MPMPM - Multiplayer Mod DLC-hack (Updated!)

I have three mods that have a "CvGameCore_Expansion2.dll" file in their folder, so I made copies of the folders elsewhere and deleted those files in the Mods folder. When I select these mods and try to start the game, it predictably freezes before I can get to the "start your journey" and run
Live Tuner.

I want to use these mods, so how do I go about this? Do I just have to forego them?

I noticed that my Australian civ mod is causing runtime errors, unfortunately. I'll check it out later.
 
okay thanks :)

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?

This is an error I have very little clue about. It seems to work for everyone else so...

Have you tried verifying your civ 5 install?
 
Hi Guys
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...
For #2 the problem was not that the files are there, it's that the copy that ends up in the modpack ends up being the original DLC\Expansion2\UI\InGame instead of the copies that exist in the EUI folder. Can you verify that the copies match the EUI files rather than the original? (you can check the linecount. Alternatively, if you can run the game with the modpack without mass disaster, then it's probably fine).

Regarding #1, it is because whoward is doing something very rare for a mod-he's adding new UI context's to the game. I think I know what the problem is, but to verify, can you post or send me the contents of UI\InGame.lua from your Modspack folder?

I have three mods that have a "CvGameCore_Expansion2.dll" file in their folder, so I made copies of the folders elsewhere and deleted those files in the Mods folder. When I select these mods and try to start the game, it predictably freezes before I can get to the "start your journey" and run
Live Tuner.

I want to use these mods, so how do I go about this? Do I just have to forego them?

I noticed that my Australian civ mod is causing runtime errors, unfortunately. I'll check it out later.
Unfortunately, you cannot have multiple mods with a dll together. This is true even for normal mods, much less this modspack. It's what it is.
 
Unfortunately, you cannot have multiple mods with a dll together. This is true even for normal mods, much less this modspack. It's what it is.

Yeah, that's what I figured. Somehow I got it in my head (through reading various sources) that it was possible. Huh.

All my other mods seem to be working so far, so that's good.

Now off to find a now dll mod that allows for more civs in one game.
 
Hi Cicero

Most of the lines in the InGame.lua file in the folder UI are exactly the same as the game's InGame.lua, the new, added lines at the end are as follows (in blue):
Spoiler :

---------------------------------------------------------------------------------------
-- Support for Modded Add-in UI's
---------------------------------------------------------------------------------------
g_uiAddins = {};
for addin in Modding.GetActivatedModEntryPoints("InGameUIAddin") do
local addinFile = Modding.GetEvaluatedFilePath(addin.ModID, addin.Version, addin.File);
local addinPath = addinFile.EvaluatedPath;

-- Get the absolute path and filename without extension.
local extension = Path.GetExtension(addinPath);
local path = string.sub(addinPath, 1, #addinPath - #extension);

