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Enabling this mod modifies the GameCore DLL (the native binary that handles most of the game logic) to allow lua scripts to access more functions that aren't available normally (plus some other things). The title people usually give this kind of mod is "Script Extender" because it extends scripting capabilities.
Essentially, this mod extends the modding support of Civilization VI.
Triggering the bug is done just by using mods that add a lot of assets. Anything over 8192 assets can cause undefined behavior, my assumption is that the D3D11Resource buffer is being overflowed and additional assets are stored in unallocated memory. Though I'm not sure why there is a limit in the first place, beyond that this could be a limitation with Dx11 and 12.
If it is a Dx limitation I don't think this bug would exist on other renderers, so it's probably not on Max or Linux. Though I have never tested. Maybe relevant: https://learn.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-resources-limits .
If you want a longer conversation, ping me @ WildW in this server
https://discord.gg/kPnh3C8Dtb
I am also curious if this bug is present in all versions (win, linux, mac) or just Windows?
So for all those still interested in seeing the asset limit resolved. Methinks there's no better time than now to open support tickets and send bug reports about it. We might at least get a statement on it if not a fix.
The console is now hidden by default. To enable it, open Civ 6's game files and navigate to /Base/Binaries/Win64Steam and create the file CommunityExtension.ini and paste this below!
[Settings]
EnableConsole=1
In-game, you can tell the version number from the button at the top right of your UI that says "CE v1.x.x"
What’s for sure is that’s fascinating to read ! Thanks for the share !
For your third paragraph : Yes I noticed too, that everything seems to add up for the limit, even if they will never show up in the game. So I also thought it could be a possible approach to get around the problem… Sad to read otherwise !
Thanks for your work and efforts, once again !
And well done for civfanatics, well deserved.
The alternative approach is unfortunately workarounds, such as bundling assets together and preventing assets from being pushed to the array once the limit is hit (which will still break graphics but could prevent crashes). The latter solution could be used to play the game in strategic view methinks.
CONTINUE BELOW
I'm not sure why Firaxis wouldn't just allocate more memory for the array in the source code, maybe there's something to do with directX or a lack of foresight and years of coupling which complicates this.
Consider the asset limit a problem we can't solve, not unless we get help from someone who really knows what they're doing when it comes to directX or reverse engineering. Though, even if we could find that person, I don't have the funds to pay them.
https://forums.civfanatics.com/threads/community-extension-main-thread.690878/
I do my best to abstract what's going on behind the hood so application of this mod is accessible, but so far, It's just been me, and I can't do everything myself.
Read about it in full in the change notes.
https://steamcommunity.com/sharedfiles/filedetails/changelog/3277976174
About the asset limit, I think it's more like a matter of them never caring about it rather than it being hard and they never fixing it... But we'll see. Best of luck to whoever decides to tackle it!