Orions Mod Collection

Thats because RoM is alittle different than normal stuff to mod.:p

Nope! :nope: I have ROM and loaded the Agriculture mod successfully. I used World buildier to give myself 3 workers and one grass plot next to my first city. The crop icons appeared and I selected corn for the workers to build. After the number of turns had finished, I had corn! So, I have proven the Agriculture mod will work with ROM.

Bottom line is: The problem must be with the way you set up the Agriculture mod in ROM. Please review and try again.
 
Nope! :nope: I have ROM and loaded the Agriculture mod successfully. I used World buildier to give myself 3 workers and one grass plot next to my first city. The crop icons appeared and I selected corn for the workers to build. After the number of turns had finished, I had corn! So, I have proven the Agriculture mod will work with ROM.

Bottom line is: The problem must be with the way you set up the Agriculture mod in ROM. Please review and try again.

OK fine, then how did you do it in RoM?:blush:
 
OK fine, then how did you do it in RoM?:blush:

For the WoC version:

1. Create the folder: ...\Mods\Rise of Mankind\Assets\Modules\Terrain

2. Past the MLF_CIV4ModularLoadingControls.xml and CIV4ModularLoadingControlsSchema.xml into the Terrain folder.

3. Make sure the MLF_CIV4ModularLoadingControls.xml file has this:

Spoiler :

Code:
<?xml version="1.0"?>
<!-- Sid Meier's Civilization 4 Beyond the Sword -->
<!-- Modified by the World of Civilization Team -->
<!-- Master Load File -->
<!-- -->
<Civ4ModularLoadControls xmlns="x-schema:CIV4ModularLoadingControlsSchema.xml">
	<DefaultConfiguration>Module_Terrain_1</DefaultConfiguration>
	<ConfigurationInfos>
		<ConfigurationInfo>
			<Type>Module_Terrain_1</Type>
			<Description>Terrain Group 1</Description>
			<Modules>
				<Module>
					<Directory>Agriculture</Directory>
					<bLoad>1</bLoad>
				</Module>				
			</Modules>
		</ConfigurationInfo>
	</ConfigurationInfos>
</Civ4ModularLoadControls>


4. Paste the Agriculture folder in the Terrain folder.

5. Replace the three schema files in the Agriculture folder, with the respective schema files from ROM.

6. Create the folder: ...\Mods\Rise of Mankind\Assets\Python\Orions Mods\Agriculture

7. Paste the two python files in the Agriculture folder

8. Go to the folder: ...\Mods\Rise of Mankind\Assets\Config

9. Copy the Agriculture.XML file in config folder. Edit: (Make sure the file is spelled right, Agriculture not Aggriculture).

10. Open the init.xml file in the Config folder and add the following lines:

<!-- Orion's Mods -->
<load mod="Agriculture"/>

11. Save the init.xml

12. Run ROM -- Enjoy using the Agriculture mod.

Orion Veteran :cool:
 
8. Open the init.xml file in the Config folder and add the following lines:

<!-- Orion's Mods -->
<load mod="Agriculture"/>

9. Save the init.xml

I never had to do that before with any other module that is placed in RoM before, HUH? And there are about 30 or more of them.

I will let you know what happens, but for now thx for answering.;)
 
OK, i tried it alittle your way, but i am confused on the MLF, i think thats were its messing up?? (I changed the schema's to RoM stuff)

I have this in the first MLF:

