MPMPM - Multiplayer Mod DLC-hack (Updated!)

I am in fact using v12 and have verified this (for low-tech readers: the Rebellion Pack loads civs via PMMMTraitBootstrapper.lua), and have furthermore semi-successfully replicated the glitch locally. Quitting to Main Menu after starting a single-player game as Ultimate Madoka and starting a new SP game copies the Magical Girl capability to the Player 0 (human's civ) of the next game...as long as that civ happens to be the MSF (or in theory any civ caching data in TSL16 AND not using unique Great People - Arturia failed to spawn a GG from a used KotR, tests with the Saints remain inconclusive, and I have to confirm whether Axel Wildfire's test of Nanoha was properly catalyzed). How PMMMTB.lua would be writing the UMadoka boolean state to TSL16, I wouldn't know, but for the sake of fun I sure don't want it flushed from cache.

So, to verify:

  • You're loading from the Single Player option in the main menu with a modspack created
  • This doesn't occur if you exit and restart the game

Right?
 
So I take it that Civ 4 Diplomacy Features and the City-State Diplomacy Mod does not work for this yet?

People who have tried only Civ 4 Diplomacy Features or CSD have reported them working. It gets funky only when lots of mods get stacked on top, along with Community Patch, EUI...
 
People who have tried only Civ 4 Diplomacy Features or CSD have reported them working. It gets funky only when lots of mods get stacked on top, along with Community Patch, EUI...

That's too bad, I was hoping I could get both Community Patches and those mods to work and have a LAN party with a few friends.

Is the problem that people are trying to keep the moded version and the normal game version separate so you can easily jump back and forth between them? If so I don't care about the normal game. IMO these patches and mods are too legit to leave them out of any game.
 
So, to verify:

  • You're loading from the Single Player option in the main menu with a modspack created
  • This doesn't occur if you exit and restart the game

Right?

Yes to both counts. The Mods menu gets goofy when you already have modspacks on deck, as seen in previous tests, and exiting to (Windows/Mac) and restarting Civ V would make everything recompile from scratch, making the UMadoka catalyst moot.
 
Probably has to do with MapModData not getting cleared out for some reason, even if you do use a different map. I'm assuming that if you start as Kyouko, reload, and choose a new Civ, the new Civ is also capable of gaining Faith from growth of its Capital?
 
People who have tried only Civ 4 Diplomacy Features or CSD have reported them working. It gets funky only when lots of mods get stacked on top, along with Community Patch, EUI...

I've gotten Community Patch to work with Civ 4 Diplomatic Features and CSD in multiplayer. How I did it:

1) I removed Community Balance Patch, and kept only CP, C4DF, and CSD as active mods (remove cvgamecore_expansion2.dll and keep/restore the LUA folder in CP)

2) MPMPM is run and compiles the MP_MODPACK, but doesn't copy the C4DF and CSD folders. I manually copy these folders from the MODS folder to the MP_MODSPACK/MODS folder and I change the names of the folders to match the .modinfo file (restore the cvgamecore_expansion2.dll)​

The C4DF and CSD features are in game and seemingly work. You don't have all the changes from CBP but like DLimited stated, it screws up descriptions.

*Only weird thing so far: Highlighted tiles for archer ranged attacks are not correct
 
Unfortunately, you'll have to remove the link to my prime cuts modpack; some twit has reported it on mega (why?).
 
Heya,

I put one together that's a bit less intense and is generally just meant to make Civ V as it exists more immerse, visually.

This modpack includes:

Active AI in Multiplayer
One Color Civs
Historical Religions Complete

And that's all. It makes the standard experience a bit better, imo, and lets religious games get a bit less samey-looking every game.

Hosting it on my Google Drive here:

https://drive.google.com/open?id=0B0ICxcS9Fvo5V3EwUFd1amR5ZWc&authuser=0
 
Hey so I've been working on my own massive modpack for the last few months (thanks so much for keeping this project updated!). I've mostly been able to overcome any problems I've encountered because they've been relatively easy. But now I've run into something hard.

