Quick Modding Questions Thread

I don't see the link to github anywhere, though?
Cheers. The link was provided in a post in another thread. But I've updated this thread to include the link since it was not clear how to download c4lib. c4lib and c4edit can be downloaded here (note: on the GitHub page the download link is the button to the right of the page called "Latest").

If you have further questions/comments/concerns please let me know.
 
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(Sorry to ignore that announcement for the moment. Sounds like it came together at least as well as planned.)
Is it possible to add the <ImprovementYieldChanges> tag from CivicsInfo to BuildingsInfo? Will it be necessary to make changes to the dll?
Sorry for necroposting or if someone else has already mentioned this, but Realism Invictus did that long ago. [...] Could you please highlight what parts are relevant for buildings affecting improvement yields?
Right, that's just what Mario W asked about.

Normally, adopting an XML tag is just a matter of searching the CvGameCoreDLL folder for all occurrences of some part of the XML tag's name or for some repeated comment string. Reading a guide on how to implement new XML tags may provide some context. This is the first one I've found, maybe there are others. But this particular tag is rather difficult to isolate. Its name coincides with other new and existing tags, it's bundled with other tag additions in an "Advanced Yield and Commerce Effects" pack and integrated with components named "Improved XML Loading", "Relation Caching" and "Building Replacement". I think that last one is pretty easy to strip away. It's mostly the Relation Caching that'll cause extra work – and the tag just being a fairly complex one syntactically and prompting (small) rules, AI and UI changes in quite a number of places.

For a first attempt at porting an XML tag from one mod to another, it's not a great choice. Well, perhaps you're already well aware of that, and that's why you've asked. Anyway, if you've set your mind on it, I can point out the specific functions that seem to be relevant. And I reckon you'll get it to work in the end. Certainly much better to take this from RI than to do it from scratch.

Not getting my hopes up, but is there any way to render a graphical asset on a tile without it being part of a city, feature, bonus, or improvement? Assuming I have existing art e.g. for a building, can I put the art on the tile without creating a bespoke improvement (etc.) for it?
I suppose a unit would coexist better with other entities than the ones listed. Giving this meager reply mostly to get the question on the new page of the thread.
 
Not getting my hopes up, but is there any way to render a graphical asset on a tile without it being part of a city, feature, bonus, or improvement? Assuming I have existing art e.g. for a building, can I put the art on the tile without creating a bespoke improvement (etc.) for it?
I suppose a unit would coexist better with other entities than the ones listed. Giving this meager reply mostly to get the question on the new page of the thread.
I recall something about effects... Maybe?
 
Well, perhaps you're already well aware of that, and that's why you've asked.
it's bundled with other tag additions in an "Advanced Yield and Commerce Effects" pack and integrated with components named "Improved XML Loading", "Relation Caching" and "Building Replacement".
I could guess, but the degree it's tangled is intimidating. Well, I'll still try transplanting it sometime. Too much to ask of you to do all the work, of course, but maybe I'll bother you with some nuances when I get to it. Thanks for checking it out. Hm, but is Relation Caching about relations or do you mean some caching from it is used for the yields tag?
For a first attempt at porting an XML tag from one mod to another, it's not a great choice.
Well, not the first, but the only one I already ported was very simple and I succeeded without any problems. Thanks for the guide, too.
 
I recall something about effects... Maybe?
Hm, that might be worth looking into. I haven't interacted with them but always thought of them as temporary, but maybe that is not necessarily the case.
 
I have modded the map sizes, to larger than unmodded, global highlands map script (and only this script) isn't working as it should, its producing no oceans as it should. Does the global highlands script have any size limits?
 
It seems using modules only works when adding additional code to the xmls. I cannot replace existing details. For the example I am using a Nuclear Plant module and trying to change the GameText strategy text. If I leave the tag as default TXT_KEY_BUILDING_NUCLEAR_PLANT_STRATEGY the text within the civlopedia doesn't change. if the tag is changed to something unique the strategy will successfully update. But I am wondering is it possible to use modules to overwrite existing tags? In the module there is a file called Nuclear_CIV4GameText.xml with the following code:

XML:
<?xml version="1.0" encoding="ISO-8859-1"?>
<Civ4GameText>
    <TEXT>
        <Tag>TXT_KEY_BUILDING_NUCLEAR_PLANT_STRATEGY</Tag>
        <English>!!! TEST TEST TEST !!!</English>
        <French>test</French>
        <German>test</German>
        <Italian>test</Italian>
        <Spanish>test</Spanish>
    </TEXT>
</Civ4GameText>

This will *not* overwrite the existing text and doesn't show up in the civlopedia. Is this intended behavior? If I want to change civlopedia text, is it intended that a new tag be created? I would prefer not creating new tags if existing tags can be edited instead.