Spoiler :
Code:
<?xml version="1.0"?>
<!-- Sid Meier's Civilization 4 Beyond the Sword -->
<!-- Modified by the World of Civilization Team -->
<!-- Master Load File -->
<!-- -->
<Civ4ModularLoadControls xmlns="x-schema:CIV4ModularLoadingControlsSchema.xml">
	<DefaultConfiguration>Modules_Main_1</DefaultConfiguration>
	<ConfigurationInfos>
		<ConfigurationInfo>
			<Type>[B]Modules_Main_1[/B]</Type>
			<Description>Initialize ALL Modules by using the MLF file structure</Description>
			<Modules>
				<Module>
					<Directory>Custom_Civilizations</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>QuibinGUntiPack</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Builds</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Quibingrealcivpack</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Interface</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Sarkyn</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>NBAfan</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>AAranda</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>flamesofphx</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom Buildings</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom_Buildings</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom Units</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom_Units</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Static</Directory>
					<bLoad>1</bLoad>
				</Module>			
				<Module>
					<Directory>Custom religions</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom Terrain</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom Events</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom_Corporations</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Guilds</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom Civilizations</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom Technologies</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom Civics</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Projects</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom Builds</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom Leaderheads</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Realistic Diplomacy</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Holy Wars</Directory>
					<bLoad>0</bLoad>
				</Module>
				<Module>
					<Directory>Holy_Wars</Directory>
					<bLoad>0</bLoad>
				</Module>
				<Module>
					<Directory>Civ_Fuehrer</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Afforess</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Jooyo</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>DancingHoskuld</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Os79</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Hydro</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Fortifications</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>WonderMovies</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom ArtStyles</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>ROME</Directory>
					<bLoad>0</bLoad>
				</Module>
				<Module>
					<Directory>StrategyOnly</Directory>
					<bLoad>1</bLoad>
				</Module>
				[B]<Module>
					<Directory>Terrain</Directory>
					<bLoad>1</bLoad>
				</Module>[/B]
			</Modules>
		</ConfigurationInfo>
	</ConfigurationInfos>
</Civ4ModularLoadControls>

Then i left this the way it was in the Agri folder:

Spoiler :
Code:
<?xml version="1.0"?>
<!-- Sid Meier's Civilization 4 Beyond the Sword -->
<!-- Modified by the World of Civilization Team -->
<!-- Master Load File -->
<!-- -->
<Civ4ModularLoadControls xmlns="x-schema:CIV4ModularLoadingControlsSchema.xml">
	<DefaultConfiguration>Module_Terrain_1</DefaultConfiguration>
	<ConfigurationInfos>
		<ConfigurationInfo>
			<Type>Module_Terrain_1</Type>
			<Description>Terrain Group 1</Description>
			<Modules>
				<Module>
					<Directory>Agriculture</Directory>
					<bLoad>1</bLoad>
				</Module>				
			</Modules>
		</ConfigurationInfo>
	</ConfigurationInfos>
</Civ4ModularLoadControls>

I am pretty sure the other stuff really doesnt matter as much. ie placing it in a different folder) plus i did # 45 above also.
 
OK, i tried it alittle your way, but i am confused on the MLF, i think thats were its messing up?? (I changed the schema's to RoM stuff). Then i left this the way it was in the Agri folder: I am pretty sure the other stuff really doesnt matter as much. ie placing it in a different folder) plus i did # 45 above also.

Did it work?
 
Nope that what i was trying to say, i am not always good with words, sorry.

OK your data in the spoilers look good. The MLF goes in the Terrain folder. The Agriculture folder is a subfolder under Terrain.

I made a correction to the list of steps. Please review.

Did you do steps 6 - 10?

Orion Veteran :cool:
 
OK your data in the spoilers look good. Did you do steps 6 - 10?

Orion Veteran :cool:

Yes i did, but i changed your name to mine is all.

I tell you what, you said you had made a copy and placed it in RoM, so could you please just copy the modules folders for me that you have (in RoM) and then i could d/l it and see what i did wrong??:blush:
 
Yes i did, but i changed your name to mine is all.

I tell you what, you said you had made a copy and placed it in RoM, so could you please just copy the modules folders for me that you have (in RoM) and then i could d/l it and see what i did wrong??:blush:

OK, I'll post it tonight.
 
Here you go.

Orion Veteran :cool:

OK i tried the above did everything the same put it right were you have it, and its a NO GO. I didnt even change anything except the init file.