Here are the mods that brought this problem to my attention:
JFD's The Kingdom of France (Louis XIV) (BNW)
JFD's The United States of America (Lincoln) (BNW)

Both of these awesome civs have one thing in common: They both have bonuses / free units appear upon the declaration of war. But the problem is, that these effects do not trigger when war is declared. Napoleon doesn't get a free great general, and Lincoln doesn't get a bonus. So I did some testing and found that this problem persists during multiplayer and singleplayer.

I know enough code to fix minor things and balance broken things. But after looking through JFD's code, I knew that I would need some help on this one. Here is the code that is supposed to trigger on the declaration of war: (please note that this code was taken from the compiled modpack and not the vanilla mod)
Spoiler :
Napoleon's code:
Code:
----------------------------------------------------------------------------------------------------------------------------
-- JFD_NapoleonicMarshalOnWar
----------------------------------------------------------------------------------------------------------------------------		
function JFD_NapoleonicMarshalOnWar(teamID, otherTeamID)
	local player = Players[Teams[teamID]:GetLeaderID()]
	local otherPlayer = Players[Teams[otherTeamID]:GetLeaderID()]
	if ((otherPlayer:GetCivilizationType() == civilisationID and not (player:IsMinorCiv())) or (player:GetCivilizationType() == civilisationID and not (otherPlayer:IsMinorCiv()))) then
		player:InitUnit(unitNapoleonicGreatGeneralID, player:GetCapitalCity():GetX(), player:GetCapitalCity():GetY()):JumpToNearestValidPlot()
	end
end

if isNapoleonicFranceCivActive then
	GameEvents.DeclareWar.Add(JFD_NapoleonicMarshalOnWar)
end
Lincoln's code:
Code:
----------------------------------------------------------------------------------------------------------------------------
--JFD_OnWarLincolnSpeaksWell
----------------------------------------------------------------------------------------------------------------------------
function JFD_OnWarLincolnSpeaksWell(teamID, otherTeamID)
	local player = Players[Teams[teamID]:GetLeaderID()]
	local otherPlayer = Players[Teams[otherTeamID]:GetLeaderID()]
	if (otherPlayer:GetCivilizationType() == civilisationID and Teams[otherPlayer:GetTeam()]:GetAtWarCount(true) == 1) then
		if otherPlayer:IsHuman() then
			JFD_ShowChooseWarTimeBonusPopup(player)
			warringPlayer = player
		else
			local policyToGiveID = "POLICY_JFD_LINCOLN_SPEECH_" .. JFD_GetRandom(1,6)
			player:SetNumFreePolicies(1)
			player:SetNumFreePolicies(0)
			player:SetHasPolicy(policyToGiveID, true)
		end
	end
end

if isAmericaLincolnCivActive then
	GameEvents.DeclareWar.Add(JFD_OnWarLincolnSpeaksWell)
end
The code is actually not very different but I really don't know what Players[Teams] is or how to change it without breaking everything else. Dose anyone have enough knowledge of this kind of code to help make these events work once they have been compiled into a modpack?
 
Does it work when it's just an activated mod?
 
Yes they both work as just singleplayer mods. It's the process of compiling these mods into a modpack that breaks them. I don't know how to fix them though, JFD's code is bit to much for me.

Try moving the LUA files from the LUA folder into the main folder of the individual civs after you make the modpack. I had some luck with that when making a modpack broke Canada.
 
Unfortunately, you'll have to remove the link to my prime cuts modpack; some twit has reported it on mega (why?).
Probably some bot. They routinely crawl these sites and report anything that looks vaguely like they infringe on whatever they're trying to protect. They're wrong a lot, but who's going to bother to submit the challenge?

Heya,

I put one together that's a bit less intense and is generally just meant to make Civ V as it exists more immerse, visually.

This modpack includes:

Active AI in Multiplayer
One Color Civs
Historical Religions Complete

And that's all. It makes the standard experience a bit better, imo, and lets religious games get a bit less samey-looking every game.

Hosting it on my Google Drive here:

https://drive.google.com/open?id=0B0ICxcS9Fvo5V3EwUFd1amR5ZWc&authuser=0
Okay, I added it to the front page.

Hey so I've been working on my own massive modpack for the last few months (thanks so much for keeping this project updated!). I've mostly been able to overcome any problems I've encountered because they've been relatively easy. But now I've run into something hard.

