Please read through this FAQ before posting questions on the Modpack's forum. It is very possible that someone else has already asked your question and the answer is included below.
I have taken alot of this info from Amra's mod:
Make sure you are running this under English only, otherwise i cant do much about it.
1.)
I have Civ4 Complete and/or Vista and I've installed your modpack but when I play a game I can see the map & my units but not any interface or command buttons. Why is this & how do you fix it?
This is a problem that can happen with modpacks that include the BUG Mod and Civ4 Complete installations. Basically, Civ4 Complete places its registry entries in a different location than the normal Civ4 installation & thus causes problems with the BUG Mod.
The fix involves editing your Windows registry as described in the following link (Post#12):
http://forums.civfanatics.com/showthread.php?p=6367044&highlight=complete#post6367044
2.)
Is this modpack, and are the included new civs "Modular"? If not, then why not?
No, the contents are not modular but I have not turned on modularity in the modpack's ini file and have not included a "Modules" folder so that you can theoretically add other modular files to it. You should be able to do that yourself.
I chose to build my modpack this way because BtS modular loading is not really modular and (I think) has some problems with it. For instance, if I had made all my civs modular as CIV Gold has done and you wanted to remove one or more civs you would need to still edit various xml files and not just delete the civ's module folder.
As an example, let's say you wanted to remove the Cuba civ. The modular way would involve editing the DiplomacyInfos file (which is not modular) in several places to remove the diplomacy text for Cuba's leaders and then editing the CivilizationInfos file to remove Cuba as a derivative civ of Spain. Both these steps would be necessary in order to prevent errors when starting the mod after removing a civ.
The alternative as I have set up my modpack is just to follow the instructions below in question#4, only editing one xml file and not having to delete any files.
Another downside to using modular loading is the way new civs and leaders are shown in the Custom Game screen. With modular loading all the new content is listed randomly in any drop down menu such as the Civilization selection menu. In my modpack, the new civs and leaders are seamlessly integrated with the original Firaxis content in an organized fashion.
On the flip side, I realize that there are benefits to modular loading such as the possibility of easier debugging.
3.)
Why did you include the abc civilization and not the xyz civilization?
I have only a few extra civs in the mod right now, but again will be adding about 30 more soon. I wanted to include some civs that are fun and different. This is a game, after all.
4.)
I don't want the abc civilization in my game. Is there an easy way to remove it?
Yes. Simply edit the "CIV4CivilizationInfos.xml" file located in [MODPACK]\Assets\XML\Civilizations\ with Notepad, find the civ in question and change the values for "bPlayable" and "bAIPlayable" from "1" to "0"
5.)
Why don't some of the new leaders look more like their real life counterparts?
I am not a professional 3D artist (or programmer for that matter) and am limited by my talent (or lack thereof) and the retail 3D models available. Basically, I've done the best I can. I can only take what CFC has available to this forum.
6.)
How can I change the name of a Leader or Civ that is displayed in game (ie: "Vittorio" to "Vittorio Emanuele II")?
With Notepad, open the "NWA_CIV4GameText_Civs.xml" file located in "[MODPACK]\Assets\XML\Text" folder and search (CTRL-F) for the name, as it is now, that you want to change. For instance, search for "Vittorio" and you should go right to the "TXT_KEY_LEADER" entry. From there, change the 5 entries for English, French, German, Italian, and Spanish to whatever you would like displayed in game and on the menus.
7.)
What is the difference between this and CIV Gold?
I have included at a minimum of at least
10 units, whereas Civ Gold has one or two for each civ. CIV Gold adds many quality civs (more than double my modpack) but does not currently have any interface, gameplay, or SDK changes included. I have used various civs and LH's from them and vice versa so chances are that many of the civs will be similar. CIV Gold is well worth checking out whenever you get an opportunity.
8.)
I am getting an error message or CTD (crash to desktop) when playing. What do I do?
I have tried to test this modpack as best as I can but I am only one person and not a team with a QA Dept so I apologize if this modpack causes any errors in Civ4. Anyway, if possible PM me or post on my forum the last savegame that you have prior to the crash.
9.)
