatabase.LoadDir(String s)
   at IndieStoneCiv5XMLTools.Civ5XmlDatabase.Load()
   at IndieStoneTechEditor.TechTree.FirstUpdate()
   at IndieStoneTechEditor.TechTree.panel1_Paint(Object sender, PaintEventArgs e)
   at System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
   at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer)
   at System.Windows.Forms.Control.WmPaint(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
    Assembly Version: 0.0.0.0
    Win32 Version: 0.0.0.0
    CodeBase: file:///C:/Users/Ryan/IndieStoneTechEditor/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
    Assembly Version: 0.0.0.0
    Win32 Version: 0.0.0.0
    CodeBase: file:///C:/Users/Ryan/IndieStoneTechEditor/IndieStoneTools.DLL
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Help would be greatly appreciated, as this seems like a very useful tool :)

Do you have CivV and the SDK installed and your asset path set correctly? It's defaulting to searching for a CiV install in its current directory, which means it wasn't able to work out where the game is.
 
Hello, I'm having the same problem as others:

Code:
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
   at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   at IndieStoneCiv5XMLTools.GameDataConflictFinder.GetConflictsVigerous(GameDataDiffInfo diff, Civ5XmlDatabase db)
   at IndieStoneTools.Forms.Export.SaveISMod()
   at IndieStoneTools.Forms.Export.button2_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
    Assembly Version: 0.0.0.0
    Win32 Version: 0.0.0.0
    CodeBase: file:///C:/Users/wbcbane_/Downloads/indiestonetecheditor/IndieStoneTechEditor/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
    Assembly Version: 0.0.0.0
    Win32 Version: 0.0.0.0
    CodeBase: file:///C:/Users/wbcbane_/Downloads/indiestonetecheditor/IndieStoneTechEditor/IndieStoneTools.DLL
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
DevIL.NET2
    Assembly Version: 1.1.2619.31671
    Win32 Version: 
    CodeBase: file:///C:/Users/wbcbane_/Downloads/indiestonetecheditor/IndieStoneTechEditor/DevIL.NET2.DLL
----------------------------------------
msvcm80
    Assembly Version: 8.0.50727.6195
    Win32 Version: 8.00.50727.6195
    CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.6195_none_d09154e044272b9a/msvcm80.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

The key 'Executable' in HKEY_CURRENT_USER\Software\Firaxis\Nexus\Viewer is empty, can that be the problem? Other keys are correct to Civ's base folder.
 
Hello, I'm having the same problem as others:

Code:
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
   at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   at IndieStoneCiv5XMLTools.GameDataConflictFinder.GetConflictsVigerous(GameDataDiffInfo diff, Civ5XmlDatabase db)
   at IndieStoneTools.Forms.Export.SaveISMod()
   at IndieStoneTools.Forms.Export.button2_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
    Assembly Version: 0.0.0.0
    Win32 Version: 0.0.0.0
    CodeBase: file:///C:/Users/wbcbane_/Downloads/indiestonetecheditor/IndieStoneTechEditor/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
    Assembly Version: 0.0.0.0
    Win32 Version: 0.0.0.0
    CodeBase: file:///C:/Users/wbcbane_/Downloads/indiestonetecheditor/IndieStoneTechEditor/IndieStoneTools.DLL
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
DevIL.NET2
    Assembly Version: 1.1.2619.31671
    Win32 Version: 
    CodeBase: file:///C:/Users/wbcbane_/Downloads/indiestonetecheditor/IndieStoneTechEditor/DevIL.NET2.DLL
----------------------------------------
msvcm80
    Assembly Version: 8.0.50727.6195
    Win32 Version: 8.00.50727.6195
    CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.6195_none_d09154e044272b9a/msvcm80.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

The key 'Executable' in HKEY_CURRENT_USER\Software\Firaxis\Nexus\Viewer is empty, can that be the problem? Other keys are correct to Civ's base folder.

Have you done the fix described here?
 
Yes, sir.