table.insert(g_uiAddins, ContextPtr:LoadNewContext(path));
end
ContextPtr:LoadNewContext("CityLimits")
ContextPtr:LoadNewContext("NaturalWondersCustomMethods")
ContextPtr:LoadNewContext("InfoAddictInit")
ContextPtr:LoadNewContext("GreatAdmiralAquaculture")
ContextPtr:LoadNewContext("Move_Capital")
ContextPtr:LoadNewContext("MusicButton")
ContextPtr:LoadNewContext("QuickTurns")
ContextPtr:LoadNewContext("QuickTurnsDialog")
ContextPtr:LoadNewContext("Reforestation")
ContextPtr:LoadNewContext("Trading Posts Grow into Towns")
ContextPtr:LoadNewContext("BuildingsLighthouseNearSea")
ContextPtr:LoadNewContext("GlobalArchaeologistDigSites")
ContextPtr:LoadNewContext("CityStateAirbases")
ContextPtr:LoadNewContext("GlobalCommanderInfluenceBorders")
ContextPtr:LoadNewContext("EspionageMapping")
ContextPtr:LoadNewContext("GlobalNoConqueredAllies")
ContextPtr:LoadNewContext("GoodyHutsNoAutoMapping")
ContextPtr:LoadNewContext("GoodyHutsTechRefund")
ContextPtr:LoadNewContext("ImprovementAirbases")
ContextPtr:LoadNewContext("ImprovementPontoonBridge")
ContextPtr:LoadNewContext("CityHappiness")
ContextPtr:LoadNewContext("CityProduction")
ContextPtr:LoadNewContext("CityReligions")
ContextPtr:LoadNewContext("Destination")
ContextPtr:LoadNewContext("GreatWorkManager")
ContextPtr:LoadNewContext("OverlayAntiquities")
ContextPtr:LoadNewContext("OverlayCityLimits")
ContextPtr:LoadNewContext("OverlayLuxuries")
ContextPtr:LoadNewContext("OverlayResources")
ContextPtr:LoadNewContext("OverlayRoadAndRail")
ContextPtr:LoadNewContext("PromotionTree")
ContextPtr:LoadNewContext("SummaryBar")
ContextPtr:LoadNewContext("SummaryAntiquities")
ContextPtr:LoadNewContext("SummaryBar")
ContextPtr:LoadNewContext("SummaryBarbarians")
ContextPtr:LoadNewContext("SummaryBar")
ContextPtr:LoadNewContext("SummaryLuxuries")
ContextPtr:LoadNewContext("SummaryBar")
ContextPtr:LoadNewContext("SummarySpecialists")
ContextPtr:LoadNewContext("UpgradeTree")
ContextPtr:LoadNewContext("WonderPlanner")
ContextPtr:LoadNewContext("MultipleUpgrades")
ContextPtr:LoadNewContext("UnitsParatroopEnhancements")
ContextPtr:LoadNewContext("UnitsPopulation")
ContextPtr:LoadNewContext("VisibleTradeUnits")
ContextPtr:LoadNewContext("TopCities_Main")
ContextPtr:LoadNewContext("TopCities")



So it is adding some lua files from these mods, but it has no effect on the game...
Thank you very much for looking into that.
 
Hi Cicero

Most of the lines in the InGame.lua file in the folder UI are exactly the same as the game's InGame.lua, the new, added lines at the end are as follows (in blue):
Spoiler :

---------------------------------------------------------------------------------------
-- Support for Modded Add-in UI's
---------------------------------------------------------------------------------------
g_uiAddins = {};
for addin in Modding.GetActivatedModEntryPoints("InGameUIAddin") do
local addinFile = Modding.GetEvaluatedFilePath(addin.ModID, addin.Version, addin.File);
local addinPath = addinFile.EvaluatedPath;

-- Get the absolute path and filename without extension.
local extension = Path.GetExtension(addinPath);
local path = string.sub(addinPath, 1, #addinPath - #extension);