The attached example file is a module intended for AdvCiv mod.
 

Attachments

C++:
   case TRADE_EMBASSY:
        GET_TEAM(GET_PLAYER(eFromPlayer).getTeam()).setHasEmbassy(((TeamTypes)(GET_PLAYER(eToPlayer).getTeam())), false);
        if (bTeam)
        {
            endTeamTrade(TRADE_EMBASSY, GET_PLAYER(eFromPlayer).getTeam(), GET_PLAYER(eToPlayer).getTeam());
        }

        for (iI = 0; iI < MAX_PLAYERS; iI++)
        {
            if (GET_PLAYER((PlayerTypes)iI).isAlive())
            {
                if (GET_PLAYER((PlayerTypes)iI).getTeam() == GET_PLAYER(eToPlayer).getTeam())
                {
                    for (iJ = 0; iJ < MAX_PLAYERS; iJ++)
                    {
                        if (GET_PLAYER((PlayerTypes)iJ).isAlive())
                        {
                            if (GET_PLAYER((PlayerTypes)iJ).getTeam() == GET_PLAYER(eFromPlayer).getTeam())
                            {
                                GET_PLAYER((PlayerTypes)iI).AI_changeMemoryCount(((PlayerTypes)iJ), MEMORY_RECALLED_AMBASSADOR, 1);
What I would need to change here to make the deal breaker suffer the attitude penalty instead of the other side/both?

In MNAI eToPlayer and eFromPlayer are reversed for cycle values, would that do the trick?
 
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Hello all,
.
I am experimenting on trying to slow the game down by era. I have reworked the tech tree into a more intuitive manner but still, the dominant civs tech far ahead by not even mid game. What I'd like to do, to see if it matters, is turn off the ability for great ppl to bulb 💡 techs. I haven't stumbled into anything in the XML that I can identify to help. Does anyone have any suggestions?
 
Does anyone have any suggestions?
I recommend significantly increasing the civic upkeep per population, with that you can also allow for stronger civics to exists, while keeping them balanced. Needs nerfing Organized, naturally. You can pay some back in the form of free unit upkeep per pop, this balances going full science with pants down somewhat. You could also take away commerce from evil rivers. I have examples of all this in my History Rewritten modmod.

Realism Invictus has Ahead of Time tech price increase, but it's naturally implemented in the DLL.
 
Hello all,
.
I am experimenting on trying to slow the game down by era. I have reworked the tech tree into a more intuitive manner but still, the dominant civs tech far ahead by not even mid game. What I'd like to do, to see if it matters, is turn off the ability for great ppl to bulb 💡 techs. I haven't stumbled into anything in the XML that I can identify to help. Does anyone have any suggestions?
IIRC iBaseDiscover and iDiscoverMultiplier are the tags you want to fiddle with.
 
Not that you have directly tested this to know, but let's say I turn base discover to 1, or 0, would the AI be bad enough that the would use the great person for, say, 1 point towards a 1,000 point tech, or smart to put into a city or even start a golden age?
 
IIRC iBaseDiscover and iDiscoverMultiplier are the tags you want to fiddle with.

Not that you have directly tested this to know, but let's say I turn base discover to 1, or 0, would the AI be bad enough that it would use the great person for, say, 1 point towards a 1,000 point tech, or smart to put into a city or even start a golden age?
 
Not that you have directly tested this to know, but let's say I turn base discover to 1, or 0, would the AI be bad enough that the would use the great person for, say, 1 point towards a 1,000 point tech, or smart to put into a city or even start a golden age?
Compare it with a normal unit that cannot lightbulb any techs.
 