When I try export, it stops here:
> Searching for differences between Base Database and Mod Database.

Another thing:
"at IndieStoneTools.Forms.Export.SaveISMod()"

Reading another post commenting that when he tried to export the extension was '.ismod', which is what happens to me. Can that point out to the reason I'm getting the error?

EDIT: I didn't even touched the Tech tree. Just opened it and tried to export.
 
I can confirm this issue. Same exception message. I tried with minimal tree and and the default tree loaded from the BNW. Neither could be saved. I had the fix mentioned and the earlier exception changed to this one.
 
Are you guys sure you've edited the correct Units file in the Expansion2 folder? Because I can replicate this only by undoing the fix locally. Note that if you verify your game cache or if there's an update to CiV then it will undo the fix. (It's present even trying to re-export the tree with no changes.)

I should really make this more robust so that it doesn't fall over when Firaxis does something like this, but unfortunately it's difficult to find time to test and make sure I'm not making things worse in the process. I'll see what I can do about catching this exception in reasonable places without masking real (modded) errors while it's doing it.
 
I have the game loaded with vanilla database open and the SQLite Manager shows that the fix found its way to db. Don't know what db the visual tech tree editor actually loads tho.

Currently I'm getting this exception.

Code:
************** Exception Text **************
System.ArgumentNullException: Value cannot be null.
Parameter name: item
   at System.Windows.Forms.ComboBox.ObjectCollection.AddInternal(Object item)
   at System.Windows.Forms.ComboBox.ObjectCollection.Add(Object item)
   at IndieStoneTools.Forms.ConflictDialog.FillReplaceDropDown(String replaceType)
   at IndieStoneTools.Forms.ConflictDialog..ctor(Conflict conf, Int32 index)
   at IndieStoneTools.Forms.ConflictDialog.DoConflicts(ConflictInfo info, Civ5XmlDatabase db)
   at IndieStoneTools.Forms.Export.SaveISMod()
   at IndieStoneTools.Forms.Export.button2_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
 
I'm trying to understand how the visual tech tree editor loads the tech database and removed all of the cached .db files and renamed the three Civ5Units.xml and the three Civ5Technologies.xml files, but still it loads the tech tree just fine. Weird.
 
<Column name="PolicyType" type="text" reference="PolicyBranchTypes(Type)" default="NULL"/>

Like this, right?

That's right, yeah.

I have the game loaded with vanilla database open and the SQLite Manager shows that the fix found its way to db. Don't know what db the visual tech tree editor actually loads tho.

Currently I'm getting this exception.

Code:
************** Exception Text **************
System.ArgumentNullException: Value cannot be null.
Parameter name: item
   at System.Windows.Forms.ComboBox.ObjectCollection.AddInternal(Object item)
   at System.Windows.Forms.ComboBox.ObjectCollection.Add(Object item)
   at IndieStoneTools.Forms.ConflictDialog.FillReplaceDropDown(String replaceType)
   at IndieStoneTools.Forms.ConflictDialog..ctor(Conflict conf, Int32 index)
   at IndieStoneTools.Forms.ConflictDialog.DoConflicts(ConflictInfo info, Civ5XmlDatabase db)
   at IndieStoneTools.Forms.Export.SaveISMod()
   at IndieStoneTools.Forms.Export.button2_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)

Interesting, this is a new exception. Looks like it's trying to initialize a window for a conflict where one part of the conflict is null (doesn't exist, most likely).

I'm trying to understand how the visual tech tree editor loads the tech database and removed all of the cached .db files and renamed the three Civ5Units.xml and the three Civ5Technologies.xml files, but still it loads the tech tree just fine. Weird.

The Tech Tree Editor finds the CiV install directory from the registry and then loads all xml files it finds in valid locations. It parses them based on content rather than file name. However, were you to rename an expansion2 file and not the corresponding expansion1 and base game files, the tech tree editor wouldn't know the expansion2 file was intended to replace the earlier ones and you'd get duplicates on the tree.