table.insert(g_uiAddins, ContextPtr:LoadNewContext(path));
end
ContextPtr:LoadNewContext("CityLimits")
ContextPtr:LoadNewContext("NaturalWondersCustomMethods")
ContextPtr:LoadNewContext("InfoAddictInit")
ContextPtr:LoadNewContext("GreatAdmiralAquaculture")
ContextPtr:LoadNewContext("Move_Capital")
ContextPtr:LoadNewContext("MusicButton")
ContextPtr:LoadNewContext("QuickTurns")
ContextPtr:LoadNewContext("QuickTurnsDialog")
ContextPtr:LoadNewContext("Reforestation")
ContextPtr:LoadNewContext("Trading Posts Grow into Towns")
ContextPtr:LoadNewContext("BuildingsLighthouseNearSea")
ContextPtr:LoadNewContext("GlobalArchaeologistDigSites")
ContextPtr:LoadNewContext("CityStateAirbases")
ContextPtr:LoadNewContext("GlobalCommanderInfluenceBorders")
ContextPtr:LoadNewContext("EspionageMapping")
ContextPtr:LoadNewContext("GlobalNoConqueredAllies")
ContextPtr:LoadNewContext("GoodyHutsNoAutoMapping")
ContextPtr:LoadNewContext("GoodyHutsTechRefund")
ContextPtr:LoadNewContext("ImprovementAirbases")
ContextPtr:LoadNewContext("ImprovementPontoonBridge")
ContextPtr:LoadNewContext("CityHappiness")
ContextPtr:LoadNewContext("CityProduction")
ContextPtr:LoadNewContext("CityReligions")
ContextPtr:LoadNewContext("Destination")
ContextPtr:LoadNewContext("GreatWorkManager")
ContextPtr:LoadNewContext("OverlayAntiquities")
ContextPtr:LoadNewContext("OverlayCityLimits")
ContextPtr:LoadNewContext("OverlayLuxuries")
ContextPtr:LoadNewContext("OverlayResources")
ContextPtr:LoadNewContext("OverlayRoadAndRail")
ContextPtr:LoadNewContext("PromotionTree")
ContextPtr:LoadNewContext("SummaryBar")
ContextPtr:LoadNewContext("SummaryAntiquities")
ContextPtr:LoadNewContext("SummaryBar")
ContextPtr:LoadNewContext("SummaryBarbarians")
ContextPtr:LoadNewContext("SummaryBar")
ContextPtr:LoadNewContext("SummaryLuxuries")
ContextPtr:LoadNewContext("SummaryBar")
ContextPtr:LoadNewContext("SummarySpecialists")
ContextPtr:LoadNewContext("UpgradeTree")
ContextPtr:LoadNewContext("WonderPlanner")
ContextPtr:LoadNewContext("MultipleUpgrades")
ContextPtr:LoadNewContext("UnitsParatroopEnhancements")
ContextPtr:LoadNewContext("UnitsPopulation")
ContextPtr:LoadNewContext("VisibleTradeUnits")
ContextPtr:LoadNewContext("TopCities_Main")
ContextPtr:LoadNewContext("TopCities")



So it is adding some lua files from these mods, but it has no effect on the game...
Thank you very much for looking into that.


Try the following steps:
1) Delete all copies of SummaryBar.lua and MiniMapPanel.lua from your modspack EXCEPT ONE OF EACH.
2) Place that one remaining copy inside the modspack UI/InGame/ (just for ease of access)
3)
Add
Code:
ContextPtr:LoadNewContext("SummaryLuxuries_SummaryBarHook")
ContextPtr:LoadNewContext("SummaryAntiquities_SummaryBarHook")
ContextPtr:LoadNewContext("SummaryBarbarians_SummaryBarHook")
ContextPtr:LoadNewContext("SummarySpecialists_SummaryBarHook")

immediately after lines

Code:
function LoadAddins()
  LuaEvents.SummaryBarAddin.Add(OnSummaryBarAddin)

  summaryAddins = {}

inside SummaryBar.lua

and add

Code:
ContextPtr:LoadNewContext("OverlayLuxuries_MiniMapOverlayHook")
ContextPtr:LoadNewContext("OverlayAntiquities_MiniMapOverlayHook")
ContextPtr:LoadNewContext("OverlayCityLimits_MiniMapOverlayHook")
ContextPtr:LoadNewContext("OverlayResources_MiniMapOverlayHook")
ContextPtr:LoadNewContext("OverlayRoadAndRail_MiniMapOverlayHook")

immediately after the lines

Code:
table.insert(overlayGroup, tab)
end
LuaEvents.MiniMapOverlayAddin.Add(OnMiniMapOverlayAddin)

minmapAddins = {}

in MiniMapPanel.lua.

4) Now try your modspack again and see if it works. It still *might* not, because of how whoward coded it, but fingers crossed, it probably will.

5) Just as a favor, if it does work, can you try it again with those lines copied to the END of the file instead? I just want to check something.