Compare it with a normal unit that cannot lightbulb any techs.
I just tested it out; you can't turn it "off" so to speak [probably bc of python coding I would guess] -- but, setting it at 0, the bulbs are worth only 2 science points and the AI just puts the units in the cities [or makes the academy with the scientist] for anyone who might be curious
.
Thanks for the help
 
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I'm trying to investigate a bug in my mod. One of my players has sent me a a save that fails always at the same point. I'm suspecting the cause is Barbarian Civs modcomp (when barbarian cities evolve into full civs). BBAI_Team_20.log makes me think this:

Code:
[26976.219]   Team 20 (Argentinian Empire) declares war on team 12
[26976.266]   Team 20 (Argentinian Empire) declares war on team 16
[26976.313]   Team 20 (Argentinian Empire) declares war on team 19
[26976.359]   Team 20 (Argentinian Empire) declares war on team 17
[26976.625]   Player 20 (Argentinian Refugees) acquires city Port Vila bConq 0 bTrade 1
[26976.781]   Player 20 (Argentinian Refugees) acquires city Koror bConq 0 bTrade 1
[26976.938]   Player 20 (Argentinian Refugees) acquires city Punaauia bConq 0 bTrade 1
[26977.031]   Player 20 (Argentinian Refugees) acquires city Kailua bConq 0 bTrade 1
[26977.141]   Player 20 (Argentinian Refugees) acquires city Rwanda bConq 0 bTrade 1
[26977.219]   Player 20 (Argentinian Refugees) acquires city Konjo bConq 0 bTrade 1
[26977.297]   Player 20 (Argentinian Refugees) acquires city Aymara bConq 0 bTrade 1
[26977.406]   Player 20 (Argentinian Refugees) acquires city Zhou bConq 0 bTrade 1
[26977.500]   Player 20 (Argentinian Refugees) acquires city Shangian bConq 0 bTrade 1
[26977.500]     Team 20 (Argentinian Refugees) acquires tech Stone Tools
[26977.500]     Team 20 (Argentinian Refugees) acquires tech Agriculture
[26977.500]     Team 20 (Argentinian Refugees) acquires tech Hunting
[26977.500]     Team 20 (Argentinian Refugees) acquires tech Storytelling
[26977.500]     Team 20 (Argentinian Refugees) acquires tech Ritualism
[26977.500]     Team 20 (Argentinian Refugees) acquires tech Fishing
[26977.500]     Team 20 (Argentinian Refugees) acquires tech Pottery
[26977.500]     Team 20 (Argentinian Refugees) acquires tech Weaving
[26977.500]     Team 20 (Argentinian Refugees) acquires tech Stargazing
[26977.516]     Team 20 (Argentinian Refugees) acquires tech Community
[26977.516]     Team 20 (Argentinian Refugees) acquires tech Herbalism
[26977.516]     Team 20 (Argentinian Refugees) acquires tech Mining
[26977.516]     Team 20 (Argentinian Refugees) acquires tech Crafting
[26977.516]     Team 20 (Argentinian Refugees) acquires tech Animal Husbandry
[26977.516]     Team 20 (Argentinian Refugees) acquires tech Tradition
[26977.516]     Team 20 (Argentinian Refugees) acquires tech Weapons
[26977.516]     Team 20 (Argentinian Refugees) acquires tech Horseback Riding
[26977.516]     Team 20 (Argentinian Refugees) acquires tech The Wheel
[26977.516]     Team 20 (Argentinian Refugees) acquires tech Fermentation
[26977.516]     Team 20 (Argentinian Refugees) acquires tech Sailing
[26977.516]     Team 20 (Argentinian Refugees) acquires tech Masonry
[26977.516]     Team 20 (Argentinian Refugees) acquires tech Bronze Working
[26977.531]     Team 20 (Argentinian Refugees) acquires tech Code of Laws
[26977.531]     Team 20 (Argentinian Refugees) acquires tech Trade
[26977.531]     Team 20 (Argentinian Refugees) acquires tech Priesthood
[26977.531]     Team 20 (Argentinian Refugees) acquires tech Mythology
[26977.531]     Team 20 (Argentinian Refugees) acquires tech Sculpture
[26977.531]     Team 20 (Argentinian Refugees) acquires tech Warfare
[26977.531]     Team 20 (Argentinian Refugees) acquires tech Slavery
[26977.531]     Team 20 (Argentinian Refugees) acquires tech Writing
[26977.531]     Team 20 (Argentinian Refugees) acquires tech Ethics
[26977.531]     Team 20 (Argentinian Refugees) acquires tech Ship Building
[26977.531]     Team 20 (Argentinian Refugees) acquires tech Metal Casting
[26977.531]     Team 20 (Argentinian Refugees) acquires tech Athletics
[26977.531]     Team 20 (Argentinian Refugees) acquires tech Horse Breeding
[26977.531]     Team 20 (Argentinian Refugees) acquires tech Monarchy
[26977.531]     Team 20 (Argentinian Refugees) acquires tech Mathematics
[26977.547]     Team 20 (Argentinian Refugees) acquires tech Alphabet
[26977.547]     Team 20 (Argentinian Refugees) acquires tech Scriptures
[26977.547]     Team 20 (Argentinian Refugees) acquires tech Seafaring
[26977.547]     Team 20 (Argentinian Refugees) acquires tech Glass Blowing
