

- CIV V WORLDBUILDER CUSTOM NAMES MOD
- CIV V WORLDBUILDER CUSTOM NAMES MANUAL
- CIV V WORLDBUILDER CUSTOM NAMES MODS
' AND type!='meta' AND sql NOT NULL AND name NOT LIKE 'sqlite_%' ORDER BY substr(type,2,1), name) ' local query = 'SELECT sql FROM (SELECT * FROM sqlite_master UNION ALL SELECT * FROM sqlite_temp_master) WHERE tbl_name = '. Std::ofstream ofs('output.txt', std::ios::binary) Std::ifstream ifs('input.txt', std::ios::binary)
CIV V WORLDBUILDER CUSTOM NAMES MOD
maybe put all frontend custom files in a separate DLC folder, and edit them (no delete/replace) with the content of the modded or original files (still need an uninstall mod for UI files):
CIV V WORLDBUILDER CUSTOM NAMES MODS
handle DLL mods that may need renaming (see also limitations as a DLL with the mandatory Game function must be loaded)
CIV V WORLDBUILDER CUSTOM NAMES MANUAL
create a small additional DLC (optional installation, as this one would require manual desinstallation) to handle automatically the launch of a small game session to configure the MP Modspack when entering the mod's menu then make sure we are not copying in the DLC folder some files that can't be loaded with mods ! That 'MPModpack desinstallation' mod would be deleted/recreated each time a MP modspack is created create a 'desinstall' mod with a copy of all UI files that are loaded in the MPModspack so that they can be removed if that mod is activated (they should override the DLC UI files). all mods won't work in MP, changing gameplay could cause massive desync issues if not done with MP in mind can't be used with DLL mods without merging both projects (C++ and this lua file as an InGameUIaddin) what if other DLC are activated/deactivated while the modpack is active ? a savegame can't know if a modspack is used

you must manually delete the MP_MODSPACK folder in Steamsteamappscommonsid meier's civilization vAssetsDLC if you want to use the normal game again check database.log if the game crashes before the main menu, or if there are errors in the Lua.log start civ5 again, launch a new game from the main menu, the modspack should be activated quit game (not to main menu, completly !) check MPMPMaker.log for errors (but I need to add a lot more in it, actually it can output 'done' even if something goes wrong) after creation

activate all desired mods, launch a new game from the mods menu, and from 'MPMP_Maker' context in Firetuner call CreateMP() Cannot retrieve contributors at this time - MPMP_MakerĪllow the creation of a MPModspack folder in assets/DLC to copy (and format) activated mods