EXPLANATION:

In Civ 5, lua files that need to be loaded into a specific part of the game, such as CityView, InGame, or LeaderHeadRoot are handled in a specific manner. By configuring a file in modbuddy when making the mod, you make a .modinfo that includes lines such as the following:

Code:
<EntryPoint type="InGameUIAddin" file="UI/SummaryLuxuries.xml">
      <Name>Luxuries Summary</Name>
      <Description>
      </Description>
    </EntryPoint>

This, for instance, makes sure the file InGame.lua "sees" SummaryLuxuries.xml. In fact, this adds both SummaryLuxuries.xml and SummaryLuxuries.lua into InGame.lua, because Civ 5 deliberately ignores the file extension.

When mods are loaded, every single one of these entry points are stored in a special table, where, for example, files with the name "SummaryLuxuries" are associated with the type "InGameUIAddin".

With InGame.lua, this is then retrieved with these lines:

Code:
g_uiAddins = {};
for addin in Modding.GetActivatedModEntryPoints("InGameUIAddin") do
	local addinFile = Modding.GetEvaluatedFilePath(addin.ModID, addin.Version, addin.File);
	local addinPath = addinFile.EvaluatedPath;
	
	-- Get the absolute path and filename without extension.
	local extension = Path.GetExtension(addinPath);
	local path = string.sub(addinPath, 1, #addinPath - #extension);
	
	table.insert(g_uiAddins, ContextPtr:LoadNewContext(path));
end

The key operation here being ContextPtr:LoadNewContext(path) .

This ensures that every time InGame.lua is called for any reason, every other mod file assigned to it gets called as well.

However, when mods are being loaded as a fake DLC in the modspack, THIS TABLE NEVER GETS MADE, because of course, civ 5 does not consider the "mods" as loaded. Every single .modinfo file is completely ignored, including all the entry point information. The Modspack maker "fixes" this by including in every mods pack a carbon copy of InGame.lua, CityView.lua and LeaderHeadRoot.lua, and then explicitly stapling to the end every single ContextPtr:LoadNewContext line needed for the mods in the modpack. This is why your InGame.lua has a million ContextPtr:LoadNewContext lines at the end.

HOWEVER, for the whoward Overlay and Summary mods, he does something relatively tricky by mod standard - he creates his own new context! Specifically, he creates new SummaryBarAddIn and MiniMapOverlay contexts, which he then points to with the new:

Code:
EntryPoint type="SummaryBarAddin" file="UI/SummaryLuxuries_SummaryBarHook.lua">
      <Name>Summary Bar Luxuries Addin</Name>
      <Description>
      </Description>
    </EntryPoint>

and he processes it the same way InGame.lua does. Unfortunately this means, it has the same problem with the Modspack maker, and because Modspack maker doesn't specifically deal with it, both of these features are broken. By manually introducing ContextPtr:LoadNewContext lines into the relevant lua files, it should fix the problem.

(unfortunately, whoward wasn't kind enough to do all his ContextPtr:LoadNewContext at the END of the file, like the civ 5 people did, so I can't be sure that there's not other things in the file that will glitch out if ContextPtr:LoadNewContext is placed at the end, or because it's not being loaded through the mods menu. It *looks* okay, but I won't know until you test it. The reason I want you to also test having those lines at the end is, if that works, I can consider adding a Summary/Overlay specific adjustment to the modspack so this doesn't have to be done manually again. Otherwise, I'd have to have it search the middle of the .lua file and add it there, and that's just annoying to code.)
 
Thank you very much for such a quality reply, especially for the explanation part, that actually allows me to learn something myself.

I have applied your solution and it partially solved the problem. The summaries work like they should - they are displayed in the right place, show correct information and don't interfere with other mods - actually they work quite nicely with EUI. Unfortunately the mini map overlays don't work. I'm guessing that the modded MiniMapPanel didn't load, because it's functions should definitely load using your solution, right?

I have also tried the other method of placing the code at the end of both .lua files. In both cases unfortunately it didn't work.

I will still try to investigate it, but my coding skills stopped at the stage of Atari Basic, so I don't expect much of myself ;)
If by any chance you would still find some time for investigation and solution for the overlays, I would very much appreciate if you could share it with me.