[26977.547]     Team 20 (Argentinian Refugees) acquires tech City Planning
[26977.547]     Team 20 (Argentinian Refugees) acquires tech Aesthetics
[26977.547]     Team 20 (Argentinian Refugees) acquires tech Calendar
[26977.547]     Team 20 (Argentinian Refugees) acquires tech Naval Warfare
[26977.547]     Team 20 (Argentinian Refugees) acquires tech Iron Working
[26977.547]     Team 20 (Argentinian Refugees) acquires tech Philosophy
[26977.547]     Team 20 (Argentinian Refugees) acquires tech Rhetoric
[26977.547]     Team 20 (Argentinian Refugees) acquires tech Currency
[26977.547]     Team 20 (Argentinian Refugees) acquires tech Construction
[26977.547]     Team 20 (Argentinian Refugees) acquires tech Meditation
[26977.547]     Team 20 (Argentinian Refugees) acquires tech Stirrup
[26977.563]     Team 20 (Argentinian Refugees) acquires tech Drama
[26977.563]     Team 20 (Argentinian Refugees) acquires tech Literature
[26977.563]     Team 20 (Argentinian Refugees) acquires tech Ancient Medicine
[26977.563]     Team 20 (Argentinian Refugees) acquires tech Politics
[26977.563]     Team 20 (Argentinian Refugees) acquires tech Canals
[26977.563]     Team 20 (Argentinian Refugees) acquires tech Mechanics
[26977.563]     Team 20 (Argentinian Refugees) acquires tech Music
[26977.563]     Team 20 (Argentinian Refugees) acquires tech Vassalage
[26977.563]     Team 20 (Argentinian Refugees) acquires tech Sanitation
[26977.578]     Team 20 (Argentinian Refugees) acquires tech Smithing
[26977.578]     Team 20 (Argentinian Refugees) acquires tech Theology
[26977.578]     Team 20 (Argentinian Refugees) acquires tech Civil Service
[26977.578]     Team 20 (Argentinian Refugees) acquires tech Feudalism
[26977.578]     Team 20 (Argentinian Refugees) acquires tech Machinery
[26977.578]     Team 20 (Argentinian Refugees) acquires tech Holy War
[26977.578]     Team 20 (Argentinian Refugees) acquires tech Alchemy
[26977.578]     Team 20 (Argentinian Refugees) acquires tech Charters
[26977.578]     Team 20 (Argentinian Refugees) acquires tech Crop Rotation
[26977.578]     Team 20 (Argentinian Refugees) acquires tech Heraldry
[26977.578]     Team 20 (Argentinian Refugees) acquires tech Rudder
[26977.578]     Team 20 (Argentinian Refugees) acquires tech Papacy
[26977.578]     Team 20 (Argentinian Refugees) acquires tech Usury
[26977.578]     Team 20 (Argentinian Refugees) acquires tech Guilds
[26977.578]     Team 20 (Argentinian Refugees) acquires tech Engineering
[26979.422]     Team 20 (Argentinian Refugees) acquires tech Optics
[26979.422]     Team 20 (Argentinian Refugees) acquires tech Paper
[26979.422]     Team 20 (Argentinian Refugees) acquires tech Patronage
[26979.422]     Team 20 (Argentinian Refugees) acquires tech Invention
[26979.422]     Team 20 (Argentinian Refugees) acquires tech Architecture
[26979.422]     Team 20 (Argentinian Refugees) acquires tech Siegecraft
[26979.422]     Team 20 (Argentinian Refugees) acquires tech Armor Crafting
[26979.422]     Team 20 (Argentinian Refugees) acquires tech Cartography
[26979.422]     Team 20 (Argentinian Refugees) acquires tech Banking
[26979.422]     Team 20 (Argentinian Refugees) acquires tech Education
[26979.422]     Team 20 (Argentinian Refugees) acquires tech Mountaineering
[26979.422]     Team 20 (Argentinian Refugees) acquires tech Clockworks
[26979.438]     Team 20 (Argentinian Refugees) acquires tech Chivalry
[26979.438]     Team 20 (Argentinian Refugees) acquires tech Algebra
[26979.438]     Team 20 (Argentinian Refugees) acquires tech Compass
[26979.438]     Team 20 (Argentinian Refugees) acquires tech Divine Right
[26979.438]     Team 20 (Argentinian Refugees) acquires tech Perspective
[26979.438]     Team 20 (Argentinian Refugees) acquires tech Printing Press
[26979.438]     Team 20 (Argentinian Refugees) acquires tech Humanism
[26979.438]     Team 20 (Argentinian Refugees) acquires tech Gunpowder
[26979.438]     Team 20 (Argentinian Refugees) acquires tech Astronomy
[26979.438]     Team 20 (Argentinian Refugees) acquires tech Free Artistry
[26979.438]     Team 20 (Argentinian Refugees) acquires tech Anatomy
[26979.438]     Team 20 (Argentinian Refugees) acquires tech Political Philosophy
[26979.438]     Team 20 (Argentinian Refugees) acquires tech Leadership
[26979.438]     Team 20 (Argentinian Refugees) acquires tech Metallurgy
[26979.453]     Team 20 (Argentinian Refugees) acquires tech Matchlock
[26979.453]     Team 20 (Argentinian Refugees) acquires tech Navigation
[26979.453]     Team 20 (Argentinian Refugees) acquires tech Scientific Method
[26979.453]     Team 20 (Argentinian Refugees) acquires tech Jurisprudence
