Quick Modding Questions Thread

Hi guys. Anyone who has experience chaining events together, I have a problem that I cannot figure out.

So I have a system where I have 1 event prereq into another event, and it works fine when I run it at the start of the game back to back, but as soon as I add something to it trigger later in the game (like 2000 gold) it does not fire when the need is met.

Anyone have any thoughts on what might be causing an event not to fire after a long delay. (I use tags like event plot prereq)
 
Does anyone know where event triggers are handled in the dll?

Or perhaps the needed part is handled by python?

On further investigation of my problem it seems that the PrereqEvent tag only works on the turn after the prereq event.

Any later and nothing happens.

So I need to try and figure out if it is possible to change this fact.

(I really should accept that I cannot make heads or tails of the bulk of the code!!)
 
Does anyone know where event triggers are handled in the dll?

Or perhaps the needed part is handled by python?

On further investigation of my problem it seems that the PrereqEvent tag only works on the turn after the prereq event.

Any later and nothing happens.

So I need to try and figure out if it is possible to change this fact.

(I really should accept that I cannot make heads or tails of the bulk of the code!!)
I'm no expert with chaining together events. Easiest way I found to do it, so far, is to find a sequence of events that are already linked and modify them to fit your needs.

Sorry I can't be of more help.
 
thanks psi, no worries.

We managed to solve it and it was a stupid mistake on my part, I just had to change the bQuest bool to 1 on all the events that were prereqs in the chain, then the game doesn't 'delete' it after the first turn, it remains in the 'buffer' so to speak until it is called again, or the player that it is connected to it dies.
 
Hello people, I've finally managed to merge two mods for the first time: LoR and Great Commanders. I'm going to test it now, but all major steps have worked (built the dll and loaded all python and XML files into the game with no troubles).


What happened which isn't gamebreaking, but it's annoying anyway, is that the Great Commanders related icons are all pink in the civilopedia. Any hint to why this is happening?

When I imported everything, the Great Commander mod had a file inside Art/Buttons called Commanders. Although other entries use a path to buttons in LoR's XML, there was no Buttons folder in LoR. So the pics that the commanders use, which are inside Arts/Buttons/Commanders are the ones being displayed in pink, while everything else in LoR is displayed correctly, even though there is nothing inside the Buttons folder for them despite their paths using this folder (e.g.: Art/Interface/Buttons/TechTree/Corporation.dds or Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds)

Any ideas are welcome
 
Pink means the game can't find them at the given path. Double check the path written in the art def. Like Art/Buttons/Commanders and Arts/Buttons/Commanders if your post correspond exactly to what is in your mod.
 
Why the LoR ones you quoted are working is because they have file paths that correspond to 'vanilla' civ locations, so not finding them in the mod folder, it just looks them up in the main civ folder, finds them and is happily displaying them.

Like Isen said, you need to make sure your 'new' buttons are pointing to the correct place in your mod art folder.
 
How do I get the graphics from Varietas Delectat into GEM? Just the graphics.
 
I have two questions.
1. How do I add Varietas Delectat to my mod, it doesn't want to cooperate.
2. How do I change the main menu background?
 
1. Would need more info on how it is not cooperating, may be worth opening a new thread and linking to it here, then you can work through the issues and keep it all together with anyone who offers to help.

2. I can't remember where it is handled(in what file) the 'cheaty way' is do this.

Make this folder structure in your mod:
Assets\Art\Interface\MainMenu
Add/make your desired pic save it as a .nif and call it:
CIV4MainMenuBG.nif

Then it should just overwrite the standard pic.

I think that was how I did it.

Alternatively do a search in the xml files (or maybe python) using something like notepad ++ and 'find in files' looking for CIV4MainMenuBG.
 
1. The problem is that I am new to modding. I'm the manager for the creation of this large mod, but the main programmer has no time to do anything so I'm trying to take his place. I haven't modded anything, except changing text lines in XML or the public maps. I'll probably make a new thread upon my arrival home.
2. Thanks I'll try that when I get home. I'm assuming their are specific dimensions, what are they?
 
2. How do I change the main menu background?

The easiest way to do that is to use Next War's background since it is already set up to have a single static background.
copy CIV4MainMenus.xml from

Next War\Assets\XML\Art

and paste it into your mods XML Art folder.


Then copy the Main Menu art assets from

Next War\Assets\Art\Interface

and paste it to the Interface folder in your mod, if your mod doesn't have an Interface folder, most mods won't need one, just make in the Assets/Art folder.

From there you can edit the Next_War_Main_Menu.dds to use your image as a background the dimensions are 1024x1024. dds images need to have even dimensions to be usable by nif files.
 
What do you use to open dds files and edit them?
 
I use paint.net it can open and save most file types. Although some people prefer gimp, it is far more bulky and has an odd way of opening and saving files.
 
I use GIMP but I couldn't find a good dds plugin. Also, the think clanky said didn't work. Nothing changed and I added everything you said.
 
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