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 Post subject: Mod Loader 2.4 - REQUIRED FILE
PostPosted: Sun Jul 06, 2014 12:10 pm 
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This thread is for Mod Loader 2.4 ONLY.


Mod Loader
Version 2.4
For Tropico 5

This mod makes switching from a modded game to an unmodded game for multiplayer easier. It also makes the building and edict menus scroll so more content can be added.


New to 2.4:
  • A list of loaded mods, their version number, and the author are now part of the game credits.
  • Support for upgrades that require a different upgrade to be purchased first
  • Support for upgrades that require X amount of a building or building type to be built first
  • New helper function: AddBuildingToLabels()
  • New helper function: ModLoaderAddUpgradeCheck(). Allows inserting custom functions into Upgrade:CheckPrerequisites()

New to 2.3:
  • Building Tweaks built into Mod Loader
  • Enter multiplayer with mods enabled
  • Support for upgrades with cooldown periods
  • Support for making mass upgrades
  • Additional functions and tools for mod authors. See full ChangeLog below



Install Instructions (For new users only)
  • Unzip to your Tropico 5 folder.
  • You should end up with a folder structure like this:
    Image
  • The two files included in the .zip file should be placed in "Tropico 5\CommonLua\
  • To switch from modded to unmodded simply run "Mod Toggle Switch.bat" by double clicking it. You will see the Mod Loader file switch names to indicate it's status.
Upgrade Instructions
  • The following mod files are made obsolete and must be deleted
    • Tropico 5\Mods\BuildingTweak.lua
    • Tropico 5\Mods\EstyrothPark.lua
      • Warning: If you have a save game that has the Estyroth Park built you should load it, demolish the building, and save BEFORE you remove this file!
      • Estyroth Park is replaced by the Cheater's Tower
  • MainConfig that comes with 2.4 will be an empty file. Do not overwrite if you have mod settings that you do not wish to lose. Going forward all my mods will have individual config files distributed with them.
  • Once you have completed the above items you can go ahead and install Mod Loader 2.4

Notes:
  • Turning ON/OFF mods only works if you follow the instructions. No other files should be in your CommonLua, Lua, or Data folders!
  • This loader does not now or ever will support template mods that go in the Data folder. If you want to use them then you will need to manually move the files to play multiplayer.

ChangeLog:
Spoiler:
  • Version 2.4
    • A list of loaded mods, their version number, and the author are now part of the game credits.
    • Support for upgrades that require a different upgrade to be purchased first
    • Support for upgrades that require X amount of a building or building type to be built first
    • New helper function: AddBuildingToLabels()
    • New helper function: ModLoaderAddUpgradeCheck(). Allows inserting custom functions into Upgrade:CheckPrerequisites()
  • Version 2.3
    • Added BTweak() to Mod Loader.
    • Can join Multiplayer with Mods on. Taken from Estyroth Park
    • Lots of new helper functions. See Mod Loader 2.3 Documentation
  • Version 2.1
    • Scroll Bar added for Build and Edicts Menu
      • No more worrying about the already full edict menu! Bring on the edict mods!
      • The two horizontal tan lines that ran through the building names were removed. They didn't look right when scrolling
      • The little cloud that appeared when hovering over or selecting a building also had to be removed. The list and the little cloud are two overlapping windows and there was no easy way to get the two layers to scroll in synch. When I was testing I had to scroll both windows down to the bottom in order to switch category tabs. This was unacceptable so the solution was to remove it. (It's not really removed. It's shrunk to 1x1 and moved off screen)
      • I think both sacrifices are worth it when you weigh the benefit of removing the limit to the number or buildings or edicts that can be displayed BUT if you disagree you can disable the scroll bars by setting the config vars BuildMenuVScroll and EdictMenuVScroll to false:
        ModConfig("DarthPresidente","ModLoader", {
           BuildMenuVScroll = false,
           EdictMenuVScroll = false
        })
    • Added VersionN
      • This works like Version but it's numeric only
      • VersionN is not required to be defined. If it is not defined it will be automatically given the value: 0
      • VersionN should be a whole number only. Mod Loader's VersionN is 210 to represent 2.1
    • Added function: IsModRegistered(author,name,version)
      • Example: IsModRegistered("DarthPresidente","ModLoader",210) returns true
      • version is optional and uses the mod's VersionN to do its comparison. If VersionN >= version the function returns: true. If version is not used then it will ignore the mod's VersionN and return true/false based on whether or not the mod is registered with ModLoader.
    • Added function: ModGetConfigVar(author,name,configvar)
      • treturns the value of a mod's config variable.
    • Expanded ModT function to support argument substitution
      • This is very useful if you have text output that contains variable information
      • Usage: ModT("LabelName","default text",<arg1>,<arg2>,<arg3>,<arg4>,...)
      • Examples:
        • local servicepercent, budgetpercent = 50, 25
        • ModT("TextLabel1","Serves <arg1>% more people. Increases the budget by <arg2>%",servicepercent,budgetpercent)
          • Returns: "Serves 50% more people. Increases the budget by 25%"
        • ModT("TextLabel1","Budget +<arg2>% / Customers +<arg1>%",servicepercent,budgetpercent)
          • Returns: "Budget +25% / Customers +50%"
      • Note: If you use <Arg1> instead of <arg1> it will capitalize the first letter. (Works on all <argN>'s not just <arg1>)
  • Version 2.0
    • Easier to utilize mod loading and configuration for mod authors
    • Support for translation tables for mod authors.
    • Main config file is once again distributed with this mod

