Installing Mods on Civ5 for Mac

Hello, I just tried to enable mods for Civ 5.
I have the Steam version of the game and am running OSX mavericks. I followed you're instructions and I successfully edited the text thus allowing mods.when I launch the game several things changed:
- the mods section appeared
- a message on the bottom said that I had an invalid version number appeared
- an option for touchscreen gameplay appeared
-no buttons worked and i could not do anything
- A sid meier's pacific skies ad apeared

Can anyone help me? Thanks
 
never mind me it was the text edit double hyphen problem. Thanks for the good instructions, i can finally play earth 2014 as north Korea
 
Well done, but I still don't understand why people with Steam are manually editing the .lua file.

In the first post of this thread, there's a link to a simple Applescript that does it all for you, and handles the extraction and installation of Workshop mods.
 
I am currently running Mac Civ 5: Brave New World via the full package dowloaded from Steam.

To my knowledge, I've followed the instructions exactly as specified in the first thread, however, no mods are appearing.

1. I have changed the code.
2. I am able to click "MODS" via the game.
3. I have found the folders (which already appear to be extracted) from ~/Library/Application Support/Steam/userdata/########/ugc/
4. I have moved the folders to ~/Documents/Aspyr/Sid Meier's Civilization 5/MODS
5. In this folder there are now multiple folders, e.g. "903257624962209639" with a "data.vdf" and "r.e.d. wwii edition (v 38).civ5mod".

Am I missing something? Very frustrated.

Thank you.
 
I'm also frustrated. See my post above yours.

In your case, you have managed to edit the .lua file, but you have not succeeded in extracting the mods. Each of your numeric folders contains a file with a .civ5mod extension, e.g. "r.e.d. wwii edition (v 38).civ5mod". That file has to be extracted using Keka to create a folder containing the separate files and folders for the mod. The extracted folder should then be put in MODS on its own. If you insist on doing it all manually, this step is described in Step 5 of the first post.

But the Applescript in the linked post does all this for you after you have subscribed to one or more mods and they are in ~/Library/Application Support/Steam/userdata/########/ugc/. Your simplest way forward is to put the numeric files back in that folder if they are no longer there, and download and run the Applescript to extract and install them.
 
Hi!

I'm sorry, but I doesn't speak english very well.

I have Civ5 (from AppStore), I have following the instructions for the mods installing.
I succeeded in the installations and also played 3-4 game. But now, at starting the app, it has appeared a message saying: "this is a illegal copy of the game".

I suppose is a problem with policy of AppStore, I still can play with mods? I'm obliged to reinitializing the game or I can simply fix the .lua file?


I thank you for your helpfulness, your work and your time.

Once again I'm sorry for my english, good evening from Switzerland.
 
Nothing, i have uninstalled the game for nothing. The problem was (is) the apple store crash. I'm so frustrated.
 
Hey guys,


So I've run the scrip (thanks for it)! I have civ5 +G&K with steam, up to date.

I can see the mods I subscribed to in the correct folder, and when I run the game, I can see the "Mods" option, but when I click on it, nothing happens at all. I can launch a single player game without any issues, but I just can't access the Mods part, even though I'm clicking on the button. Have you come across this before?
 
Hi, welcome. I haven't heard of this particular combination before. I sounds as if your MainMenu.lua file may be corrupted. If you can find it, you could open it in TextEdit and copy/paste the text into a post here so that we can have a look at it. To find and open the file, you need to do the following:

In Finder, select the Go menu.
Hold down the alt/option key while the menu is displayed.
You should see a Library option in the menu. Select that to open the ~/Library/ folder.
In your ~/Library/ folder, find the Application Support/Steam/SteamApps/common/Sid Meier's Civilization V/ folder.
Right click the Civilization V: Brave New World icon and select "Show package contents"
In the folder that opens, find the Contents/Home/assets/UI/FrontEnd/ folder.
In that folder right click a file called MainMenu.lua, and select Open with …
Select TextEdit.

