Sid Meier's Civilization VI

Sid Meier's Civilization VI

CHMZ Enhanced
71 Comments
Zyxpsilon  [author] 16 Jun, 2024 @ 8:26am 
@Obb

That blank event flaw is caused by the custom modding itself from each unique mods involved.
These authors must generate both the moment images and SQL hooks ((--Sukritact's *Grand Canyon (147138224) does it as it should!--)) of such "FEATURE_(WONDER-NAMES)".

Secondly,
Take a look at Deliverator23's *Burj Khalifa* (1770703400) wonder files and assets necessary to validate both UI images and its Gameplay SQL tracker code. Without such references, the 'moments' (or + custom features, btw) can't push essential data into Civ6 components.

Even p0kiehl's *Temple of Poseidon* (1746376988) indicates what must be transferred to a custom SQL.

Same reasoning with Goody Huts except they flow within Vanilla hooks, in fact. That's *Firaxis* coding. ;)
Obb 15 Jun, 2024 @ 4:05am 
I see ! But so, is it supposed to show a blank event ? Shouldn’t there be a default picture or something ?

So they should stack ? I don’t get them stacked, if I get two/three continued goody huts they’ll be displayed by two/three whole pictures next to each other. ( Though, that’s a nickpicking thing, historic ribbon fills itself rather quickly no matter what anyway ^^ )

Thanks for your answer.
And my pleasure, deserved compliment !
Zyxpsilon  [author] 15 Jun, 2024 @ 3:30am 
@Obb

1) Modded Wonders aren't supported above the SQL limits of 282 by CHM + myZ coding. I've simply re-colored initial MiniRagnarok and GreenManReaiming's files. We're sticking with Firaxis vanilla versions. There's no supported "custom extras" in our Mods except for Natural Wonders *Terra Mirabilis* and *Sukritact set of 5*.
Editing my CHMZ_Supporting.SQL file (IF you have the exact custom Features naming) might add anything in the coded list.

2) I've already tried this "principle" with consecutive *GreatPersons* stacking and the default moments code can't expand more than three smalls at a time even with Huts. As seen in the third snapshot "Progress".

Thanks for the compliment!
Obb 15 Jun, 2024 @ 1:46am 
When there is no picture for the mod wonder I built, there is nothing at all, just a blank image. I suppose there should be a placeholder or something, a default picture, right ? I don’t have any other mod related to the historical ribbon. I wonder what could go wrong.

Also, but I don’t know if it’s possible ; early game the map can be generous in goody huts, it’s a bit spammy for the ribbon. Could it know how many I found, show the full picture if only one, but small and stacked pictures if multiple are found at the same time ? Like vanilla.

Very nice mod !
水长东 28 Jul, 2021 @ 11:29pm 
nice
Zyxpsilon  [author] 6 Jul, 2021 @ 7:43am 
PS; Note also that i had to keep the "SRGPing.sql" component within the logic flow for later use since the GP custom system would still require some extra functions to refine the individual portraits/illustrations for the current eras variations. The LOG tracker itself has to process every instances but without formal buggy effect -- that's ModBuddy wacky "warning" habits anyway.
Zyxpsilon  [author] 6 Jul, 2021 @ 7:25am 
@Nizoulou... just ignore it. There was a "strange" error between the final DLC and its Balance/Patch three weeks later from a code glitch by Firaxis. For us modders to try fixing that isn't rational or worth the extra work -- we could only issue notes to them and wish for a quick repair. No luck so far.
Nizou 6 Jul, 2021 @ 5:39am 
Hello, I wanted to say that it is a great mod !