Is there anything unique about your installs, guys? Do you have BNW and not G&K? (That caused a different issue before.) Do you have any mods installed which were extracted over the install directory rather than loaded as mods? Can you post screenshots of the tech tree editor open up to and including when you hit the error?

I'll try my best to fix it, but I still can't reproduce this on any of my machines.
 
I tried repairing my instalation through Steam and edited the Civ5Units.xml once again, but no success.

The key 'Executable' in HKEY_CURRENT_USER\Software\Firaxis\Nexus\Viewer is empty, could that be the problem?

I doubt that's an issue, though that registry key is set to the game executable on my computer. (The full path to CivilizationV_DX11.exe) It's worth a try. What about the other questions at the end of my previous post? Anything unique about your install? Can you post screenshots?
 
Here's the screenshot. Its freshly booted windows -> start visual tech tree editor -> file -> export -> change name to test.ismod -> onward -> crash.

Spoiler :
visualtechtree_exception.jpg


If I revert the Civ5Units.xml to pre-patched state its the KeyNotFound exception. With the correct changes its as in this screenshot.

The game is Steam Civ 5 with BNW, G&K + couple DLC civs and nothing more. All the Mods are installed in the MODS folder.

I did note that there are two archers in the Archery tech.
 
Well, that's actually funny because I also have the multiple Archers, but, on a closer look, I have multiple of many of them.

I've got an error after mistakenly clicking on IndieStoneTechEditor.exe.config, where a Visual Studio 2010 shell told me I had to reinstall... I actually didn't know I had it in the first place. I'll reinstall that and see if that was the issue.


EDIT:
Oh, sorry. The questions!
I have both BNW and G&K. Just recently I repaired the instalation in case anything was wrong.
All my mods are saved on it's usual place (%userprofile%\Documents\etc)
 

Attachments

  • techtreeeditor.jpg
    techtreeeditor.jpg
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Here's the screenshot. Its freshly booted windows -> start visual tech tree editor -> file -> export -> change name to test.ismod -> onward -> crash.



If I revert the Civ5Units.xml to pre-patched state its the KeyNotFound exception. With the correct changes its as in this screenshot.

The game is Steam Civ 5 with BNW, G&K + couple DLC civs and nothing more. All the Mods are installed in the MODS folder.

I did note that there are two archers in the Archery tech.

Well, that's actually funny because I also have the multiple Archers, but, on a closer look, I have multiple of many of them.

I've got an error after mistakenly clicking on IndieStoneTechEditor.exe.config, where a Visual Studio 2010 shell told me I had to reinstall... I actually didn't know I had it in the first place. I'll reinstall that and see if that was the issue.


EDIT:
Oh, sorry. The questions!
I have both BNW and G&K. Just recently I repaired the instalation in case anything was wrong.
All my mods are saved on it's usual place (%userprofile%\Documents\etc)

bane_'s screenshot shows a lot more duplication than is usual with the tech tree editor, I assume you had an edited units filename at that time, based on what has doubled up?

When the editor is behaving correctly there are still some duplicates, because the barbarians have duplicate uniques for some of the early game units. (Brute looks like a warrior duplicate, barb archer looks like a dupe of normal archer, etc. If you look at the more detailed unit summary window you can tell them apart by their unit type/text keys.)

For the project name in the export window, try putting in a single word and see if that makes any difference. Leaving it blank definitely causes issues (again, I should make it prompt you about that, rather than crash) and I've never tried giving it a file path to anywhere before.
 
Still getting the error. I tried disabling the check box as well.
When I move one of the many duplicates, another one goes together. I believe they are just double entries, then.

EDIT: Wait. I don't know what happened. I changed one of the Archer icons and disable the check box. It worked.
EDIT2: It sounds like a bad joke, but it doesn't work anymore, here is what I got:

> Loading Base Database...
> Base Database loading completed...
> Creating copy of Base Database.
> Creating editor icons.
> Loading completed!
> Searching for differences between Base Database and Mod Database.
> Creating copy of Base Database.
> Creating copy of Base Database.
 