The file should open, and you can copy all the text and paste it into a post here. It should look like this:

***************************************************
Code:
-------------------------------------------------
-- Main Menu
-------------------------------------------------
include( "MPGameDefaults" );

-------------------------------------------------
-- Script Body
-------------------------------------------------
local bHideUITest = true;
local bHideGridExamples = true;
local bHideLoadGame = true;
local bHidePreGame = true;
local fTime = 0;
-- MAC_PORT local i1, i2 = string.find( UI.GetVersionInfo(), " " );
-- MAC_PORT versionNumber = string.sub(UI.GetVersionInfo(), 1, i2-1);
versionNumber = UI.GetVersionInfo(); -- MAC_PORT
Controls.VersionNumber:SetText(versionNumber);


function ShowHideHandler( bIsHide, bIsInit )
    if( not bIsHide ) then
        Controls.Civ5Logo:SetTexture( "CivilzationV_Logo.dds" );
        
        -- This is a catch all to ensure that mods are not activated at this point in the UI.
        -- Also, since certain maps and settings will only be available in either the modding or multiplayer
        -- screen, we want to ensure that "safe" settings are loaded that can be used for either SP, MP or Mods.
        -- Activating the DLC (there doesn't have to be any) will make sure no mods are active and all the user's
        -- purchased content is available
        if (not ContextPtr:IsHotLoad()) then
			UIManager:SetUICursor( 1 );
			Modding.ActivateDLC();
			PreGame.LoadPreGameSettings();
			UIManager:SetUICursor( 0 );
			
			-- Send out an event to continue on, as the ActivateDLC may have swapped out the UI	
			Events.SystemUpdateUI( SystemUpdateUIType.RestoreUI, "MainMenu" );
		end
    else
        Controls.Civ5Logo:UnloadTexture();
    end
	-- Controls.ModsButton:SetHide( true ); -- MAC_PORT - rickb Comment this line out to re-enable mods. Happy modding!
end
ContextPtr:SetShowHideHandler( ShowHideHandler );

-------------------------------------------------
-- Event Handler: ConnectedToNetworkHost
-------------------------------------------------

-------------------------------------------------
-- StartGame Button Handler
-------------------------------------------------
function SinglePlayerClick()
	UIManager:QueuePopup( Controls.SinglePlayerScreen, PopupPriority.SinglePlayerScreen );
end
Controls.SinglePlayerButton:RegisterCallback( Mouse.eLClick, SinglePlayerClick );

-------------------------------------------------
-- Multiplayer Button Handler
-------------------------------------------------
function MultiplayerClick()
    UIManager:QueuePopup( Controls.MultiplayerSelectScreen, PopupPriority.MultiplayerSelectScreen );
end
Controls.MultiplayerButton:RegisterCallback( Mouse.eLClick, MultiplayerClick );


-------------------------------------------------
-- Mods button handler
-------------------------------------------------
function ModsButtonClick()
    UIManager:QueuePopup( Controls.ModsEULAScreen, PopupPriority.ModsEULAScreen );
end
Controls.ModsButton:RegisterCallback( Mouse.eLClick, ModsButtonClick );


-------------------------------------------------
-- UITest Button Handler
-------------------------------------------------
--[[
function UITestRClick()
    bHideUITest = not bHideUITest;
    Controls.UITestScreen:SetHide( bHideUITest );
end
Controls.OptionsButton:RegisterCallback( Mouse.eRClick, UITestRClick );
--]]


-------------------------------------------------
-- Options Button Handler
-------------------------------------------------
function OptionsClick()
    UIManager:QueuePopup( Controls.OptionsMenu_FrontEnd, PopupPriority.OptionsMenu );
end
Controls.OptionsButton:RegisterCallback( Mouse.eLClick, OptionsClick );


