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#1 |
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Deity
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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Common Checklist for playing mods
--- Common Checklist --- Civ 5 has several things everyone needs to check for when using any mod. Summary:
Details:
--- Vanilla Bugs/Problems --- Civ 5 has several things to consider when loading/using mods, but the good news is most problems are easily avoided:
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![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables Last edited by Thalassicus; Jan 06, 2013 at 08:49 AM. |
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#2 |
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Mad Scientist
Join Date: Sep 2005
Location: Los Angeles, CA
Posts: 3,063
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I'd add a few more:
Checklist: 12> Ensure the mod you're using is compatible with the most recent version of the game. Many mods on the in-game Mod Browser have not been updated by their creators in months, and simply won't work with the latest patches; the threads here at CivFanatics are generally the best indicators of recent activity. Vanilla bugs: 6> Resources: Any mod that adds new resources or modifies the distribution of existing resources will be incompatible with the Lakes, Great Plains, and Highlands map scripts, as well as any scenarios or custom maps with pre-set resource locations. Workaround: You can avoid these scripts entirely, or use altered versions of them that have no incompatibilities. 7> Multiplayer: Mods do not work in multiplayer. Workaround: None. 8> Conflicts: Two mods can be incompatible with each other without having any obvious error messages. If you try using multiple large mods and it doesn't immediately crash, that doesn't mean that the mods work together; you might not see unusual behavior until hundreds of turns into the game. Workaround: When in doubt, ask in the mods' threads here at CivFanatics.
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Once upon a time there was the Ages of Man mod set. Then Firaxis broke it. But thanks to the DLL efforts of the community, the mods shall rise again! |
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#3 |
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Deity
Join Date: Jun 2008
Posts: 2,151
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Thanks Thalassicus. Is there any reason not to delete ModUserData? (Does it do anything good?)
Also, based on your instructions above it is not clear whether deleting cache and ModUserData can be done with Civ5 running (say when in menu mode before loading a new mod). I always assumed this was a bad idea. |
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#4 |
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Brooklyn Bum
Join Date: Oct 2010
Location: NYC
Posts: 1,876
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You cannot delete cache while the game is running. Not sure about moduserdata.
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#5 |
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Deity
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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Moduserdata is used by some mods to store game-wide options, such as whether to use a 12-hour or 24-hour clock in mods which add a clock.
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![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables |
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#6 |
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Deity
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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A tip for modders: if your mod has lua code, include this custom property on the Project Properties screen in ModBuddy:
DisableLoadGameOption 1 This custom property was added by Firaxis in June (I believe) and disables the capability to reload from within an active game, therefore avoiding vanilla bug #2. I'm not sure if Firaxis is aware of this bug or this is simply a coincidence.
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![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables |
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#7 |
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Deity
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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I added a note about the promotion limit. G&K reduced the number of promotions mods can have by 35%.