Sometimes when I play I will come across two civs next to each other that have border colors very similar to the point where they blend together. Why is that and is there any way to fix it?
Not without creating problems with other civs. I have tried my best to ensure that each civ has a different primary color but unfortunately, when you have alot of civs, it is bound to happen.
10.)
Some of the new leaders in my game don't look as nice as the preview images, why is that?
You most likely have a computer with limited graphics capability that can only display the "nonshader" versions of the new leaders. I have tried to make both the shader and nonshader versions of a leaderhead as similar as possible but invariably the nonshader version is just never as nice as the higher quality shader version, sorry.
11.)
I see something that I created (Unit, Building, LH, etc) in your modpack but you didn't give me any credit. Are you a no good, dirty rotten scoundrel, or worse?
Now, now, let's try to refrain from any name calling. I have tried to keep very meticulous track of the credits for my modpack, but I am only human and may have missed someone or two. If I missed your name then please let me know and I will include you in the credit list when I post any patch or update. In the meantime, thank you for your hard work. It is appreciated.
12.)
Can I use leaderheads, units, buildings, civs or other elements from your modpack in my own mod to be posted online?
Of course. Please try to credit the proper person (see question #14) by looking through the Readme file. You will need a utility called PakBuild to extract the art files. This can be found in the utilities section of Civfanatics.com or by googling.
13.)
Has this modpack been translated into languages other than English?
No. I only speak English and do not have the knowledge or time to complete such a massive undertaking. It should still work on alternate language installations though, as I have included XML entries for other languages. These new entries are just in English.
14.)
No Interface problem with Civ4 Complete?
If you have Civ4 Complete you need to open the RoM folder and look at: RoM readme, it somewhat explains what to do incase of missing interface.
15.)
Some of the Civ4 Alerts are turned off?
Yes i turned some off for personal usage, but you can go thru the list of things you want or dont want at: Next War Advanced Config
16.
Q. I cant use my inquisitors.. Bug or how I am supposed to remove religions? I move my inquisitor in a city with 3 religions (want remove to the 2 other) But I cant get any option to remove anything.
A. You should have Theocracy civic active and your state religion must be present in the city where you try to remove the other religions.
17.
Q. Maybe I missed out on something, but what does your graphic card memory or even system memory have to do with the actual size of the save game?
A. The more units, buildings, improvements the saved game file has, the more memory your computer needs to show them all and the bigger the saved game file gets - it's direct relation between those two things. Eventually you might run into situation where too many things are visible in the screen and your graphic card runs out of memory and causes crash. This issue has been in all games that uses Gamebryo engine (for example Morrowind and Oblivion suffered from MAFs as well) due to some memory leak bugs.
18.
Q. I normally play the game at 1920x1080 res and use the detailed city info option. If I set this option prior to loading the mod, the setting saves. I can exit the game and restart and my settings save. Once I try to load a saved game using the mod or just load the mod from the main menu, the resolution switches back to 1280x720. I can then change the res back to my preferred settings (although this can occasionally cause a crash). From here, I have no problems playing the game. After I end the game and later come back and play again, when I start up civ4 (no mods yet), my resolution is back to 1280x720.
It seems my resolution and other general civ4 settings are being reset whenever I load the mod or play a game using it.
A.
http://forums.civfanatics.com/showpost.php?p=11371474&postcount=4682
Also try this if no interface/buttons with vista:
If in Vista you need to click on it. Go to properties and then there is an option in there called run as Administrator. Click it and your problems should go away with the interface.
Also you need to actually disable UAC (User Access Control) - that applies for basically every patch you install to any game.
Also: No Interface is normally caused by a Python syntax error. Turn on all the logging options in your Civilization IV.ini file, then start the game and load a save. Now look in the Logs directory of the My Games\Beyond the Sword folder. You should have a file there called PythonErr.log; open that up and you will see the details of the error.
CRASHES:
Random crashes and repeatable ones.
Not much to do about the
random crashes but have your Civ Config set to autosave every turn, and go on from there.
Repeatable crashes are the ones that stop the game completely and will NOT auto save from that point on, those are the ones that will be focused on.
Make sure you have your Maximum Compatibility savedgame available and your logs, and post them in this forum.