-------------------------------------------------
-- Hall Of Fame Button Handler
-------------------------------------------------
function OtherClick()
    UIManager:QueuePopup( Controls.Other, PopupPriority.OtherMenu );
end
Controls.OtherButton:RegisterCallback( Mouse.eLClick, OtherClick );


-------------------------------------------------
-- Exit Button Handler
-------------------------------------------------
function OnExitGame()
	Events.UserRequestClose();
end
Controls.ExitButton:RegisterCallback( Mouse.eLClick, OnExitGame );


----------------------------------------------------------------        
----------------------------------------------------------------
Steam.SetOverlayNotificationPosition( "bottom_left" );

-------------------------------------------------
-- Event Handler: MultiplayerGameLaunched
-------------------------------------------------
function OnGameLaunched()

	UIManager:DequeuePopup( ContextPtr );

end
Events.MultiplayerGameLaunched.Add( OnGameLaunched );


-- Returns -1 if time1 < time2, 0 if equal, 1 if time1 > time 2
function CompareTime(time1, time2)
	
	--First, convert the table into a single numerical value
	-- YYYYMMDDHH
	function convert(t)
		local r = 0;
		if(t.year ~= nil) then
			r = r + t.year * 1000000
		end
		
		if(t.month ~= nil) then
			r = r + t.month * 10000
		end
		
		if(t.day ~= nil) then
			r = r + t.day * 100
		end
		
		if(t.hour ~= nil) then
			r = r + t.hour;
		end
		
		return r;
	end
	
	local ct1 = convert(time1);
	local ct2 = convert(time2);
	
	if(ct1 < ct2) then
		return -1;
	elseif(ct1 > ct2) then
		return 1;
	else
		return 0;
	end
end

function DisplayDLCButtons()
	local ButtonsDisplayUntil = {};
	
	if (Controls.MapPack2PromoButton ~= nil) then
		ButtonsDisplayUntil[Controls.MapPack2PromoButton] = {
			start = {
				month = 10,
				day = 2,
				year = 2013,
				hour = 12,
			},
			
			stop = {
				year = 2013,
				month = 11, 
				day = 4,
				hour = 12,
			},		
			
			customurl = "http://store.steampowered.com/app/235584/",
		}
	end
	
	if (Controls.MapPack3PromoButton ~= nil) then
		ButtonsDisplayUntil[Controls.MapPack3PromoButton] = {
			start = {
				month = 11,
				day = 12,
				year = 2013,
				hour = 17,
			},
			
			stop = {
				year = 2013,
				month = 11, 
				day = 25,
				hour = 12,
			},
			
			customurl = "http://store.steampowered.com/app/235585/",
		}
	end
	
	if (Controls.AcePatrolPromoButton ~= nil) then
		ButtonsDisplayUntil[Controls.AcePatrolPromoButton] = {
			start = {
				month = 11,
				day = 5,
				year = 2013,
				hour = 12,
			},
			
			stop = {
				year = 2013,
				month = 11, 
				day = 11,
				hour = 12,
			},
			
			customurl = "http://store.steampowered.com/app/244090/",
		}
	end	
	
	local currentDate = os.date("!*t");

	for k,v in pairs(ButtonsDisplayUntil) do
		local bShow = false;
		
		if(CompareTime(currentDate, v.start) >= 0 and CompareTime(v.stop, currentDate) >= 0) then
			bShow = true;
		end
		
		
		k:SetHide(not bShow);
		
		k:RegisterCallback(Mouse.eLClick, function()
			if(v.customurl == nil) then
				Steam.ActivateGameOverlayToStore();
			else
				Steam.ActivateGameOverlayToWebPage(v.customurl);
			end
		end);
	end
end

DisplayDLCButtons();

----------------------------------------------------------------        
function OnExpansionRulesSwitch()
	UIManager:QueuePopup( Controls.PremiumContentScreen, PopupPriority.OtherMenu );
end		
Controls.ExpansionRulesSwitch:RegisterCallback(Mouse.eLClick, OnExpansionRulesSwitch);