Mod Authors: See THIS THREAD in the modding discussion forum for more information

Current Version
Attachment:
Mod Loader2.4.zip [16.37 KiB]
Downloaded 22994 times


Older Versions
Spoiler:
Attachment:
Mod Loader2.3.zip [14.97 KiB]
Downloaded 5125 times
Attachment:
Mod Loader2.11.zip [4.32 KiB]
Downloaded 2839 times
Attachment:
Mod Loader2.zip [3.03 KiB]
Downloaded 276 times


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 Post subject: Re: Mod Loader 2.3 - REQUIRED FILE (Updated Jan 4th)
PostPosted: Sun Jan 04, 2015 11:18 pm 
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New Version: 2.3 now available

See This Thread for documentation


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 Post subject: Re: Mod Loader 2.3 - REQUIRED FILE (Updated Jan 4th)
PostPosted: Tue Jan 20, 2015 11:39 am 
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Dear DarthPresidente i have a problem the modloader works but an example your mod the cheater tower has nothing in it no options to add money etc.
pleas help


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 Post subject: Re: Mod Loader 2.3 - REQUIRED FILE (Updated Jan 4th)
PostPosted: Sat Jan 24, 2015 8:17 pm 
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Is it possible to use the mod loader on the XBOX 360 version of the game (On a flashed xbox)?
If so, could you explain to me in which hpk pack I should put the files?


Last edited by HiddenKnowledge on Mon Jan 26, 2015 10:03 am, edited 2 times in total.

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 Post subject: Re: Mod Loader 2.3 - REQUIRED FILE (Updated Jan 4th)
PostPosted: Sat Jan 24, 2015 10:36 pm 
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Sorry, I have no experience modding games for XBOX.


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 Post subject: Re: Mod Loader 2.3 - REQUIRED FILE (Updated Jan 4th)
PostPosted: Sat Jan 24, 2015 11:28 pm 
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Ah, too bad. It also uses LUA like in the PC version (All mods that don't use your mod loader seem to work so far). I was mostly wondering where I would have to put the mods/ folder.
Guess I'll have to figure that out by myself, then. I'll keep you informed :)

This is the filetree of Tropico on the Xbox 360:
https://gist.github.com/e70f913ceb1627633132


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 Post subject: Re: Mod Loader 2.3 - REQUIRED FILE (Updated Jan 4th)
PostPosted: Mon Jan 26, 2015 10:30 am 
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I have put my latest notes at modding-tropico-5-on-the-xbox-just-some-notes-t206.html
I will be keeping that post uptodate and respond to questions that, that way I won't derail your thread to much.


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 Post subject: Re: Mod Loader 2.4 - REQUIRED FILE (Updated June 29th)
PostPosted: Mon Jun 29, 2015 1:13 pm 
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New version: 2.4!

This version doesn't add much for the average user to see (other than the credits). It's mostly some additional tools mod authors can take advantage of. The Mod Loader documentation thread in the discussion forum has been updated to reflect the new additions.


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 Post subject: Re: Mod Loader 2.4 - REQUIRED FILE (Updated June 29th)
PostPosted: Sat Jul 11, 2015 3:08 am 
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This is not working none of the lua's are working, went to my game directory, made a "CommonLua" file, and unzipped the the zip file to it, its not working.
Spoiler:
ImageImageImageImageImage


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 Post subject: Re: Mod Loader 2.4 - REQUIRED FILE (Updated June 29th)
PostPosted: Sat Jul 11, 2015 6:41 am 
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wolfnightide wrote:
This is not working none of the lua's are working, went to my game directory, made a "CommonLua" file, and unzipped the the zip file to it, its not working.

You did not need to make the CommonLua folder. All you needed to do was to unzip the contents to the Tropico 5 folder. Delete your CommonLua folder and try again.


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 Post subject: Re: Mod Loader 2.4 - REQUIRED FILE (Updated June 29th)
PostPosted: Tue Dec 22, 2015 1:21 pm 
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Can't thank you enough for your hard work ;)


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 Post subject: Re: Mod Loader 2.4 - REQUIRED FILE (Updated June 29th)
PostPosted: Wed Apr 13, 2016 8:23 am 
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Hi

Im trying to add a btweak to Sample.lua to increase housing construction prices but I have no luck. I have been testing different names since I dont know what the names should be.