Also I noticed a little bug in Modding.log :
[2076363.018] Loading Mod - C:/Program Files (x86)/Steam/steamapps/workshop/content/289070/1737288652/CHMZ_Enhanced.modinfo
[2076363.030] Empty properties are not supported. Skipping.
[2076363.096] ERROR: Database: UNIQUE constraint failed: ComponentFiles.ComponentRowId, ComponentFiles.FileRowId
[2076363.096] Database: While executing - 'INSERT INTO ComponentFiles(ComponentRowId, FileRowId, Priority) VALUES (?,?,?)'
[2076363.122] ERROR: Invalid file reference in action, did you forgot to add it in <Files>? - SQL/CHMZ_SRGPing.sql
Zyxpsilon  [author] 6 Apr, 2021 @ 7:41pm 
v2.0 has been Uploaded -- Ready to play with! :)
Zyxpsilon  [author] 4 Apr, 2021 @ 10:29pm 
Getting very close to release of major NFP updates.. most likely this week at most!
New cool HUD assets coming your ways. :)
Zyxpsilon  [author] 22 Mar, 2021 @ 12:37pm 
TWO.. let's Wonder outloud!
Zyxpsilon  [author] 22 Mar, 2021 @ 11:35am 
Check out the newest sneak-peek image (first in preview bar) of the upcoming NFP assets.
Everything might get released in a week or so.
;)
Zyxpsilon  [author] 19 Mar, 2021 @ 9:30am 
Okay.. Hi everyone!

Some news about the most recent development tasks.

I've integrated the essential NFP (5/6) assets & the other missing extra items from last year or so (TM 20th NW "Lencois Maranhenses" and Sukritact's "MtFuji"). The only remaining elements are what we'll all get within Portugal package next week.

Even though the cool GP custom set of SmallMoments (refer to Progress step #3) is still under intensive planning.. i should mention that a related system might be attempted for the HEROES components also! ;)

Soooooo -- stay tuned for a *major* update ... very soon.
Zyxpsilon  [author] 26 Nov, 2020 @ 1:28am 
I'm currently analysing the whole NFP concepts to evaluate if major updates can also be applied to my own GFX versions & additional custom assets (Wonders & Naturals, etc).
Of course MiniRagnarok has already implemented most recent images in his (CHM) package(s) along with GreenManReaiming excellent artwork -- but my plans were always to wait until the entire finalised Firaxis DLC content was in players setup.

Sooooo... the idea is simply, do it all over again once i get official resources and authentic DDS textures just like i did for this first mod!
Thus patience, as i predict my (our) tasks should start once NFP has concluded its release run. By early spring at least.
Ingolenuru 31 Oct, 2019 @ 9:37am 
Thank you very much for the reply. I am heavily medicated and trying to find out which mod is not working that keeps me from getting to the game create screen. Thank you for the reply. The change in my medication is quite large so everything is harder to do.
Zyxpsilon  [author] 31 Oct, 2019 @ 9:07am 
@Ingolenuru.. it *IS* compatible with that Sept/Patch unless proven otherwise.
Ingolenuru 31 Oct, 2019 @ 2:36am 
The conversation is not answering my question & neither does the description say compatible with Sept 10th patch? Thank you.
dmc32 21 Oct, 2019 @ 10:35am 
Very cool Zyxpsilon, I'm a big civ fan. I remember your mods in XCOM, thanks.
Zyxpsilon  [author] 21 Oct, 2019 @ 8:39am 
Almost yes.. but, i haven't got much luck finding the proper hack code to "replace" the default Icon. There's only *one* indirect way to handle the Database hooks & it's still a mystery to me. Not sure when i'll solve this situation -- wish i could offer a definite answer to everyone. We'll see.
layton452 21 Oct, 2019 @ 4:37am 
Still working on the Great Person types Zyxpsilon? Your mockup screenshot for those looks great!
Zyxpsilon  [author] 30 Aug, 2019 @ 8:02am 
Uh?
This mod is well supported, AFAIC.. and, my "attitude" really has nothing to do how it optimally works for anyone interested by it --- without nit-picking over whichever (personal style & text clarity) descriptive attempts online.
Case closed.. move along please! :)
Opulus™ 29 Aug, 2019 @ 10:22pm 
Ultimatively, it's not about the description, but about his attitude why I'll pass this mod. I rather use stuff that I can expect on getting support on if needed, his attitude suggests otherwise.
Plerion 29 Aug, 2019 @ 7:28pm 
Opulus, Zyx's posts are usually on the technical side, but just try it out and you will see the difference in the timeline. Trust us.
Zyxpsilon  [author] 29 Aug, 2019 @ 11:27am 
Oh well.. it's *my* fault for not being obvious enough then.

Yet -- i think the second line that you took a snapshot of ..
----
DESCRIPTION = Default images are (still!) re-colored and, new custom assets are being added or re-activated to the Timeline
----
.. is sufficiently clear!