-------------------------------------------------------------------------------
function OnSystemUpdateUI( type, tag  )
    if( type == SystemUpdateUIType.RestoreUI) then
		if (tag == "MainMenu") then
			-- Look for any cached invite
			UI:CheckForCommandLineInvitation();    		
			
			if (Network.IsDedicatedServer()) then
					ResetMultiplayerOptions(); 
			    UIManager:QueuePopup( ContextPtr:LookUpControl( "DedicatedServerScreen" ), PopupPriority.LobbyScreen );
			end
		elseif (tag == "StagingRoom") then
			if (UIManager:GetVisibleNamedContext("StagingRoom") == nil) then
				UIManager:QueuePopup( Controls.StagingRoomScreen, PopupPriority.StagingScreen );
			end
		elseif (tag == "ScenariosMenuReset") then			
			local pScenarioScreen = ContextPtr:LookUpControl( "SinglePlayerScreen/ScenariosScreen" );
			if (pScenarioScreen ~= nil) then
				if (pScenarioScreen:IsHidden()) then						
					UIManager:QueuePopup( pScenarioScreen, PopupPriority.GameSetupScreen );
				end
			end
		elseif (tag == "ModsBrowserReset") then
			local pModsMenu = ContextPtr:LookUpControl("ModsEULAScreen/ModsBrowser" );
			if(pModsMenu ~= nil) then
				if(pModsMenu:IsHidden()) then
					UIManager:QueuePopup(pModsMenu, PopupPriority.ModsBrowserScreen);
				end
			end 
		elseif (tag == "ModsMenu" ) then
			local pModsMenu = ContextPtr:LookUpControl("ModsEULAScreen/ModsBrowser/ModsMenu" );
			if(pModsMenu ~= nil) then
				if(pModsMenu:IsHidden()) then
					UIManager:QueuePopup(pModsMenu, PopupPriority.ModsMenuScreen);
				end
			end 
	    end
	end
end

Events.SystemUpdateUI.Add( OnSystemUpdateUI );

-------------------------------------------------------------------------------
if(UI.IsTouchScreenEnabled()) then
	function OnTouchHelpButton()
		Controls.TouchControlsMenu:SetHide( false );
	end		
	Controls.TouchHelpButton:RegisterCallback( Mouse.eLClick, OnTouchHelpButton );
	Controls.TouchHelpButton:SetHide(false);
	OnTouchHelpButton();
else
	Controls.TouchHelpButton:SetHide(true);
	
end
**********************************************************
 
Hey thanks for the help. Here you go
Note that when I unselect "Gods and Kings" from the "DLC" menu, I'm able to click on "Mods" and enter it. Maybe the issue comes from a G&K specific issue?

Code:
-------------------------------------------------
-- Main Menu
-------------------------------------------------
include( "MPGameDefaults" );

-------------------------------------------------
-- Script Body
-------------------------------------------------
local bHideUITest = true;
local bHideGridExamples = true;
local bHideLoadGame = true;
local bHidePreGame = true;
local fTime = 0;
-- MAC_PORT local i1, i2 = string.find( UI.GetVersionInfo(), " " );
-- MAC_PORT versionNumber = string.sub(UI.GetVersionInfo(), 1, i2-1);
versionNumber = UI.GetVersionInfo(); -- MAC_PORT
Controls.VersionNumber:SetText(versionNumber);


function ShowHideHandler( bIsHide, bIsInit )
    if( not bIsHide ) then
        Controls.Civ5Logo:SetTexture( "CivilzationV_Logo.dds" );
        