There is one thing that is different than yours is the init file? But your <load mod="Agriculture"/> is still there?
Here is the one i have:

Spoiler :
Code:
<?xml version="1.0" encoding="ISO-8859-1" ?>
<!--
	Main BUG Mod Initialization

	This file initializes the BUG Core and all mods.

	Copyright (c) 2008 The BUG Mod.
-->
<bug>
	
	<!-- BUG Core -->
	
	<load mod="BUG Config"/>
	<load mod="BUG Core"/>
	
	
	<!-- Civilization Core -->
	
	<!-- Domestic and Military Advisors and Civilopedia are chosen by options -->
	<init module="CvScreensInterface"/>
	
	
	<!-- Utility Modules -->
	
	<init module="FontUtil" immediate="True"/>
	<symbol id="war" from="COMMERCE_GOLD" offset="25"/>
	<symbol id="peace"/>
	<symbol id="space"/>  <!-- blank symbol the same size as other standard symbols -->
	<symbol id="militaryinstructor" name="MILITARY_INSTRUCTOR"/>
	<symbol id="land" name="DOMAIN_LAND"/>
	<symbol id="sea" name="DOMAIN_SEA"/>
	<symbol id="air" name="DOMAIN_AIR"/>
	<symbol id="sentry" name="ORDER_SENTRY"/>
	<symbol id="fortify" name="ORDER_FORTIFY"/>
	<symbol id="wait" name="ORDER_WAIT"/>
	<symbol id="upgrade"/>
	<symbol id="cancel"/>
	<symbol id="ss casing" from="HAPPY" offset="-25"/>
	<symbol id="ss cockpit"/>
	<symbol id="ss docking bay"/>
	<symbol id="ss engine"/>
	<symbol id="ss life support"/>
	<symbol id="ss stasis chamber"/>
	<symbol id="ss thruster"/>
	<symbol id="citizen" from="POWER" offset="1"/>
	<symbol id="greatgeneral" name="GREAT_GENERAL"/>
	
	<init module="AttitudeUtil">
		<!-- Furious, Annoyed, Cautious, Pleased, Friendly -->
		<arg name="colors" type="tuple">
			"COLOR_RED", 
			"COLOR_CYAN", 
			"COLOR_CLEAR", 
			"COLOR_GREEN", 
			"COLOR_YELLOW"
		</arg>
		<!-- Non-memory attitude modifier keys -->
		<arg name="modifiers" type="tuple">
			"TXT_KEY_MISC_ATTITUDE_LAND_TARGET",
			"TXT_KEY_MISC_ATTITUDE_WAR",
			"TXT_KEY_MISC_ATTITUDE_PEACE",
			"TXT_KEY_MISC_ATTITUDE_SAME_RELIGION",
			"TXT_KEY_MISC_ATTITUDE_DIFFERENT_RELIGION",
			"TXT_KEY_MISC_ATTITUDE_BONUS_TRADE",
			"TXT_KEY_MISC_ATTITUDE_OPEN_BORDERS",
			"TXT_KEY_MISC_ATTITUDE_DEFENSIVE_PACT",
			"TXT_KEY_MISC_ATTITUDE_RIVAL_DEFENSIVE_PACT",
			"TXT_KEY_MISC_ATTITUDE_RIVAL_VASSAL",
			"TXT_KEY_MISC_ATTITUDE_SHARE_WAR",
			"TXT_KEY_MISC_ATTITUDE_FAVORITE_CIVIC",
			"TXT_KEY_MISC_ATTITUDE_TRADE",
			"TXT_KEY_MISC_ATTITUDE_RIVAL_TRADE",
			"TXT_KEY_MISC_ATTITUDE_FREEDOM",
			"TXT_KEY_MISC_ATTITUDE_EXTRA_GOOD",
			"TXT_KEY_MISC_ATTITUDE_EXTRA_BAD"
		</arg>
	</init>
	<event type="LanguageChanged" module="AttitudeUtil" function="initModifiers"/>
	<symbol id="furious" name="ATTITUDE_FURIOUS" from="POWER" offset="4"/>
	<symbol id="annoyed" name="ATTITUDE_ANNOYED"/>
	<symbol id="cautious" name="ATTITUDE_CAUTIOUS"/>
	<symbol id="pleased" name="ATTITUDE_PLEASED"/>
	<symbol id="friendly" name="ATTITUDE_FRIENDLY"/>
	