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![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables |
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#8 |
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Chieftain
Join Date: Jul 2012
Posts: 9
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steam workshop
i can not get steam workshop to download any mods... i've subscribed to a few but no downloads, i deleted the chache and restarted game however steam will not down load the mods..what else should i try/
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#9 |
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Warlord
Join Date: Jan 2004
Posts: 258
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Is there a tutorial on how to download and install mods with the (not so) "new" Steam interface ? I tried "suscribing" mods but nothing happens (I have a legit non-corrupt install including all DLC + G&K)
(just noticed: same problem as previous poster, post being months old I guess no one cares) |
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#10 | |
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Deity
Join Date: May 2011
Location: Near Portsmouth, UK
Posts: 2,614
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Quote:
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All my mods (.civ5mod files) can be downloaded from http://www.picknmixmods.com/. If you want to incorporate (parts of) my mods into your own mod(s), please read this first Snap-shots (which are slowly going out-of-date) can still be download in zipped groups from the CfC Downloads Database - search for PickNMix - a list of what is in each zipped group can be found here |
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#11 |
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Warlord
Join Date: Jan 2004
Posts: 258
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I guess so
Actually the subforum section is so large that I did not notice there was also a thread section below with the post I needed to readhttp://forums.civfanatics.com/showthread.php?t=465972 |
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#12 |
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Warlord
Join Date: Aug 2009
Location: The changing Dark Continent
Posts: 231
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Hi everyone, noobie CiV question. How do I get my OWN Mods into play please? I have experience in XML and Python modding from Civ4, so am not phased with changes and file exchanges for results. I even changed the GlobalDefines of CiV by the Civ4 method of replacing the original and some of the changes work in game. But... (there's always one isn't there?) the modding method via ModBuddy seems to be so much more logical that I'd like to use it. And here is the problem, I can download and bring to play other people's Mods. I usually do it via the manual method of down loading, and copying the files into C:\Users\user1\Documents\My Games\Sid Meier's Civilization 5\MODS\ModNamexyz. For the past 20 days I have lurked here and read Kael's manual, Thalassicus's tut - which I followed and constructed a Template as well as various other tuts, and solutions offered. I used all the above resources to construct Kael's Simple Clock Mod, via ModBuddy, for the unique number allocation which was given. When I finished with the Mod in the Solution Panel the properties indicated that the save path would be as above. I could not find anywhere what the protocol is in saving the Mod and exiting ModBuddy, but I assumed that a File>MultiSave as it was offered was the way to go, so I did that. After exiting ModBuddy, I checked in \My Games\Sid Meier's Civilization 5\MODS\ and Lo and Behold, My Mod was saved after the last slash. In the accompanying ModUserData file is the Mod's unique ModBuddy generated number (that's why this file also has to be voided in order to avoid Mod clashes). I entered the game, No Mod. Ahh, Thalassicus says "In the ModBuddy menus go to Build > Build Solution. Open Civ V and enable your mod under Mods > Installed Mods." How do I enable? I went in and pressed the Mod's Civilization V Solution button, I got a Busy Circle, then I retreated to the Desktop, Press the V shortcut for the game "and wait for it ..." There was No Mod in the Mods list! Played a couple of turns and came out, did this a number of times still no Mod!! Never mind that there's no other mod, that the cache has been cleaned, I even uninstalled the game, re-installed from it's original CD, and re-registered it from Steam, also getting the new patch for Vanilla in the process and did you know that we can now use an interactive screen with our fingers? But no, No Mod!!! If I can't get a simple 2 line XML and 3 line LUA progrm to work, how the heck can I Mod? Like all information says, the machine is clean, the files empty, the Cache reconstituted, the game bought and newly Steam updated. No it's not the new patch, because the problem existed before the update, the update came about because the Mod wasn't loading. Can anyone help please?
and ![]()
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"The future has nothing to do with future decisions but with the futurity of present decisions" P.F. Drucker.
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#13 |
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King
Join Date: Mar 2011
Location: Orange County, California, U.S.A.
Posts: 659
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@JA_Lamb: Now that you built it, is your new mod now in the MODS folder?
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#14 |
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Warlord
Join Date: Aug 2009
Location: The changing Dark Continent
Posts: 231
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Thanks Nutty, yes it was, as I reported - " I checked in \My Games\Sid Meier's Civilization 5\MODS\ and Lo and Behold, My Mod was saved after the last slash" and it's ModBuddy number was shown in the ModUserData folder. Any ideas?
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"The future has nothing to do with future decisions but with the futurity of present decisions" P.F. Drucker.
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#15 |
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King
Join Date: Mar 2011
Location: Orange County, California, U.S.A.
Posts: 659
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Right, although you said this was the case after you chose File > MultiSave (I assume that's a translation, as it's "Save All" for me). It shouldn't have been in that folder until you built it. Did you set your project location to your Mods folder? Did you change any other paths?