        -- This is a catch all to ensure that mods are not activated at this point in the UI.
        -- Also, since certain maps and settings will only be available in either the modding or multiplayer
        -- screen, we want to ensure that "safe" settings are loaded that can be used for either SP, MP or Mods.
        -- Activating the DLC (there doesn't have to be any) will make sure no mods are active and all the user's
        -- purchased content is available
        if (not ContextPtr:IsHotLoad()) then
			UIManager:SetUICursor( 1 );
			Modding.ActivateDLC();
			PreGame.LoadPreGameSettings();
			UIManager:SetUICursor( 0 );
			
			-- Send out an event to continue on, as the ActivateDLC may have swapped out the UI	
			Events.SystemUpdateUI( SystemUpdateUIType.RestoreUI, "MainMenu" );
		end
    else
        Controls.Civ5Logo:UnloadTexture();
    end
	-- Controls.ModsButton:SetHide( true ); -- MAC_PORT - rickb Comment this line out to re-enable mods. Happy modding!
end
ContextPtr:SetShowHideHandler( ShowHideHandler );

-------------------------------------------------
-- Event Handler: ConnectedToNetworkHost
-------------------------------------------------

-------------------------------------------------
-- StartGame Button Handler
-------------------------------------------------
function SinglePlayerClick()
	UIManager:QueuePopup( Controls.SinglePlayerScreen, PopupPriority.SinglePlayerScreen );
end
Controls.SinglePlayerButton:RegisterCallback( Mouse.eLClick, SinglePlayerClick );

-------------------------------------------------
-- Multiplayer Button Handler
-------------------------------------------------
function MultiplayerClick()
    UIManager:QueuePopup( Controls.MultiplayerSelectScreen, PopupPriority.MultiplayerSelectScreen );
end
Controls.MultiplayerButton:RegisterCallback( Mouse.eLClick, MultiplayerClick );


-------------------------------------------------
-- Mods button handler
-------------------------------------------------
function ModsButtonClick()
    UIManager:QueuePopup( Controls.ModsEULAScreen, PopupPriority.ModsEULAScreen );
end
Controls.ModsButton:RegisterCallback( Mouse.eLClick, ModsButtonClick );


-------------------------------------------------
-- UITest Button Handler
-------------------------------------------------
--[[
function UITestRClick()
    bHideUITest = not bHideUITest;
    Controls.UITestScreen:SetHide( bHideUITest );
end
Controls.OptionsButton:RegisterCallback( Mouse.eRClick, UITestRClick );
--]]


-------------------------------------------------
-- Options Button Handler
-------------------------------------------------
function OptionsClick()
    UIManager:QueuePopup( Controls.OptionsMenu_FrontEnd, PopupPriority.OptionsMenu );
end
Controls.OptionsButton:RegisterCallback( Mouse.eLClick, OptionsClick );


-------------------------------------------------
-- Hall Of Fame Button Handler
-------------------------------------------------
function OtherClick()
    UIManager:QueuePopup( Controls.Other, PopupPriority.OtherMenu );
end
Controls.OtherButton:RegisterCallback( Mouse.eLClick, OtherClick );


-------------------------------------------------
-- Exit Button Handler
-------------------------------------------------
function OnExitGame()
	Events.UserRequestClose();
end
Controls.ExitButton:RegisterCallback( Mouse.eLClick, OnExitGame );


----------------------------------------------------------------        
----------------------------------------------------------------
Steam.SetOverlayNotificationPosition( "bottom_left" );

-------------------------------------------------
-- Event Handler: MultiplayerGameLaunched
-------------------------------------------------
function OnGameLaunched()

	UIManager:DequeuePopup( ContextPtr );

end
Events.MultiplayerGameLaunched.Add( OnGameLaunched );


-- Returns -1 if time1 < time2, 0 if equal, 1 if time1 > time 2
function CompareTime(time1, time2)
	