Here are the mods that brought this problem to my attention:
JFD's The Kingdom of France (Louis XIV) (BNW)
JFD's The United States of America (Lincoln) (BNW)

Both of these awesome civs have one thing in common: They both have bonuses / free units appear upon the declaration of war. But the problem is, that these effects do not trigger when war is declared. Napoleon doesn't get a free great general, and Lincoln doesn't get a bonus. So I did some testing and found that this problem persists during multiplayer and singleplayer.

I know enough code to fix minor things and balance broken things. But after looking through JFD's code, I knew that I would need some help on this one. Here is the code that is supposed to trigger on the declaration of war: (please note that this code was taken from the compiled modpack and not the vanilla mod)
Spoiler :
Napoleon's code:
Code:
----------------------------------------------------------------------------------------------------------------------------
-- JFD_NapoleonicMarshalOnWar
----------------------------------------------------------------------------------------------------------------------------		
function JFD_NapoleonicMarshalOnWar(teamID, otherTeamID)
	local player = Players[Teams[teamID]:GetLeaderID()]
	local otherPlayer = Players[Teams[otherTeamID]:GetLeaderID()]
	if ((otherPlayer:GetCivilizationType() == civilisationID and not (player:IsMinorCiv())) or (player:GetCivilizationType() == civilisationID and not (otherPlayer:IsMinorCiv()))) then
		player:InitUnit(unitNapoleonicGreatGeneralID, player:GetCapitalCity():GetX(), player:GetCapitalCity():GetY()):JumpToNearestValidPlot()
	end
end

if isNapoleonicFranceCivActive then
	GameEvents.DeclareWar.Add(JFD_NapoleonicMarshalOnWar)
end
Lincoln's code:
Code:
----------------------------------------------------------------------------------------------------------------------------
--JFD_OnWarLincolnSpeaksWell
----------------------------------------------------------------------------------------------------------------------------
function JFD_OnWarLincolnSpeaksWell(teamID, otherTeamID)
	local player = Players[Teams[teamID]:GetLeaderID()]
	local otherPlayer = Players[Teams[otherTeamID]:GetLeaderID()]
	if (otherPlayer:GetCivilizationType() == civilisationID and Teams[otherPlayer:GetTeam()]:GetAtWarCount(true) == 1) then
		if otherPlayer:IsHuman() then
			JFD_ShowChooseWarTimeBonusPopup(player)
			warringPlayer = player
		else
			local policyToGiveID = "POLICY_JFD_LINCOLN_SPEECH_" .. JFD_GetRandom(1,6)
			player:SetNumFreePolicies(1)
			player:SetNumFreePolicies(0)
			player:SetHasPolicy(policyToGiveID, true)
		end
	end
end

if isAmericaLincolnCivActive then
	GameEvents.DeclareWar.Add(JFD_OnWarLincolnSpeaksWell)
end
The code is actually not very different but I really don't know what Players[Teams] is or how to change it without breaking everything else. Dose anyone have enough knowledge of this kind of code to help make these events work once they have been compiled into a modpack?

The code itself looks fine. I would try Gothic's suggestion of moving the lua files. If that doesn't work, I can take a more careful look.
 
Hey :)

when I want to create my own modpack, do I need the original mods?

Or would it also be possible to download eg "Bacon Bomb's Ultimate Civ Modded MP Experience" extract some mods I like/don't like and build a new modpack?

I downloaded the Historical Religions Complete mod http://forums.civfanatics.com/downloads.php?do=file&id=23172 . This is just one file?!
I compared it to the files in "Gothic Empire's Light Pack" to find something simular... but there are alot more files for this mod...
So would it be possible to add "Historical Religions Complete" to a modpack, without having the original modfile?

edit:
I noticed the one mod file is unpacked after adding it once ingame to mods :) Now it seems the files are the same... are they? So I can use them without having the original?

edit2:
I tried to play with Gothic Empire's Light Pack and because it does not worked, I tried also Athaboros Quality of Life modpack.
But when starting a game I get the error message "Could not load xml font" (or simular)
 
I cant seem to download Bacon Bomb's I think his link is boinked.

