Mod is incompatable with In Game Editor mod.

DoktorApplejuce

Champion of Kirkwall
Joined
Apr 9, 2015
Messages
582
Location
Canada
I'm trying to test a mod I'm working on, and I'm getting the following error when trying to use the In Game Editor;
Spoiler :
AFA2dXt.png


My mod is the only other mod that is active, and it's very likely that it's a mistake on my end that's preventing it from working. It may be something in my Lua files, as I have virtually no clue what I'm doing on that end. If someone could help me figure out what's wrong, I would greatly appreciate it.

This is the mod I'm trying to test:
http://www.mediafire.com/download/5wn3tqizne5putb
 
It's a little late for me at the moment so I will probably not be able to respond substantively until tomorrow, except that you have errots in your Civ5Buildings.xml file.

You also have incorrect implimentation method for the lua file that you are attempting to "include" within the other.
 
It's a little late for me at the moment so I will probably not be able to respond substantively until tomorrow, except that you have errots in your Civ5Buildings.xml file.

You also have incorrect implimentation method for the lua file that you are attempting to "include" within the other.

Is one of them supposed to be set to VFS=True then?

Is there an easy way to tell which Lua files need to be set to InGameUIAddin and which are supposed to be set as VFS=True? I know that for XML, it's whether or not the file has <GameData>.
 
re-check whoward's tutorial on file attributes/ModBuddy settings. One of your lua files you are using in another with an include() statement, so the file that is named within the include("filename.lua") statement should be set as VFS=true and should not have an InGameUIAddin.

Also you want to show the entire file name within the "include":
Code:
include("ProconsulMiscFunctions.lua")
is wanted instead of
Code:
include("ProconsulMiscFunctions")
although this later method might work* assuming there is not also a file being added to the game's VFS system that has a name such as ProconsulMiscFunctions.SQL, ProconsulMiscFunctions.XML, etc. Remember that anything you set as ImportIntoVFS=true gets shoved into the game's centralized giant "holdbox" of files that can or are used by the game's standard code or by mods that need to use file xyz.abc

ProconsulMiscFunctions.lua would be set as ImportIntoVFS=true, and there would be no "InGameUIAddin" file="ProconsulMiscFunctions.lua" set up in the Content Tab within Modbuddy.



Spoiler * :
I have never actually tried it this way
 
Alright, Awesome, thanks!

I'm pretty sure I've fixed everything you mentioned, including the mistakes in the Buildings XML file, but I'm still getting the exact same error message. Based on what the error message is saying, is there something in my mod that's maybe changing a line in one of the in-game Lua files so that it no longer functions properly?

(updated link)
http://www.mediafire.com/download/a76a7m6pss485ii/Sailor_Moon's_Moon_Kingdom_(v_1).rar
 
No specification of the type of Great Work:
Spoiler :
Code:
	<Buildings>
		<Row>
			<Type>BUILDING_SILVER_CRYSTAL</Type>
			<BuildingClass>BUILDINGCLASS_PALACE</BuildingClass>
			<Cost>0</Cost>
			<FaithCost>0</FaithCost>
			<GoldMaintenance>0</GoldMaintenance>
			<Capital>1</Capital>
			<NukeImmune>1</NukeImmune>
			<PrereqTech>TECH_AGRICULTURE</PrereqTech>
			<Help>TXT_KEY_BUILDING_SILVER_CRYSTAL_HELP</Help>
			<Description>TXT_KEY_BUILDING_SILVER_CRYSTAL</Description>
			<Civilopedia>TXT_KEY_CIV5_BUILDINGS_SILVER_CRYSTAL_TEXT</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_SILVER_CRYSTAL_STRATEGY</Strategy>
			<ArtDefineTag>PALACE</ArtDefineTag>
			<MinAreaSize>-1</MinAreaSize>
			<HurryCostModifier>25</HurryCostModifier>
			<IconAtlas>SAILORMOON_COLOR_ATLAS_LEGENDS</IconAtlas>
			<NeverCapture>True</NeverCapture>
			<PortraitIndex>9</PortraitIndex>
			<Happiness>2</Happiness>
			<Defense>300</Defense>
			[color="red"]<GreatWorkCount>1</GreatWorkCount>[/color]
			<ArtInfoCulturalVariation>1</ArtInfoCulturalVariation>
			<FoodKept>25</FoodKept>
		</Row>
	</Buildings>
The file and line the error is referring to is an area where the game's file called InfoTooltipInclude.lua is looking at buildings with Great Works counts > 0. Since your palace replacement has "1", but no specification of the sort of Great Work it has, InfoTooltipInclude.lua is unable to function properly. This apparently cascades into IGE failure.
 
No specification of the type of Great Work:
Spoiler :
Code:
	<Buildings>
		<Row>
			<Type>BUILDING_SILVER_CRYSTAL</Type>
			<BuildingClass>BUILDINGCLASS_PALACE</BuildingClass>
			<Cost>0</Cost>
			<FaithCost>0</FaithCost>
			<GoldMaintenance>0</GoldMaintenance>
			<Capital>1</Capital>
			<NukeImmune>1</NukeImmune>
			<PrereqTech>TECH_AGRICULTURE</PrereqTech>
			<Help>TXT_KEY_BUILDING_SILVER_CRYSTAL_HELP</Help>
			<Description>TXT_KEY_BUILDING_SILVER_CRYSTAL</Description>
			<Civilopedia>TXT_KEY_CIV5_BUILDINGS_SILVER_CRYSTAL_TEXT</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_SILVER_CRYSTAL_STRATEGY</Strategy>
			<ArtDefineTag>PALACE</ArtDefineTag>
			<MinAreaSize>-1</MinAreaSize>
			<HurryCostModifier>25</HurryCostModifier>
			<IconAtlas>SAILORMOON_COLOR_ATLAS_LEGENDS</IconAtlas>
			<NeverCapture>True</NeverCapture>
			<PortraitIndex>9</PortraitIndex>
			<Happiness>2</Happiness>
			<Defense>300</Defense>
			[color="red"]<GreatWorkCount>1</GreatWorkCount>[/color]
			<ArtInfoCulturalVariation>1</ArtInfoCulturalVariation>
			<FoodKept>25</FoodKept>
		</Row>
	</Buildings>
The file and line the error is referring to is an area where the game's file called InfoTooltipInclude.lua is looking at buildings with Great Works counts > 0. Since your palace replacement has "1", but no specification of the sort of Great Work it has, InfoTooltipInclude.lua is unable to function properly. This apparently cascades into IGE failure.

Ah, that would be it. Thanks again for the save!
 
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