	--First, convert the table into a single numerical value
	-- YYYYMMDDHH
	function convert(t)
		local r = 0;
		if(t.year ~= nil) then
			r = r + t.year * 1000000
		end
		
		if(t.month ~= nil) then
			r = r + t.month * 10000
		end
		
		if(t.day ~= nil) then
			r = r + t.day * 100
		end
		
		if(t.hour ~= nil) then
			r = r + t.hour;
		end
		
		return r;
	end
	
	local ct1 = convert(time1);
	local ct2 = convert(time2);
	
	if(ct1 < ct2) then
		return -1;
	elseif(ct1 > ct2) then
		return 1;
	else
		return 0;
	end
end

function DisplayDLCButtons()
	local ButtonsDisplayUntil = {};
	
	if (Controls.MapPack2PromoButton ~= nil) then
		ButtonsDisplayUntil[Controls.MapPack2PromoButton] = {
			start = {
				month = 10,
				day = 2,
				year = 2013,
				hour = 12,
			},
			
			stop = {
				year = 2013,
				month = 11, 
				day = 4,
				hour = 12,
			},		
			
			customurl = "http://store.steampowered.com/app/235584/",
		}
	end
	
	if (Controls.MapPack3PromoButton ~= nil) then
		ButtonsDisplayUntil[Controls.MapPack3PromoButton] = {
			start = {
				month = 11,
				day = 12,
				year = 2013,
				hour = 17,
			},
			
			stop = {
				year = 2013,
				month = 11, 
				day = 25,
				hour = 12,
			},
			
			customurl = "http://store.steampowered.com/app/235585/",
		}
	end
	
	if (Controls.AcePatrolPromoButton ~= nil) then
		ButtonsDisplayUntil[Controls.AcePatrolPromoButton] = {
			start = {
				month = 11,
				day = 5,
				year = 2013,
				hour = 12,
			},
			
			stop = {
				year = 2013,
				month = 11, 
				day = 11,
				hour = 12,
			},
			
			customurl = "http://store.steampowered.com/app/244090/",
		}
	end	
	
	local currentDate = os.date("!*t");

	for k,v in pairs(ButtonsDisplayUntil) do
		local bShow = false;
		
		if(CompareTime(currentDate, v.start) >= 0 and CompareTime(v.stop, currentDate) >= 0) then
			bShow = true;
		end
		
		
		k:SetHide(not bShow);
		
		k:RegisterCallback(Mouse.eLClick, function()
			if(v.customurl == nil) then
				Steam.ActivateGameOverlayToStore();
			else
				Steam.ActivateGameOverlayToWebPage(v.customurl);
			end
		end);
	end
end

DisplayDLCButtons();

----------------------------------------------------------------        
function OnExpansionRulesSwitch()
	UIManager:QueuePopup( Controls.PremiumContentScreen, PopupPriority.OtherMenu );
end		
Controls.ExpansionRulesSwitch:RegisterCallback(Mouse.eLClick, OnExpansionRulesSwitch);

-------------------------------------------------------------------------------
function OnSystemUpdateUI( type, tag  )
    if( type == SystemUpdateUIType.RestoreUI) then
		if (tag == "MainMenu") then
			-- Look for any cached invite
			UI:CheckForCommandLineInvitation();    		
			
