What you're trying to do sounds like it would be most easily accomplished with a Lua script, which would need an InGameUIAddin entry. Load attributes don't affect what your actual code does other than determines whether or not the game will actually recognize your code's existence and subsequently run it. Whatever file defines those buildings needs to be given an UpdateDatabase entry, since it would either be an XML or SQL file. modinfo file, which ModBuddy automatically creates for you according to what load attributes you set within ModBuddy. Either this XML file or it's associated Lua file requires a Custom entryĪll file load attributes are defined in the mod's.Either this XML file or it's associated Lua file requires an InGameUIAddin entry.Is the file a replacement for a core game UI context file?. Requires an OnModActivated -> UpdateDatabase entry.Does this file contain methods used by other Lua files and is included into those other Lua files?.Does this file contain methods registered by events within the file, or methods that are then executed directly during game startup?.Either this Lua file or it's associated XML file requires a Custom entry.Is the file part of a new Scenario Load Screen context?.Either this Lua file or it's associated XML file requires an InGameUIAddin entry.Is the file part of a new UI context (but not a scenario load screen)?.Is the file a replacement for a core game file?.Must be manually copied into C:\Program Files (x86)\Steam\SteamApps\common\sid meier's civilization v\Debug after the mod has downloaded/installed Must have the same base name as the associated DDS file (eg MyFontIcons.dds and MyFontIcons.ggxml) ftsxml - Granny Timed Trigger System Data File Reload Unit System / Reload Landmark System: Checked.Packaged assets as found in DLCs, use Nexus or DragonUnpacker to extract Requires an OnGetDLLPath->SetDllPath entry in ModBuddy.SHOULD be in the root of the ModBuddy project (eg, NOT in a DLL sub-folder).Can be called anything (but the above names are recommended).
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