Thanks
 
I'm trying to use Bacon Bomb's pack and have encountered nothing but crashes, either right after hitting game start or at the start of a turn (within the first 10 turns). I've been able to replicate the issue without fail on multiplayer and singleplayer (everyone had the same pack). The content seems to be there, as I am able to see all the new civs & can start in the prehistoric era.

Anyone else have this issue? Is there something obvious I'm missing? I followed the instructions by downloading the linked .rar file and extracted it to the "Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC" folder. Thanks! :)
 
Thank you very much for such a quality reply, especially for the explanation part, that actually allows me to learn something myself.

I have applied your solution and it partially solved the problem. The summaries work like they should - they are displayed in the right place, show correct information and don't interfere with other mods - actually they work quite nicely with EUI. Unfortunately the mini map overlays don't work. I'm guessing that the modded MiniMapPanel didn't load, because it's functions should definitely load using your solution, right?

I have also tried the other method of placing the code at the end of both .lua files. In both cases unfortunately it didn't work.

I will still try to investigate it, but my coding skills stopped at the stage of Atari Basic, so I don't expect much of myself ;)
If by any chance you would still find some time for investigation and solution for the overlays, I would very much appreciate if you could share it with me.

Thanks

I'm trying to use Bacon Bomb's pack and have encountered nothing but crashes, either right after hitting game start or at the start of a turn (within the first 10 turns). I've been able to replicate the issue without fail on multiplayer and singleplayer (everyone had the same pack). The content seems to be there, as I am able to see all the new civs & can start in the prehistoric era.

Anyone else have this issue? Is there something obvious I'm missing? I followed the instructions by downloading the linked .rar file and extracted it to the "Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC" folder. Thanks! :)

For both of you, it would probably be instructive now to enable logging, as specified in http://forums.civfanatics.com/showthread.php?t=487482 .

Show me your lua.log after deliberately triggering the error (a couple of times if possible).
 
Will do. I will actually try to replicate one thing more. We've been testing again this massive multiplayer modpack I have created and unfortunately after loading an autosave we have been both loosing a turn - we couldn't do anything, so for example the AI would execute two turns of attacks in the row. And later I would find in the save files a resync save exactly in the turn we had this problem. I'll send you the log next week, unfortunately I will have a Civless weekend...
 
Here's my Lua file after triggering a crash 3 times...

I see 4 errors. Two of them need to be corrected, while two are I think harmless:

Please do the following and try again (also get me a log if you can)
(bear with me)

1. From Ultimate Modded Civ Multiplayer Experience V4\Mods\Civ IV Diplomatic Features (v 10)\UI\InGame\LeaderHead copy LeaderHeadRoot.lua and LeaderHeadRoot.xml to Ultimate Modded Civ Multiplayer Experience V4\UI . Go ahead and overwrite what's already there.
2. Verify that "Ultimate Modded Civ Multiplayer Experience V4\Mods\JFD's The Commonwealth of Poland-Lithuania (v 2)\Lua\JFD's Dynamic Tooltip Support\JFD_PolandLithuaniaDynamicTopPanelSupport.lua" exists and contains:
Code:
-- JFD_PolandLithuaniaDynamicTopPanelSupport
-- Author: JFD
--=======================================================================================================================
-- JFD_GetPolandLithuaniaGAPFromHappiness
--=======================================================================================================================
--  JFD_GetPolandLithuaniaGAPFromHappiness
--------------------------------------------------------------------------------------------------------------------------
function JFD_GetPolandLithuaniaGAPFromHappiness(playerID)
	local player = Players[playerID]
	local numGAPointsFromExcessHappiness = 0
	if player:GetExcessHappiness() > 0 then
		numGAPointsFromExcessHappiness = math.ceil(player:GetExcessHappiness() * 33 / 100)
	end

	return numGAPointsFromExcessHappiness
end
--=======================================================================================================================
--=======================================================================================================================
(Your lua log complains about the file, so I think it might have gotten corrupted or something. Can't quite tell from the error...)