The sample previews that scroll underneath the Steam images library **DO** offer straightforward hints if my flawed text is (somewhat) too confusing for anyone -- i guess.
Opulus™ 29 Aug, 2019 @ 8:36am 
Instead of assuming I had a language barrier, I'd reccomend you to check out your mod page first and tell me where your easy to understand description, as the one you've pointed out to me, is supposed to be.

Image of the mod page on august 29th, 17:34 MET
https://cdn.discordapp.com/attachments/279866479573336066/616656946925273118/Unbenannt.PNG
Opulus™ 29 Aug, 2019 @ 8:30am 
@Zyxpsilon, yes, that I understand. But I would like to ask you something, you do know what the mod description is for, right?

It is not my fault for you not putting a quick description of the mod in the mod description.
Zyxpsilon  [author] 29 Aug, 2019 @ 7:35am 
@Opulus..
History Timeline Moments are shown in colors rather than default "Yellowish" shades. Some new custom images are also being added (or replace previous Firaxis versions directly) to the generic process.

Soooooo.. if you still don't understand the above two phrases, it's because there's a language "barrier" in your case & i just can't simplify the Mod description(s) any further..
Opulus™ 29 Aug, 2019 @ 5:04am 
I don't understand a thing, what does this mod do?!
Zyxpsilon  [author] 12 Aug, 2019 @ 12:56pm 
v1.7 is Ready to GO!
Enjoy.
Zyxpsilon  [author] 10 Aug, 2019 @ 11:13am 
Thanks to some great coding help from ChimpanG (author of Terra Mirabilis) this morning.. implementation is going MUCH more rapidly than initially expected. Honestly.. i had terrible SQL statements & false hooks towards their I/O DataBase feeds.

We might have a formally validated mod within a week or less! Stay tuned.

In the meantime.. check out the last splasher image after the Wonders. :)
Zyxpsilon  [author] 8 Aug, 2019 @ 2:13pm 
@Plerion, Well.. glad you'll be back then!
Long overdue AFAIC. Got stuck with another weird coding problem.. still have to deal with it -- later on.
Plerion 8 Aug, 2019 @ 12:39pm 
@Zyx - That was the only reason I ended up not using this, thank you!
Zyxpsilon  [author] 8 Aug, 2019 @ 8:45am 
I'm currently planning to support Terra-Mirabilis' (19) & Sukritact's (4) Natural Wonders directly from within my SQL format structure. There's going to be a few more minor Moments/Illustrations too, mostly related to Trading-Posts & World-Congress voting.

Still trying to figure out the individual GP special "Smalls" and other discarded Moments to make them truly custom with indirect runtime logic.

Soon!
Royal Raven 21 Jun, 2019 @ 6:46pm 
Cool, I never knew about this mod. I will have to check it out.
Zyxpsilon  [author] 18 Jun, 2019 @ 12:58pm 
GS-Patch #2 Note; Seems like CHMZ won't require any update for compatibility reasons. It works fine -- as i somewhat expected.
Zyxpsilon  [author] 11 Jun, 2019 @ 12:22pm 
I'd have to risk a wild guess about the init process involved when such Mod(s) are swapped in- between sessions. There's been reports that the DebugData settings can get scrambled enough to prevent (some rare but vital) runtime hooks. That's native code mechanics and we (modders) aren't really capable of solving such issues --properly--.
It's sad really.. but we just don't have strict control over the interaction between essentials like "Load-Order" cycles or whichever ModInfo files anyone else decided to define.

I suspect CHM (or any other mod) isn't pushing out ALL assets when "unsubscribed" (so would mine too if it doesn't,. btw) or its pending cache files aren't correctly set off -- again, that's a weird Firaxis code flaw that began messing stuff around back in early April with their Front-End functions.
Maybe the next patch would repair these issues. We'll know as soon as it does for sure.
Blackstorm 11 Jun, 2019 @ 11:49am 
It seems that the mod itself can't load as I have tried to play the game with this mod by itself but it fails to work. When i play the game with mods except this one it works every time.

I will say that I use to be subscribed to MiniRagnarok's mod in the past but since I found this mod I have since unsubscribed in hopes of replacing it. In trying to solve this issue, I have subscribed and unsubscribed it and then I verified the game files to ensure it didn't affect my attempts to fix this problem which unfortunately yielded the same results. Is there a proper de-activate MiniRagnarok's mod? If not, I don't know how to get it to work.