Here is some examples from country house

BTweak("CountryHouse", "Residence", "PurchaseCost", 3000)
BTweak("CountryHouse", "Residence", "BaseInherentPurchaseCost", 3000)
BTweak("CountryHouse", "Residence", "ConstructionCost", 3000)
BTweak("CountryHouse", "Residence", "BaseInherentConstructionCost", 3000)
BTweak("CountryHouse", "Construction", "PurchaseCost", 3000)
BTweak("CountryHouse", "Construction", "Cost", 3000)

I guess this is not the right name for buildings costs ;)

Any suggestions to how I can make this work, it dont have to be a btweak?


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 Post subject: Re: Mod Loader 2.4 - REQUIRED FILE (Updated June 29th)
PostPosted: Wed Apr 13, 2016 3:17 pm 
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xxx78 wrote:
Hi

Im trying to add a btweak to Sample.lua to increase housing construction prices but I have no luck. I have been testing different names since I dont know what the names should be.

Here is some examples from country house

BTweak("CountryHouse", "Residence", "PurchaseCost", 3000)
BTweak("CountryHouse", "Residence", "BaseInherentPurchaseCost", 3000)
BTweak("CountryHouse", "Residence", "ConstructionCost", 3000)
BTweak("CountryHouse", "Residence", "BaseInherentConstructionCost", 3000)
BTweak("CountryHouse", "Construction", "PurchaseCost", 3000)
BTweak("CountryHouse", "Construction", "Cost", 3000)

I guess this is not the right name for buildings costs ;)

Any suggestions to how I can make this work, it dont have to be a btweak?


You could try this one
BTweak("CountryHouse", "Construction", "ConstructionCost", 3000)


If that fails to work then im afraid i cant be of much help sorry


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 Post subject: Re: Mod Loader 2.4 - REQUIRED FILE (Updated June 29th)
PostPosted: Wed Apr 13, 2016 5:30 pm 
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pheonixx wrote:

You could try this one
BTweak("CountryHouse", "Construction", "ConstructionCost", 3000)


If that fails to work then im afraid i cant be of much help sorry


it worked, thanks again :)


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 Post subject: Re: Mod Loader 2.4 - REQUIRED FILE (Updated June 29th)
PostPosted: Wed Apr 13, 2016 10:59 pm 
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xxx78 wrote:
pheonixx wrote:

You could try this one
BTweak("CountryHouse", "Construction", "ConstructionCost", 3000)


If that fails to work then im afraid i cant be of much help sorry


it worked, thanks again :)


You're welcome, glad we got it working for you :D


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 Post subject: Re: Mod Loader 2.4 - REQUIRED FILE (Updated June 29th)
PostPosted: Sat May 07, 2016 2:02 pm 
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Do I need to have all the DLC's to be compatible with mods?


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 Post subject: Re: Mod Loader 2.4 - REQUIRED FILE (Updated June 29th)
PostPosted: Sun May 08, 2016 8:32 am 
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Doctor Proteus wrote:
Do I need to have all the DLC's to be compatible with mods?
Depends on the mod but in most cases no.


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 Post subject: Re: Mod Loader 2.4 - REQUIRED FILE (Updated June 29th)
PostPosted: Tue Jun 21, 2016 4:06 am 
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Hi all

ehm i got the complete edition, and i have the correct version.
I extracted everything as i should, atleast i think so.
However when i go play any game mode (not multiplayer) i dont have the cheat panel tab.
Nor do i get a menu ingame to enable the mod or select any mod at all.


This is a screenshot link of the folder structure with the mod loader, and cheaters panel and cheaters panel config all extracted into it.

http://prntscr.com/bj0ws3

Hope i can get some help to get this working


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 Post subject: Re: Mod Loader 2.4 - REQUIRED FILE (Updated June 29th)
PostPosted: Tue Jun 28, 2016 10:38 pm 
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powerzhea wrote:
Hi all

ehm i got the complete edition, and i have the correct version.
I extracted everything as i should, atleast i think so.
However when i go play any game mode (not multiplayer) i dont have the cheat panel tab.
Nor do i get a menu ingame to enable the mod or select any mod at all.


This is a screenshot link of the folder structure with the mod loader, and cheaters panel and cheaters panel config all extracted into it.

http://prntscr.com/bj0ws3

Hope i can get some help to get this working


This should of been placed in the Cheaters Panel mod thread not Mod Loader, You have installed the mod incorrectly. Please see Here for the solution i posted.

Could a moderator move the above post into the correct thread please. Thanks


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 Post subject: Re: Mod Loader 2.4 - REQUIRED FILE
PostPosted: Fri Jan 20, 2017 9:18 am 
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Hi I do not see the UI folder in my Tropico 5 Gold Version directory. Instead there is an .hpk file "UI" in the Packs folder. Is there a way to unpack the file?

EDIT: I have found the workaround. Using this tool https://www.techpowerup.com/forums/thre ... er.113705/ you can extract your UI.hpk files from the folder Packs. Then add the building icons you wish to mod into the BuildingIcons folder. After that you have to repack the files back into the UI.hpk file using the same tool. Works flawlessly.


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