(Errors I think are harmless: The Australia civ functions for Events & Decisions spits two errors, but these functions should never be enabled anyway since events and decisions isn't in the game and probably don't matter. The Khazar Khaganate appears to error routinely every time it tries to perform a calculation on one of the uninitialized player slots. This is questionable coding but harmless, I think...)

Unfortunately, I can't promise this will fix the crash, because your game dies before the lua can spit a proper error - this happens most frequently when the game dll itself crashes. In this pack, the game dll is overridden by the Civ 4 diplomacy dll which, you'll notice, is one of the mods that needs fixing. With any luck, fixing the Civ 4 diplomacy lua errors will also keep the Civ 4 Diplomacy dll from crashing.

If this works for you, I'm going to talk to Bacon Bomb to try to get him to make the changes in his upload.
 
btw I solved my problem with missing files. My civ 5 installation was not correct, now everything works fine and I'm working on my own modpack :)

Is it possible to include "Really Advanced Setup" ? I did so, but it does not work as intended. Everything is empty in the settings of singleplayer =/

on multiplayer is nothing like a really advanced setup.

edit:
also what are "events and decisions" ? Would the "City-State Diplomacy Mod" and "Civ IV Diplomatic Features (v 10)" work? Or are there Events/Decisions in it?
 
btw I solved my problem with missing files. My civ 5 installation was not correct, now everything works fine and I'm working on my own modpack :)

Is it possible to include "Really Advanced Setup" ? I did so, but it does not work as intended. Everything is empty in the settings of singleplayer =/

on multiplayer is nothing like a really advanced setup.

edit:
also what are "events and decisions" ? Would the "City-State Diplomacy Mod" and "Civ IV Diplomatic Features (v 10)" work? Or are there Events/Decisions in it?

Yeah, unfortunately since really advanced setup is targeted specifically at the mods menu, it really won't work. Someone would have to really write it specifically for multiplayer...also I suspect the multiplayer interface may be pretty locked down what with concerns about cheaters and such.

Events and decisions is http://forums.civfanatics.com/showthread.php?t=528549 but after much study, it really doesn't work with this at all... (it causes desyncs with every event and decision). As for the other two mods, they do generally work, although some fixes may be needed for weird bugs.
 
Yeah, unfortunately since really advanced setup is targeted specifically at the mods menu, it really won't work. Someone would have to really write it specifically for multiplayer...also I suspect the multiplayer interface may be pretty locked down what with concerns about cheaters and such.

Events and decisions is http://forums.civfanatics.com/showthread.php?t=528549 but after much study, it really doesn't work with this at all... (it causes desyncs with every event and decision). As for the other two mods, they do generally work, although some fixes may be needed for weird bugs.

okay thanks :)
Do you already know some bugs, that will appear with "City-State Diplomacy Mod" and "Civ IV Diplomatic Features (v 10)" ? I use them in combination with the whoward dll pick'n'mix mods (and therefore whowards versions of these mods). But I never played these mods before so it's hard to notice the not so obvious bugs =/
 
okay thanks :)
Do you already know some bugs, that will appear with "City-State Diplomacy Mod" and "Civ IV Diplomatic Features (v 10)" ? I use them in combination with the whoward dll pick'n'mix mods (and therefore whowards versions of these mods). But I never played these mods before so it's hard to notice the not so obvious bugs =/

http://forums.civfanatics.com/showpost.php?p=13740766&postcount=268 claims to have gotten it to work (on top of Community Patch, no less) with some fixing, but others have reported serious issues. I don't know the exact of the "bugs" that might happen, but if they're not working it's generally pretty obvious.
 
http://forums.civfanatics.com/showpost.php?p=13740766&postcount=268 claims to have gotten it to work (on top of Community Patch, no less) with some fixing, but others have reported serious issues. I don't know the exact of the "bugs" that might happen, but if they're not working it's generally pretty obvious.