[26979.453]     Team 20 (Argentinian Refugees) acquires tech Colonialism
[26979.453]     Team 20 (Argentinian Refugees) acquires tech Chemistry
[26979.453]     Team 20 (Argentinian Refugees) acquires tech Physics
[26979.453]     Team 20 (Argentinian Refugees) acquires tech Social Contract
[26979.453]     Team 20 (Argentinian Refugees) acquires tech Mercantilism
[26979.453]     Team 20 (Argentinian Refugees) acquires tech Flintlock
[26979.453]     Team 20 (Argentinian Refugees) acquires tech Acoustics
[26979.453]     Team 20 (Argentinian Refugees) acquires tech Liberalism
[26979.453]     Team 20 (Argentinian Refugees) acquires tech Absolutism
[26979.453]     Team 20 (Argentinian Refugees) acquires tech Naval Tactics
[26979.453]     Team 20 (Argentinian Refugees) acquires tech Constitution
[26979.453]     Team 20 (Argentinian Refugees) acquires tech Economics
[26979.469]     Team 20 (Argentinian Refugees) acquires tech Nationalism
[26979.469]     Team 20 (Argentinian Refugees) acquires tech Replaceable Parts
[26979.469]     Team 20 (Argentinian Refugees) acquires tech Democracy
[26979.469]     Team 20 (Argentinian Refugees) acquires tech Military Tradition
[26979.469]     Team 20 (Argentinian Refugees) acquires tech Archeology
[26979.469]     Team 20 (Argentinian Refugees) acquires tech Grand War
[26979.469]     Team 20 (Argentinian Refugees) acquires tech Military Science
[26979.469]     Team 20 (Argentinian Refugees) acquires tech Steam Power
[26979.469]     Team 20 (Argentinian Refugees) acquires tech Photography
[26979.469]     Team 20 (Argentinian Refugees) acquires tech Rifling
[26979.469]     Team 20 (Argentinian Refugees) acquires tech Assembly Line
[26979.469]     Team 20 (Argentinian Refugees) acquires tech Corporation
[26979.484]     Team 20 (Argentinian Refugees) acquires tech Screw Propeller
[26979.484]     Team 20 (Argentinian Refugees) acquires tech Railroad
[26979.484]     Team 20 (Argentinian Refugees) acquires tech Biology
[26979.484]     Team 20 (Argentinian Refugees) acquires tech Steel
[26979.484]     Team 20 (Argentinian Refugees) acquires tech Socialism
[26979.484]     Team 20 (Argentinian Refugees) acquires tech Explosives
[26979.484]     Team 20 (Argentinian Refugees) acquires tech Telegraph
[26979.484]     Team 20 (Argentinian Refugees) acquires tech Medicine
[26979.484]     Team 20 (Argentinian Refugees) acquires tech Organic Chemistry
[26979.484]     Team 20 (Argentinian Refugees) acquires tech Electricity
[26979.484]     Team 20 (Argentinian Refugees) acquires tech Combustion
[26979.484]     Team 20 (Argentinian Refugees) acquires tech Artillery
[26979.500]     Team 20 (Argentinian Refugees) acquires tech Psychology
[26979.500]     Team 20 (Argentinian Refugees) acquires tech Motion Pictures
[26979.500]     Team 20 (Argentinian Refugees) acquires tech Civil Engineering
[26979.500]     Team 20 (Argentinian Refugees) acquires tech Refrigeration
[26979.500]     Team 20 (Argentinian Refugees) acquires tech Radio
[26979.500]     Team 20 (Argentinian Refugees) acquires tech Imperialism
[26979.500]     Team 20 (Argentinian Refugees) acquires tech Automobile
[26979.500]     Team 20 (Argentinian Refugees) acquires tech Fascism
[26979.500]     Team 20 (Argentinian Refugees) acquires tech Industrialism
[26979.500]     Team 20 (Argentinian Refugees) acquires tech Relativity
[26979.500]     Team 20 (Argentinian Refugees) acquires tech Flight
[26979.500]     Team 20 (Argentinian Refugees) acquires tech Propaganda
[26979.500]     Team 20 (Argentinian Refugees) acquires tech Plastics
[26979.500]     Team 20 (Argentinian Refugees) acquires tech Automatic Weapons
[26979.500]     Team 20 (Argentinian Refugees) acquires tech Applied Economics
[26979.516]     Team 20 (Argentinian Refugees) acquires tech Mechanized Warfare
[26979.516]     Team 20 (Argentinian Refugees) acquires tech Aviation
[26979.516]     Team 20 (Argentinian Refugees) acquires tech Logistics
[26979.516]     Team 20 (Argentinian Refugees) acquires tech Combined Arms
[26979.516]     Team 20 (Argentinian Refugees) acquires tech Radar
[26979.516]     Team 20 (Argentinian Refugees) acquires tech Electronics
[26979.516]     Team 20 (Argentinian Refugees) acquires tech Seismology
[26979.516]     Team 20 (Argentinian Refugees) acquires tech Boat Building
[26979.516]     Team 20 (Argentinian Refugees) acquires tech Trapping
[26979.516]     Team 20 (Argentinian Refugees) acquires tech Ceremonial Burial
[26979.516]     Team 20 (Argentinian Refugees) acquires tech Preservation
[26979.516]     Team 20 (Argentinian Refugees) acquires tech Plough
[26979.516]     Team 20 (Argentinian Refugees) acquires tech

