TheLopez's Mod Component Library Thread and more

Oh, there's going to be more soon, I just realized I forgot to include a feature in the specialist stacker mod... this means that there will be another 5-6 threads updated...
 
TAfirehawk said:
:thumbsup: :king: :worship: :high5:

Now we can add a bunch more of these to ViSa :cool:

If you are planning to add the Specialist Stacker, Great Doctor and Statesman please wait a couple of hours since I am planning on releasing new versions of those...
 
TheLopez said:
If you are planning to add the Specialist Stacker, Great Doctor and Statesman please wait a couple of hours since I am planning on releasing new versions of those...

We already have those converted as they were already in ViSa :)
 
TheLopez said:
If you are planning to add the Specialist Stacker, Great Doctor and Statesman please wait a couple of hours since I am planning on releasing new versions of those...

Did you make any changes to how these mods function, or can they be directly converted from 2.0 to 2.08 without issue?
 
It will probably be ready after I release the Civilizeditor.
 
I don't know if this is possible or not, but could you make it so that instead of choosing a normal civ, you could choose any combination of traits, a UU, and an UB?:)
 
Also something like New Balance or Real Epic would be helpful.
I truly like your mods, you have now edited almost everything in Civ4, but (maybe I'm wrong) I haven't found any of your mods altering this. I really would like to make wars in each era....
 
Hi Lopez,

Thanks so much for all you do. I just happened upon a typo in one of your files...

CvCustomizableDomesticAdvisor.py, line 592
self.unhappyicon = u"%c" % CyGame().getSymbolID(FontSymbols.UNHAPPY_CHAR)

... should be unhappyIcon (capital 'I') as it is later in that file.

Cheers,
Eusebius
 
Sorry me again... um my fault it works perfectly but i have a question how can i combine more than 1 mod like you did for i was thinking of putting some you have on the great option list and about 2 or three others
 
the lopez do you know if theres a mod with makes units vanulable form behind.
 
The Lopez, I have just started browsing around the Civ4/Warlords modding community and armed with a lack of knowledge of any python,XML,SDK, or C++. I was wondering how to integrate some of your upgrade mods (buildings, air units, military bases) into one. Will this be included in your Gold Edition of the Great Options Mod (and will Great Options (GE) be warlords compatible? Continue the great work, I look forward to seeing your next release.
 
Is is said to be easy, so I thought I'd be smart enough to "merge" some of those fantastic Warlords modcomps (Immigration Mod, Cultural Influences, Improvements Outside Borders, Route Pillage Mod, in this order) to mine, with zero knowledge of Python (my "mod" is composed only of XML changes).

Intuitively, I merged the import lines and the event handlers in one CvCustomEventManager file, merged the code in python, xml and C++ files when different between two or more files, changed the CvModName to my mod's name and didn't know what to do with the two different cvGameCoreDLL.dll files included. Now, only the Improvements Outside Borders' modcomp seems to be active.

So as it is said to be easy, is the procedure I followed ok so I consider I was just distracted and forgot something along the way, or not? In the latter case, useless to say any help or guidance will be appreciated.

Logs are attached.
 

Attachments

Hello there, a quick question if you don't mind..

If I wanted to play with the Enhanced Foreign advisor MOD, the Enhanced Military Advisor MOD and the Pirates MOD, when I merge these three MODs, do I have to make any manual changes to any of the files in the INIParser Folder? I opened them and they seem identical to me, hence my question.

Ok...two quick questions...:) There is also a duplicate CvModName.py file. I know this contains the "name" of the MOD. Is there anything that has to be done with this file as well and if not, do I need both of them, and if so, how do I go about doing that?

Thanks in advance!

PrimusPilus
 
Ok...two quick questions...:) There is also a duplicate CvModName.py file. I know this contains the "name" of the MOD. Is there anything that has to be done with this file as well and if not, do I need both of them, and if so, how do I go about doing that?

Thanks in advance!

PrimusPilus

Im pretty sure you can open up .py files with wordpad. Not notepad, from there you should be able to compare and/or cut and paste needed lines of code ;)
 
Hey, thanks for the response. Actually you can open that file with either notepad or wordpad. Like I had mentioned, the only thing in these two files is the MOD name. They look like this:

#CvModName.py
modName = "Pirates Mod"

and

#CvModName.py
modName = "Enhanced Foreign Advisor"

So, I'm wondering if this actually will affect the MODs performance or if these are just some sort of naming indicator files. Do I need them? Can I combine them and if so, can I just copy and paste these together or will the game only read the first line?

Lastly, just to reiterate, if anyone knows about the files I mentioned in the INIParser folder it would be most appreciated.

Thanks again!
 
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