Kay. I just tried it and no errors accured during making it:

http://www.file-upload.net/download-10538439/MP_MODSPACK.zip.html

It contains:
City-State Diplomacy Mod (CSD) for Brave New World (v 23)
Civ IV Diplomatic Features (v 10)
Diplomacy - City States (v 4)
Diplomacy - CivIV Features (v 1)
DLL - Various Mod Components (v 66)

and can/has to be used with the EUI:
http://forums.civfanatics.com/showthread.php?t=512263
(I did the steps written there to do, to make it compatibel, so it's not longer playable without EUI)

This pack contains the DLL - Various Mod Components (v 66) because I plan to add some mods from whoward69.

I would be great, if some of you could test, if everything works fine. For now I can't find any bug.

edit:
bugs I think I found so far in singleplayer:
1) When AI wants to buy a technology from you, the offer interface does not show a technology (happens because of the use of EUI, not because of MPMPM)


edit2:
@ cicero225:
With MPMPM no files with the same name are allowed, right? Does it only count for mod to mod, or also for mod to base game? E.g. these two mods of course contain files which have the same name in the base game. Is this a problem? Or are these files build to replace the base game files?
 
Hi Cicero

Before playing with the logs I have tried one more time to construct my modpack and apply your suggestions - and it worked this time! I have no clue what I've done wrong the last time...

Both the summaries and overlays work perfectly fine, therefore the last thing for me to do is to publicly call you a genius, resume my work on the modpack and hope everything else will work fine.

PS. Regarding the second problem from my first post. This time when compiling the modpack I have put the EUI folder in the Assets folder before (last time I have added it later), and this time there was no conflicts at all. I guess this is the right sequence of doing it.
 
Kay. I just tried it and no errors accured during making it:

http://www.file-upload.net/download-10538439/MP_MODSPACK.zip.html

It contains:
City-State Diplomacy Mod (CSD) for Brave New World (v 23)
Civ IV Diplomatic Features (v 10)
Diplomacy - City States (v 4)
Diplomacy - CivIV Features (v 1)
DLL - Various Mod Components (v 66)

and can/has to be used with the EUI:
http://forums.civfanatics.com/showthread.php?t=512263
(I did the steps written there to do, to make it compatibel, so it's not longer playable without EUI)

This pack contains the DLL - Various Mod Components (v 66) because I plan to add some mods from whoward69.

I would be great, if some of you could test, if everything works fine. For now I can't find any bug.

edit:
bugs I think I found so far in singleplayer:
1) When AI wants to buy a technology from you, the offer interface does not show a technology (happens because of the use of EUI, not because of MPMPM)


edit2:
@ cicero225:
With MPMPM no files with the same name are allowed, right? Does it only count for mod to mod, or also for mod to base game? E.g. these two mods of course contain files which have the same name in the base game. Is this a problem? Or are these files build to replace the base game files?

Do you want me to link this in the OP?

Regarding files with the same name, if a mod contains a file with the same name as a file in the base game, this is almost certainly deliberate, to override a file in the base game (not always though). Multiple mods with the same file are a bit trickier: if they all override a base game file, then it may pose a problem, though many of the most popular mods have already hashed that out between themselves (because this is a problem even when playing with normal mods). If they all jsut happen to have a file of the same name, though, it doesn't matter if it's .xml, but it does matter if it's .lua.
 
Hi Cicero

Before playing with the logs I have tried one more time to construct my modpack and apply your suggestions - and it worked this time! I have no clue what I've done wrong the last time...

Both the summaries and overlays work perfectly fine, therefore the last thing for me to do is to publicly call you a genius, resume my work on the modpack and hope everything else will work fine.

PS. Regarding the second problem from my first post. This time when compiling the modpack I have put the EUI folder in the Assets folder before (last time I have added it later), and this time there was no conflicts at all. I guess this is the right sequence of doing it.

Ah, that's good to hear. That means I can include the fix in the OP.

Regarding EUI: That is, in fact, the correct order. EUI should be placed in the Assets first. The reason is MPMPM does a special fix if it detects EUI is in place. (EUI has its own version of CityView.lua that need to be copied instead of the base game version, but it still needs to have all the right Contextptr commands.
 
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