I believe the game tries to give a newborn civ techs but it fails in the last line.
Am I on the right way? Any advice?
 
Strange that there is a tech with name empty string. Do you have a placeholder tech like that? I don't think this is a null pointer issue because the line would not have been printed at all. It could be that the tech assignment still works, and the error occurs when processing the effects of the new tech.

The most reliable way to pinpoint the cause would be to compile and run a debug DLL when loading the save.
 
Okay, I did just that and got this error message:
1737644298412.png

Seems totally unrelated :confused:
 
Do you have a placeholder tech like that? I don't think this is a null pointer issue because the line would not have been printed at all. It could be that the tech assignment still works, and the error occurs when processing the effects of the new tech.
I do have some religion founder techs that cost -1.
This is strange because there had never been a problem with them when Revolutions spawned new civs. And yet Rev is not even on in this game (though Barbarian Civs is).
I'll keep investigating in this direction. Thanks for the pointer. 🙂

EDIT
After trying several things with the suspicious techs I came to the conclusion that the problem lies elsewhere...
 
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Okay, I did just that and got this error message:
View attachment 716186
Seems totally unrelated :confused:
Unsure if your last post means you have solved the problem, or just eliminated that explanation. But either way, a failed assertion raised when using the debug DLL might point to the cause of the crash, but more likely it doesn't. Especially when you are modding and not running the debug DLL very often, it's possible that there is something in the mod that trips an assertion but it otherwise totally fine (or perhaps is worth looking into separately from the crash).

I recommend clicking all the way through those assertions with "ignore always". With a genuine crash the DLL should eventually get stuck on the line that actually caused it, give you a probably not very helpful error message (but knowing that it's e.g. a null pointer is already good), but more helpfully also give you the call stack. That should give you at least some idea what could be going wrong.
 
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