Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Utilities: Modular Script Loading
   
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Oct 30, 2014 @ 9:58pm
Mar 11, 2015 @ 1:15pm
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Utilities: Modular Script Loading

Description
Note: This is a utility which has no effect on gameplay by itself, but it is intended as a tool for modders. It will also be used by some of my mods.

{LINK REMOVED}

Replaces the following base game files:
  • CovertOperationsSystem.lua
  • MinorPowersSystem.lua
  • PersonalitySystem.lua (which does nothing)
  • PlotBonusSystem.lua
  • QuestSystem.lua*

*still recommended to use since the new QuestSystem.lua implemented in the fall patch has a bug

While Firaxis allowed for significantly more modularity with systems such as Quests and Covert Operations due to most of their logic being handled through Lua, there is a critical issue with the implementation. By default, the game only checks for scripts in the game's assets folder and does not check for mods to add scripts to these systems. This mod replaces the core files such that mods are able to add new scripts to the above systems without requiring the Lua files to be placed in the game's assets folder.

How to implement in your mods:
  • In your mod, either add a dependency to this mod, or copy all of this mod's replacement Lua files to your mod and set them to VFS = true.
  • When defining a new item, such as a new Covert Operation, make sure the <ScriptName> tag is set to be your Lua filename without its extension.
  • Ensure your Lua file is set to VFS = true, but you must also add the Lua file through the Content tab, and you must use a Type appropriate to the type of content you are adding. Note that you must manually enter in the Types listed below, as they are not part of the default types in ModBuddy. The Types are:
    • Covert Operations: CovertOperationsAddin
    • Minor Power Scripts: MinorPowersAddin
    • Personality Scripts: PersonalityAddin
    • Plot Bonus Scripts: PlotBonusAddin
    • Quest Scripts: Quest *
    • Quest Objective Scripts: QuestObjective *
    * note the lack of ''Addin'' after these two -- this is how they were ''implemented'' in the fall patch but it's somewhat broken. Best to use Firaxis's method for when (if) they fix it, so that your mod will no longer have a dependency on this when they do.[/list]
11 Comments
gaming_ogre Dec 3, 2014 @ 4:06pm 
To complicated. I have to alter any other mod i use? No way.
zArkham4269 Nov 21, 2014 @ 9:49am 
Not only are quests not visible, you can't see the victory conditions either.
Vicevirtuoso  [author] Nov 18, 2014 @ 9:57pm 
Okay, there seems to be something wrong with this that I can't reproduce, and I can't just keep saying that there isn't a problem if it's this widespread. (I'm blaming Firaxis~)

If you're not getting quests with this mod active, please enable logging (look up how to for Civ 5; the same instructions apply to BE), play your game for a bit, then post your Lua.log to pastebin.
CaptainForgeball Nov 16, 2014 @ 5:36pm 
the latest update seems to have disabled any type of quest. no stations on the planet by turn 150 and nothing for the covert ops etc..
MordreadRN Nov 16, 2014 @ 6:44am 
When I use this it disables any quests. Don't know if anyone else has this problem?
Leugi Nov 3, 2014 @ 5:47pm 
the "DefaultPersonality.lua", has three functions Personality.OnFirstGreeting , Personality.OnOpenBorders and Personality.OnUnhandledInteraction ... now, whatever interactionType, result or modifiers are, they are a mystery/unworking for now :/
Vicevirtuoso  [author] Nov 3, 2014 @ 11:11am 
@BLÀde
No, this is nowhere near as extensive of a mod. All this does is allow users to add their own scripts to the listed systems without requiring the end user to place the script files directly inside the game's assets folder.
BLÀde Nov 3, 2014 @ 4:39am 
so is this like whoards dll from civ5 except for BE?
Vicevirtuoso  [author] Nov 2, 2014 @ 10:06pm 
@Leugi
From what I can gather by looking at PersonalitySystem.lua, it seems to be a way for specific leaders to either A) override dialog options in diplomacy, B) trigger dialog when the player performs certain actions, or C) both.

Every leader's personality script is just a blank table, so there's not much to work with. :V
Leugi Nov 2, 2014 @ 7:17pm 
Sounds interesting... however, do you know how to actually use the Personality Scripts (or what they even are)?