You'll know it's the built copy because it will have "(v 1)" or whatever version number you're using after the mod's folder name, and it will have a .modinfo file in the folder with the same name and version. I know there used to be problems when the game wasn't on the C drive, but I think that was fixed. I know there used to be problems when there were non-English characters in the username you use to login to Windows or non-English characters in the mod's name; I'm not sure whether those were fixed or not. The only other thing I can think of is that maybe you made a copy of one of your other mods and never changed the Mod ID, in which case it will only find one of the mods, but if I understand you correctly, you deleted all the other mods in your mods folder... I dunno... |
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#16 | |
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Warlord
Join Date: Aug 2009
Location: The changing Dark Continent
Posts: 231
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Hi again, sorry for the delay, but RL problems took me away and I didn't see your reply.
1st, let me elaborate my save as this could be an easily solvable problem ... or not. When I finished the ModBuddy work on the Mod, ie all files, properties etc. I did not know how to end the session, so I followed "Windows" procedure and clicked on the 'File' top left hand entry of ModBuddy. A fold down menu appeared, with the single "Disk Save" icon greyed out which means unavailable. however right below it, the "MultiSave" Icon was not greyed out but blue, depicting a number of floppys stacked one behind each other "MultiSaves?". That's what I pressed to end the Modbuddy session for the Mod. Then I closed Mod Buddy, went to C:\Users\user1\Documents\My Games\Sid Meier's Civilization 5\MODS and under MODS I found my little "LaMod Clock" Mod. It was there!! The files are all there as written and there is a - for lack of a better word, an executable that Notepad++ sees as compiled code that I have seen in all working Mods. The 3 files are: MODS\ Folder LaMod Clock\ Folder LaMod Clock "extn" FileFolder LaMod Clock "extn" CIV5SLLN File LaMod Clock "extn" CIV5SUO File --- Note No where do I see a (vNumber) info, extn or expansion on the name as you maintain should be there. Quote:
installed. The file paths are as follows:C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V - and C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V SDK - and ofcourse: C:\Users\user1\Documents\My Games\Sid Meier's Civilization 5\MODS The fact that there is no version number that you mentioned, indicates there is a problem, what and where is it? I don't know. Suggestions? ![]() Further how and when do you set Project Location? I did not see that in any Tuts.
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"The future has nothing to do with future decisions but with the futurity of present decisions" P.F. Drucker.
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#17 |
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King
Join Date: Mar 2011
Location: Orange County, California, U.S.A.
Posts: 659
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Go to the Tools menu and choose Options. In Projects and Solutions > General, the Projects location should NOT be set to your Mods\ directory. Make it anything else (Mine is C:\Users\%username%\Documents\Firaxis ModBuddy). Then move your mod to a folder under whatever path you picked. When you're ready to test your mod, you go to the Build menu, and choose Build Solution, which will create your mod with a .modinfo file in the (v 1) directory under Mods\, etc. as described above.
EDIT: If the mod isn't appearing in your Mods\ folder at that point, then another path is wrong somewhere. However, you can copy it manually from the Build\ folder which should be created within your ModBuddy mod's file structure in the project location. If you have more problems, this isn't the right thread for this conversation. Make a new post in the main Creation & Customization forum.
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-n. City States Leaders Randomize City Names Smaller Landmarks for R.E.D. Modpack Swiss Guard Gray/Sharkmouth Gunship Teamcolor Napoleonic musketmen Levy for GEM Misc. Units
Last edited by Nutty; Nov 14, 2012 at 09:36 PM. |
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#18 |
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Warlord
Join Date: Aug 2009
Location: The changing Dark Continent
Posts: 231
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Thank you Sir, I'll try your instructions. You're really a Prince!
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"The future has nothing to do with future decisions but with the futurity of present decisions" P.F. Drucker.
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#19 | |
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Emperor
Join Date: Sep 2012
Location: Colorado
Posts: 1,400
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Quote:
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#20 |
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Emperor
Join Date: Sep 2012
Location: Colorado
Posts: 1,400
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What is the significance of deleting the cache and ModUser folders and does that mean they have no importance at all in gameplay to Civ 5?
I have G&K and almost every DLC and I have followed every step in getting my first mods to work but they simply do not show up. The only two things I haven't done are deleting those folders - is that the source of my problems? |
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