	<init module="ColorUtil">
		<!--
			You can safely modify this list to change the color dropdown menus
			for color options. You can change the text displayed in the menus by
			adding translations for your new colors to Colors_CIV4GameText.xml
			in the XML/Text directory. 
		-->
		<arg name="colors" type="tuple">
			"COLOR_RED",
			"COLOR_YELLOW",
			"COLOR_CYAN",
			"COLOR_GREEN",
			"COLOR_BLUE",
			"COLOR_MAGENTA",
			"COLOR_WHITE",
			"COLOR_LIGHT_GREY",
			"COLOR_GREY",
			"COLOR_DARK_GREY",
			"COLOR_BLACK"
		</arg>
	</init>
	<event type="LanguageChanged" module="ColorUtil" function="createColors"/>
	
	<events module="DealUtil" function="addEvents"/>
	<events module="DiplomacyUtil" function="addEvents"/>
	<extend how="after" module="DiplomacyUtil" function="handleAIComment" to="CvDiplomacyInterface" as="beginDiplomacy"/>
	<extend how="after" module="DiplomacyUtil" function="handleUserResponse" to="CvDiplomacyInterface" as="handleUserResponse"/>

	<!-- Rise of Mankind -->
	<events module="WarPrizes">	</events>
	<events module="WorldFair">	</events>
	<events module="ScreenResolutionSize">	</events>
	<events module="CvWaterAnimalsModEventManager">	</events>
	<events module="NukeAfterEffects">	</events>
	<events module="WarriorsOfGod">	</events>
	<events module="CvMercEventManager">	</events>
	<events module="SubdueAnimals">	</events>
	<events module="CaptureSlaves">	</events>
	<events module="Espionage">	</events>
	<events module="Militia">	</events>		
	<events module="CvEnhancedTechConquestEventManager">
	</events>
	<!-- Rise of Mankind end -->
	<init module="GGUtil"/>
	<init module="GPUtil"/>
	<init module="ReligionUtil"/>
	<init module="TechUtil"/>
	<init module="TradeUtil"/>
	<init module="TraitUtil"/>
	<init module="UnitUtil"/>
    <gameutils module="WidgetUtil" handler="getWidgetHelp"/>

	<event type="OnLoad" module="CvTechChooser" function="resetTechPrefs"/>
	<event type="GameStart" module="CvTechChooser" function="resetTechPrefs"/>
	
	
	<!-- Mods -->
	
	<load mod="BUG Main Interface"/>
	<load mod="BUG City Screen"/>
	<load mod="BUG Advisors"/>
	
	<load mod="Customizable Domestic Advisor"/>
	<load mod="Better Espionage"/>
	<load mod="All Eras Dawn of Man Screen"/>
	<load mod="TechWindow"/>
	
	<load mod="Not Just Another Game Clock"/>
	<load mod="Advanced Scoreboard"/>
	<load mod="Plot List Enhancements"/>
	
	<load mod="Autolog"/>
	<load mod="Reminder"/>  <!-- requires Autolog -->
	<load mod="Civ4lerts"/>
	<load mod="MoreCiv4lerts"/>
	<load mod="Unit Naming"/>
	<load mod="FavoriteCivicDetector"/>
	<load mod="EventSigns"/>
	<load mod="Strategy Overlay"/>
	<load mod="StatusDump"/>
	<load mod="MovieMod"/>
<!-- Orion's Mods -->
	<load mod="Agriculture"/>
  
<!--RevolutionDCM start - mod components -->
	<load mod="RevDCM"/>
	<load mod="Revolution"/>
<!--RevolutionDCM end-->
	<load mod="Abandon City Mod"/>
	