Zyxpsilon  [author] 11 Jun, 2019 @ 7:55am 
Ok then.. the real question is if the colored assets show up in a new game.
Sometimes, the required Database (Moments & Illustrations) aren't updated for saved games. It might also be a tricky conflict with another mod (hard to detect from here). It's safe to assume that *IF* you properly de-activate the other (CHM from MiniRagnarok) nothing should interfere with my stuff.
Otherwise -- i can't figure out what would go wrong.
Blackstorm 11 Jun, 2019 @ 2:51am 
yes
Zyxpsilon  [author] 10 Jun, 2019 @ 4:17pm 
@Blackstorm.. first minimal question -- do you play with both R&F & GS?
Blackstorm 10 Jun, 2019 @ 10:09am 
I can't get this mod to work. I tried playing a game with it with mods that don't clash with it and then a game with just CHMZ Enhanced by itself but still same result. Any suggestions?
Plerion 30 May, 2019 @ 4:00pm 
Thank you; I'm not sure how specific is that paragraph as a proposed solution, but I will try to suggest it to TM devs :)
Zyxpsilon  [author] 30 May, 2019 @ 12:28pm 
@Plerion, about TM fix attempts;

-- As i feared.. they packaged every gfx assets under BLP archiving/compression. Which wouldn't allow me to interact directly with their "colored" versions or even auto-swap from the fallback (regular Yellowish style that actually showed up within my test gameplay) defaults.

-- The only rational solution **MUST** come from their SQL (Master) codes as a properly supported CHM toggling step that could then, "transfer" the status towards my CHMZ dispatch in real-time.
Honestly.. it would just take them about a minute or two and certainly, fit in a single parametric instruction! :(

Sorry no can do! Much too complex from my external (and reasonable, btw) perspective.
Zyxpsilon  [author] 30 May, 2019 @ 8:28am 
Well.. don't give up yet.
After a good night (but short) sleep & while waking up this morning, i suddenly realised it might be quite easy to adapt such stuff from within my mod -- if need be. I'll simply have to verify their SQL details by just installing "TM" later next week.
Stay tuned. :)
Plerion 30 May, 2019 @ 2:52am 
Yes, I asked, and no support for your mod sadly. A pity, because this mod has really nice improvements over CHM, particularly the removal of ambiguity among some moments.
Zyxpsilon  [author] 30 May, 2019 @ 2:42am 
But.. specifically -- such "Natural Wonders" are declared in alternate ways by my Mod via Interest Level scoop tricks. If their patterns (of CHM origins) aren't applied in a similar manner, there's a risk of incompatible processing. Indeed!
Zyxpsilon  [author] 30 May, 2019 @ 2:36am 
You meant the original CHM .. right?
Because.. unless i join each of their custom Moments (via SQL instructions) into my own package -- they wouldn't show up *IF* only my mod is active. My "Load-Order" differs from CHM -- on purpose, btw.

One thing the Terra Mirabilis author(s) could do though is to supply a secondary set of calls compatible with this **CHMZ** structure. I can't really offer direct hooks within my own coding principles for reasons beyond "rational" control tasks.
Actually.. i'm not even sure if these custom Moments wouldn't be directly inserted while both our mods are activated. Sorry!
Contact them, first! :)
Plerion 30 May, 2019 @ 1:16am 
Thank you.

Another question: Terra Mirabilis has built-in support for CHMZ, but not for CHMZE. I think this means some textures do not appear correctly. Do you know of any workraound?
Zyxpsilon  [author] 30 May, 2019 @ 12:41am 
Overview of the OIL image...
https://i.postimg.cc/ZnnWFhxD/SRU-Oil.png
Zyxpsilon  [author] 30 May, 2019 @ 12:39am 
PS; I'll be updating CHMZ this week-end most likely, btw.

The Strategic-Resources (First Units of +1 score) stuff (of Seven distinct types) should receive large Illustrations instead of maintaining their default "Small Icon". It was far too complex to keep the old format as the components logic would have required extensive hacks to stick with small HUD calls.

Still have a few final tests to do.. but it should work fine.