Hi again, got it working (partly). Unticking the checkbox "Do conflict detection" was it. I already tried that earlier, but maybe then it was the TypeBranchPolicys issue or something. I did also verify the steam game and tinker with regedit, but I doubt those made any difference. The previous exception still exists when doing conflict detection. Thanks for your time and I'll contribute to this thread if anything comes up. Now back to modding! :)
 
Still getting the error. I tried disabling the check box as well.
When I move one of the many duplicates, another one goes together. I believe they are just double entries, then.

EDIT: Wait. I don't know what happened. I changed one of the Archer icons and disable the check box. It worked.
EDIT2: It sounds like a bad joke, but it doesn't work anymore, here is what I got:

> Loading Base Database...
> Base Database loading completed...
> Creating copy of Base Database.
> Creating editor icons.
> Loading completed!
> Searching for differences between Base Database and Mod Database.
> Creating copy of Base Database.
> Creating copy of Base Database.

Ok, it looks like the two of you are encountering different issues. bane_, your tech editor screenshot shows a lot more duplication than there should be. When you say "it doesn't work anymore" were you trying to re-export without having closed the editor? There's a known bug (that I believe I have fixed locally, will update soon!) where the editor crashes when trying to export for a second time. (It doesn't show up if you close the program between exports.) Helpfully, that bug produces a similar KeyNotFoundException, which is potentially confusing.
 
Hi again, got it working (partly). Unticking the checkbox "Do conflict detection" was it. I already tried that earlier, but maybe then it was the TypeBranchPolicys issue or something. I did also verify the steam game and tinker with regedit, but I doubt those made any difference. The previous exception still exists when doing conflict detection. Thanks for your time and I'll contribute to this thread if anything comes up. Now back to modding! :)

Just one last thing to try. In Civ5Units.xml, try changing the reference to "Policies(Type)" instead of "PolicyBranchTypes(Type)" and see if that makes any difference. Glad it's working without conflict resolution, but it's very strange that that feature doesn't work for you when it works for me.
 
Yes. It works without the conflict detection every first export. :D
I swear I have no idea what I did differently, except for the 'missing' regedit, but that didn't seem to work or my perception of cause and effect is a bit off.

Just a reservation:
If I try to save without a name, it asks me to replace the existing archives (the .xml's) and I got this at the end:
Spoiler :
Code:
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: Empty path name is not legal.
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
   at System.Xml.XmlDocument.Save(String filename)
   at IndieStoneTools.GameDataOrderAndSplit.Do(IDReorderInfo idInfo, GameDataDiffInfo diff, String projFile, String outputFolder, String prefix)
   at IndieStoneTools.Forms.Export.SaveISMod()
   at IndieStoneTools.Forms.Export.button2_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
    Assembly Version: 0.0.0.0
    Win32 Version: 0.0.0.0
    CodeBase: file:///C:/Users/bane_/Downloads/indiestonetecheditor/IndieStoneTechEditor/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
    Assembly Version: 0.0.0.0
    Win32 Version: 0.0.0.0
    CodeBase: file:///C:/Users/bane_/Downloads/indiestonetecheditor/IndieStoneTechEditor/IndieStoneTools.DLL
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
DevIL.NET2
    Assembly Version: 1.1.2619.31671
    Win32 Version: 
    CodeBase: file:///C:/Users/bane_/Downloads/indiestonetecheditor/IndieStoneTechEditor/DevIL.NET2.DLL
----------------------------------------
msvcm80
    Assembly Version: 8.0.50727.6195
    Win32 Version: 8.00.50727.6195
    CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.6195_none_d09154e044272b9a/msvcm80.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

But you have already covered the blank path in a previous post, so it's working as intended. :)
I still have the ridiculous amount of duplications, though, but that clearly isn't a problem with the app, but with my instalation.
 
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