	<!-- BULL -->
	
	<load mod="BULL Core"/>
	<load mod="BULL Actions"/>
	<load mod="BULL City Bar"/>
	<load mod="BULL Misc Hovers"/>
	
	<load mod="AutoSave"/>
	<load mod="MapFinder"/>
	<load mod="Advanced Combat Odds"/>
	
	<!-- BUFFY -->
	
	<load mod="BUFFY"/>

	<load mod="RoMSettings"/>
	<!--<load mod="EnhancedTechConquest"/> -->

	<!-- Options Screen -->
	
	<screen id="BUGFull">
		<tab module="BugGeneralOptionsTab"/>
		<tab module="RevDCMOptionsTab"/>
		<tab module="RoMOptionsTab"/>
		<tab module="BugMapOptionsTab"/>
		<tab module="BugCityScreenOptionsTab"/>
		
		<tab module="BugAdvisorOptionsTab"/>
		
		<tab module="BugAlertsOptionsTab"/>
		<tab module="BugScoreOptionsTab"/>
		<tab module="BugNJAGCOptionsTab"/>
		
		<tab module="BugPleOptionsTab"/>
		<tab module="BugACOOptionsTab"/>
		<tab module="BugUnitNameOptionsTab"/>
		
		<tab module="BugAutologOptionsTab"/>
		
		<tab module="BugSystemOptionsTab"/>
		<tab module="BugCreditsOptionsTab"/>
	</screen>
</bug>
 
That's a serious error. Try this: Download a clean version of ROM and install the Agriculture mod only. If that works, you will know what the problem is.


Orion Veteran :cool:

OK fresh install(nothing else added to it yet), and i get this:still:
 
Correct: You must modify the Unit Naming.xml file in the Mods\RevolutionDCM\Assets\Config folder.

Examples:

Police Mod:
Code:
<option id="COMBAT_LAW_ENFORCEMENT" key="CombatLAW_ENFORCEMENT" 
	type="string" default="DEFAULT"/>

Mine Warfare:
Code:
<option id="Combat_MINE_WARFARE" key="CombatMINE_WARFARE" 
	type="string" default="DEFAULT"/>

Orion Veteran :cool:

OK i did this and still same thing?
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "UnitNameEventManager", line 240, in onUnitBuilt
File "UnitNameEventManager", line 444, in getUnitNameConvFromIniFile
File "BugCore", line 147, in get
File "BugCore", line 118, in _getOption
ConfigError: Option UnitNaming__Combat_LAW_ENFORCEMENT not found in mod UnitNaming
 
OK i did this and still same thing?
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "UnitNameEventManager", line 240, in onUnitBuilt
File "UnitNameEventManager", line 444, in getUnitNameConvFromIniFile
File "BugCore", line 147, in get
File "BugCore", line 118, in _getOption
ConfigError: Option UnitNaming__Combat_LAW_ENFORCEMENT not found in mod UnitNaming

Did you run a clean version of ROM, with no mods except Agriculture? Obviously not, since there is no Combat Law Enforcement in the Agriculture mod. That's found in the Police mod, which requires the UnitNaming edit.

You need to run a clean version of ROM, then start adding your mods one by one. :splat:
 
Did you run a clean version of ROM, with no mods except Agriculture? Obviously not, since there is no Combat Law Enforcement in the Agriculture mod. That's found in the Police mod, which requires the UnitNaming edit.

You need to run a clean version of ROM, then start adding your mods one by one. :splat:

Yes i did, i have two clean versions available, because of the work i am doing with the beta testing, then add things to them later. That version i ran when you said clean was just that, nothing added. The Police mod one is a completely different issue with a different mod i am working on with RoM and cant get it to work correctly, even when i changed the UnitNaming file to include combat_law_enforcement.

I currently have like ten different things going on for testing. SO i have to have CLEAN installs ready.:p
 
Top Bottom