I get these messages when I enable it in the dev:
Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/Archive/TextFileArchive.cpp(183)
*stringSrc == _T('"')
Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IAbility.cpp(297)
NeedsSingleTarget()
Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(2344)
(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance) --This one I don't think is causing the minidumps. I had another very similiar to this. I think it's the first two.
I get this as well, but only in the log files. It does not cause a minidump. Can you look in yours (found in the debug folder in the same folder where the mod folders are located, the number of the file is shown in the developer title bar) and see if you find anything else. Mine looks like this.
...Other stuff up here...
> Requiem Diplomacy
Found Language in Registry (SOFTWARE\Stardock\Drengin.net\sinsdiplo):
Language data file not found. Ignoring...
c:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine\Archive\TextFileArchive.cpp(183): assert! [*stringSrc == _T('"')]
c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Entity\Interfaces\IAbility.cpp(297): assert! [NeedsSingleTarget()]
c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Entity\Interfaces\IBuff.cpp(2344): assert! [(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)]
c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Entity\Interfaces\IBuff.cpp(2344): assert! [(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)]
Creating player mappings ... (rand seed:482971140)
Cruiser_ALL_Heavy has weapon:0 damage in BACK bank but no weapon points for its current mesh. Is this intended?
D3D9 - IsWindowActive : (0)
SetActivePlayerIndex:-1
This is what it looks like when the mod successfully runs.
Also, you aren't disabling any other mods prior to enabling this one are you? That can sometimes cause problems.