Search found 10 matches

by lyravega
Wed Feb 17, 2016 7:37 pm
Forum: Modders' Forum
Topic: Mod Dependencies
Replies: 1
Views: 5914

Re: Mod Dependencies

I am not really sure to be honest. For general compilation and stuff, I guess you can use dependson(), but I have no idea what will happen on runtime if these dependency classes do not exist at all. On Steam Workshop and Nexus, you can set up dependencies though. Nexus just prompts the user to downl...
by lyravega
Mon Feb 15, 2016 1:35 pm
Forum: Modders' Forum
Topic: Cursed Project - How to use the same GuID / WorkshopID?
Replies: 1
Views: 5367

Cursed Project - How to use the same GuID / WorkshopID?

So, I've recreated my project, and everything works. All of the code is the same, however it won't work for one project, but it works for the other. I have no idea what's causing this. Anyway. Is there a way to use the existing GuID somehow? Via hex editing or such maybe? I see the GuID on one of th...
by lyravega
Sun Feb 14, 2016 9:01 pm
Forum: Modders' Forum
Topic: Cannot see ScriptLog outputs
Replies: 4
Views: 8226

Re: Cannot see ScriptLog outputs

I've done what I should've done long ago. Started a new project. This time, everything seems to be working fine. I am sleepy though, maybe my brain is playing me tricks to get me a good night's sleep. Kidding aside, I still have no idea why it wasn't working before. Now I am trying to find a way to ...
by lyravega
Sun Feb 14, 2016 7:19 pm
Forum: Modders' Forum
Topic: Cannot see ScriptLog outputs
Replies: 4
Views: 8226

Re: Cannot see ScriptLog outputs

Yep, yep I understand that but... Why doesn't anything work? I mean what I'm trying to do is, testing if mod works or not. So, I remove something from the UI. It is not related to a facility, or another change - the only change is me removing an UI element to see if the mod works or not. As long as ...
by lyravega
Sun Feb 14, 2016 12:47 am
Forum: Modders' Forum
Topic: Cannot see ScriptLog outputs
Replies: 4
Views: 8226

Re: Cannot see ScriptLog outputs

Tried a few more stuff, like removing something on the UI. I am using a UIListener, removing stuff on the UI (which I am 99% sure the correct stuff), but as long as I am not debugging, nothing works.
by lyravega
Sat Feb 13, 2016 8:43 pm
Forum: Modders' Forum
Topic: Cannot see ScriptLog outputs
Replies: 4
Views: 8226

Cannot see ScriptLog outputs

Ok, I am still banging my head to my screen about my mod. Decided to try a very simple thing. -First thing I did is, I enabled logs and such for the normal game, so I can see the ScriptLog stuff in the log file. -Then I installed and enabled OfficerPack. -Then I enabled my mod. I am using same loggi...
by lyravega
Sat Feb 13, 2016 9:18 am
Forum: Modders' Forum
Topic: Overriding part of the game
Replies: 2
Views: 6291

Re: Overriding part of the game

It seems that Officer slot also suffered from what I've suffered. I never checked that mod out, I'll throughly inspect it now! But seriously, a function like OnEveryLoad() will save us from ugly hacks. All they (Firaxis) need to do is adding another function to the base DLCInfo class, and allow that...
by lyravega
Fri Feb 12, 2016 1:09 pm
Forum: Modders' Forum
Topic: Overriding part of the game
Replies: 2
Views: 6291

Overriding part of the game

I've tried several ways to tackle this issue, and I am about to give up. To simply put it, my mod simply alters a base template; Proving Grounds facility. Adds an upgrade, another staff slot, and locks that staff slot. Upgrade simply unlocks this locked staff slot. My attempts: -OnLoadSaveGame() - T...
by lyravega
Thu Feb 11, 2016 9:01 pm
Forum: Modders' Forum
Topic: Tips on changing existing gameplay
Replies: 2
Views: 38702

Re: Tips on changing existing gameplay

#3... Man, that's such a tiny thing to NOT have any knowledge about. I have this mod - Additional Proving Grounds Engineer. I've been bashing my head to my screen for like 2 days now. I've tried every trick I can think of to make the mod work persistently - it works, then it stops working for the fo...