Any links to it or anyone know whats going on with it, looks like it would be awesome
 
Hey :)

when I want to create my own modpack, do I need the original mods?

Or would it also be possible to download eg "Bacon Bomb's Ultimate Civ Modded MP Experience" extract some mods I like/don't like and build a new modpack?

I downloaded the Historical Religions Complete mod http://forums.civfanatics.com/downloads.php?do=file&id=23172 . This is just one file?!
I compared it to the files in "Gothic Empire's Light Pack" to find something simular... but there are alot more files for this mod...
So would it be possible to add "Historical Religions Complete" to a modpack, without having the original modfile?

edit:
I noticed the one mod file is unpacked after adding it once ingame to mods :) Now it seems the files are the same... are they? So I can use them without having the original?

edit2:
I tried to play with Gothic Empire's Light Pack and because it does not worked, I tried also Athaboros Quality of Life modpack.
But when starting a game I get the error message "Could not load xml font" (or simular)

You can use a modpack without having the original mods, yes, but you can't as a rule move mods in and out of a modpack without remaking it using the full procedure. That's one of the downsides.

I'm unsure about the error you're getting. Have you tried deleting and redownloading it? Steam's autodownloader is pretty bad and sometimes leaves files behind.
 
You can use a modpack without having the original mods, yes, but you can't as a rule move mods in and out of a modpack without remaking it using the full procedure. That's one of the downsides.
okay thanks :)
I'm unsure about the error you're getting. Have you tried deleting and redownloading it? Steam's autodownloader is pretty bad and sometimes leaves files behind.
No not steam. I downloaded the modpacks here from this thread. two different modpacks and I tried to play them seperately (so deleted the other one before adding the new one).

I googled the error message and found the following links:
- http://steamcommunity.com/sharedfiles/filedetails/?id=71837094
- http://forums.civfanatics.com/showthread.php?t=465887

But if the modpacks here works well for you, there can't be an issue with the modpacks, right?

edit:
I found out, that I can click "ok" when this error appaears. After that it will appear again and again, but after 5 times clicking "ok" the game starts! And the mods partially work. So I guess there is an issue with these 5 xml font files... but where to find/identify them?
 
Hi Guys

First of all I'd like to say thank you to everybody involved in creating this mod, updating it and solving people's issues. You've done an amazing job that vastly helps to improve the mp experience. After playing the mp games using this workaround and my collection of mods, I cannot even imagine going back to the unmodded mp - it feels so broken.

For the past few weeks I've been working on creating a really big multiplayer pack consisting of all the useful, balanced and practical mods for Civ 5. There were some compatibility issues (among others), but so far I have always managed to find a way and make things work together. As of today the pack consists of over 70 mods and I didn't even include any new civs. I think I am slowly reaching the end of my efforts, however I have encountered some problems I can't solve, and would very much appreciate your help.

1. My mod pack includes some of the Whoward's pick'n'mix mods. Most of them behave perfectly fine and do what they're supposed to do, but I cannot make two types work:
- summary mods, adding new info categories to the top panel (example: http://www.picknmixmods.com/mods/99c7ff56-008c-4129-bca2-b251b6ef4cfd/mod.html)
- mini map strategic view overlays (example: http://www.picknmixmods.com/mods/ef3f23d4-a288-4c50-9937-0934dd2ed07e/mod.html)

They all work with no problems when playing single player with mods, but disappear when transferring mods to modspack. Is there any reason why specifically these two UI mod types don't get transferred to modspack?
Would anyone be so kind and let me know how to make these mods work?

2. Unfortunately I still have the problem with Enhanced UI - exactly what you have described in the first post, and then marked as "Should hopefully be resolved now".
There are two files in the UI folder in Modspack: CityView.lua and LeaderHeadRoot.lua, that also exist in the EUI folder. Is it safe to assume that the problem will disappear when I delete both files in the Modspack/UI folder?
It seems to work for me, but I'm wondering whether this may trigger any problems that I didn't manage to observe yet in my tests.
EDIT: This question no longer relevant. Both the files after modding are not including any changes comparing to the originals from DLC\Expansion2\UI\InGame files, so I am not losing anything, because they have added nothing in the first place. I would still be grateful for some help with question 1 though...

Thank you in advance for help!
 
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