RommelFIN
Newbie

Posts: 3
Joined: Dec 2009
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RE: SimCutie's MOD
This mod seems to be broken for me too. Hopefully someone will fix this (I'm quite bad with modding so can't do it myself), because the mod in itself is great.
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| 07-12-2012 04:53 PM |
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Grigglestone
Newbie

Posts: 2
Joined: Jun 2012
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RE: SimCutie's MOD
Would also love to see this working again, it's a wonderful mod. Please, someone with the know-how fix this. :[
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| 12-12-2012 02:53 PM |
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Psyckosama
Junior Member
 
Posts: 19
Joined: Nov 2012
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RE: SimCutie's MOD
Drat. I really really wish I knew how to properly do that...
You wouldn't know which hpk the UI .lua files happen contained in do you?
Also, do you know a good lua for noobs site?
(This post was last modified: 13-12-2012 07:26 PM by Psyckosama.)
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| 13-12-2012 04:26 PM |
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ElLionente
Newbie

Posts: 7
Joined: Jan 2013
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RE: SimCutie's MOD
NoooooOOO! :-(
Yesterday I bought the Game (Gamersgate-Sale) just to read (today) that the Mod isn't working anymore wirth 1.06? :-(
And I don't assume there is anyone who had the time to fix at least the annoying "old building is no longer available" problem?
Thanks ...
oh and: "Hi! Forum :-)"
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| 04-01-2013 12:23 AM |
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sgallaty
Newbie

Posts: 1
Joined: Jan 2013
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RE: SimCutie's MOD
Well in the absence of simcutie and the desperation for not having my fucking buildings locked out and retarded-ass shiny bad artwork put in their places (shiporaunt anyone?) - I tried to get this mod, and as you all know, it's broken.
This resulted in a furious night of sleepless hackage, and here is the messy result...
The basic structure of the mod is this -
there's a loader LUA that does a dofolder (i.e. run every LUA in the following folder) which ends up referring to the MODS dir in the author's hpk files (the engine builds a virtual filesystem from all the hpk files etc.)
This is a somewhat odd way to go about it, which suggests that the author of this mod has a little more experience with the engine than most people would. That a much more sophisticated solution than you would expect.
The dofolder loads a bunch of objects that the author then calls to initialize in the startup LUA. those objects are luac - compiled LUA. I pulled them out but haven't been able to decompile them successfully.
anyhow, long story short - this is what I've managed to salvage from the latest mod upload -
Done loading MOD/SimMods
Running SimTranslations()
Loading Swixelnolimitmod
Loading SimUIMod
Loading Simalmanacmod
Loading Nodresscode
Loading PrisonSafety
Upkeep inflation rate: 4.5%/year. Upkeep at year 2000 will be 321% of 1950
HappyWorkerMod: 100% happy worker works in 140 %
Loading Bugfix Factionconverts
Loading Expensive imports mod
Loading biofarm overlay resources mod
Loading dated save name mod
Loading BUGFIX - touroffice flag
Loading BUGFIX - mine upgradehint
Loading BUGFIX - secret agent icon
Loading BUGFIX - nationalbank infopanel
Loading BUGFIX - expansiononly task
Loading BUGFIX - misc texterrors
No *.ogg sound files in D:/MyMusic/
Notice that the old buildings mod is not in that list - because it appears to be bugged in the mod. I think this is where it was supposed to be :
SimMisc.lua(0): <>
[C](-1): global procall
...4E/Src/Tropico4/Tools/Build/dlc/win32/3/core/lib.lua(0): global dofile
...4E/Src/Tropico4/Tools/Build/dlc/win32/3/core/lib.lua(0): global dofolder_files
...4E/Src/Tropico4/Tools/Build/dlc/win32/3/core/lib.lua(0): global dofolder
C:\Steam\steamapps\common\Tropico 4\game\stripped_simconfig.lua(241): global SimPreprocess
C:\Steam\steamapps\common\Tropico 4\game\stripped_simconfig.lua(464): <>
--- end of stack
Attempt to use an undefined global 'DefineClass'
SimTools.lua(0): <>
[C](-1): global procall
...4E/Src/Tropico4/Tools/Build/dlc/win32/3/core/lib.lua(0): global dofile
...4E/Src/Tropico4/Tools/Build/dlc/win32/3/core/lib.lua(0): global dofolder_files
...4E/Src/Tropico4/Tools/Build/dlc/win32/3/core/lib.lua(0): global dofolder
C:\Steam\steamapps\common\Tropico 4\game\stripped_simconfig.lua(241): global SimPreprocess
C:\Steam\steamapps\common\Tropico 4\game\stripped_simconfig.lua(464): <>
--- end of stack
SimTools.lua:0: attempt to index global 'DefineClass' (a nil value)
[C](-1): global procall
...4E/Src/Tropico4/Tools/Build/dlc/win32/3/core/lib.lua(0): global dofile
...4E/Src/Tropico4/Tools/Build/dlc/win32/3/core/lib.lua(0): global dofolder_files
...4E/Src/Tropico4/Tools/Build/dlc/win32/3/core/lib.lua(0): global dofolder
C:\Steam\steamapps\common\Tropico 4\game\stripped_simconfig.lua(241): global SimPreprocess
C:\Steam\steamapps\common\Tropico 4\game\stripped_simconfig.lua(464): <>
--- end of stack
A few other small things are broken as well - SC's version of the housing population increase mod, and a couple of other mods that I wasn't familiar with.
The in-game menu UI for the mod is also broken, since the menu object is not being properly defined in the binary chunks being loaded by the dofolder.
If anyone has the previous version of SC's mod, I might be able to yank the working oldbuildingmod out of it, or not. If anyone knows of a lua decompiler that works on this luac, that'd be handy too.
(This post was last modified: 20-01-2013 04:15 PM by sgallaty.)
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| 20-01-2013 04:14 PM |
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