WhysMod Template VI

Troubleshooting

Spoiler :

Basic
  • When you added GCO_ModInGame.xml to the In-Game AddUserInterfaces action, did you also add the custom properties: name "Context", value "InGame"?
  • Did you include the completely empty line at the bottom of the "ini" file in the Platforms\Windows\Audio folder?
  • Are you attempting to implement the WhysMod Template in a FrontEnd script? Unfortunately, that is not an option.

Advanced
  • Did you name the method properly on call to id()?
  • Did you accidentally use a colon operator instead of a dot operator when referencing (not calling) a function with implicit self?

    Incorrect:
    Code:
    AddToEvent(Events.<event>, object:Demo, object); -- colon operator.

    Correct:
    Code:
    AddToEvent(Events.<event>, object.Demo, object); -- dot operator.

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Last edited:
...reserved...
 
Well, I won't be adapting this to Civ7 after all. Civ7 uses javascript instead of lua.

This tutorial is now fully active and it's necessary support files are available for download. Enjoy!
 
So while the current sound of crickets is deafening, I do believe others will eventually find this tutorial and support files useful. This is part of a larger project that I am still pursuing. For the next phase, I will be focusing on a mod that strips Civ6 down to its elementary components. Basically, reduce the tech tree to a single dummy placeholder for rebuilding a custom tree from scratch. Same with the civics tree, buildings, and even units. Then I would like to explore using Blender to create new 3D models, as I just learned Blender is free! I just watched the movie Flow -- 100% blender created. I've never worked on 3D models before, so that should be exciting, even if my art sucks.
 
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