			if (Network.IsDedicatedServer()) then
					ResetMultiplayerOptions(); 
			    UIManager:QueuePopup( ContextPtr:LookUpControl( "DedicatedServerScreen" ), PopupPriority.LobbyScreen );
			end
		elseif (tag == "StagingRoom") then
			if (UIManager:GetVisibleNamedContext("StagingRoom") == nil) then
				UIManager:QueuePopup( Controls.StagingRoomScreen, PopupPriority.StagingScreen );
			end
		elseif (tag == "ScenariosMenuReset") then			
			local pScenarioScreen = ContextPtr:LookUpControl( "SinglePlayerScreen/ScenariosScreen" );
			if (pScenarioScreen ~= nil) then
				if (pScenarioScreen:IsHidden()) then						
					UIManager:QueuePopup( pScenarioScreen, PopupPriority.GameSetupScreen );
				end
			end
		elseif (tag == "ModsBrowserReset") then
			local pModsMenu = ContextPtr:LookUpControl("ModsEULAScreen/ModsBrowser" );
			if(pModsMenu ~= nil) then
				if(pModsMenu:IsHidden()) then
					UIManager:QueuePopup(pModsMenu, PopupPriority.ModsBrowserScreen);
				end
			end 
		elseif (tag == "ModsMenu" ) then
			local pModsMenu = ContextPtr:LookUpControl("ModsEULAScreen/ModsBrowser/ModsMenu" );
			if(pModsMenu ~= nil) then
				if(pModsMenu:IsHidden()) then
					UIManager:QueuePopup(pModsMenu, PopupPriority.ModsMenuScreen);
				end
			end 
	    end
	end
end

Events.SystemUpdateUI.Add( OnSystemUpdateUI );

-------------------------------------------------------------------------------
if(UI.IsTouchScreenEnabled()) then
	function OnTouchHelpButton()
		Controls.TouchControlsMenu:SetHide( false );
	end		
	Controls.TouchHelpButton:RegisterCallback( Mouse.eLClick, OnTouchHelpButton );
	Controls.TouchHelpButton:SetHide(false);
	OnTouchHelpButton();
else
	Controls.TouchHelpButton:SetHide(true);
	
end
 
Thanks. Your file is identical to mine, so it's not a corruption.

I apologise that I didn't look closely enough at your first post. You don't have Brave New World. Prior to Brave New World, there were two MainMenu.lua files, and you had to edit both of them. The Applescript doesn't do that, as it assumes BNW is present. I was not aware that this is still necessary if you only have the Gods and Kings DLC.

If you don't want to subscribe to Brave New World, you will need to manually edit the second file. The safest way to do this is to copy the file you have already found above, and paste it into the second file location at Contents/Home/assets/DLC/Expansion/UI/FrontEnd/MainMenu.lua to replace the one that is there already.
 
Hello, i followed all the steps on the first page, yet I do not see any mod button or anything to do with enabling mods on the main menu screen. Also, when a mod is enabled, is it automatically integrated into an existing save, or is it even possible?
 
Hello, welcome :wavey:

Are you running the Brave New World version, and are you using the Steam installation? If so, did you follow the very simple process using the downloadable AppleScript that is linked in the first post? The alternative approach of doing manual edits and file expansions and moving folders around is far more error-prone.
 
Thank you for all the help. I have had problems with mods previously and reading this forum has helped me resolve those issues. However my mods tab (which was working perfectly) does not show up anymore under the home page of the game. I am using an apple mac OSX 10.9.2 The mods tab has not showed up for me with Brave New World, Gods and Kings, or Vanilla despite working before. I am using a steam version built in March 23 2015 Steam API v017. Do you have any ideas on what might be the problem and how to get the tab to show up again?
 
Hello, welcome :wavey:

Are you running the Brave New World version, and are you using the Steam installation? If so, did you follow the very simple process using the downloadable AppleScript that is linked in the first post? The alternative approach of doing manual edits and file expansions and moving folders around is far more error-prone.
Thanks, I'm actually not new here, I've been playing civ5 as early as it first came out but only just recently joined the forums. :)

Yea, i was sure I followed every instruction (I'm running G&K; originally got civ from a DVD but updated to G&K via app store), but my main problem is downloading mods that change or add new stuff to the tech tree, i already got a mod which adds a new map type to work before viewing this thread.
 
Was able to edit the .lua file via vim using terminal.

Was able to get the .civ5mod file.

Was able to download keka.

Was able to extract .civ5mod to a dir.

Was able to move the dir to MODS directory.

Was able to start game.

Was able to enter MOD and see the mod.

Was able to start a civ game but no mod.

Mod used: IGE
Description: Can't see the IGE button near the turn counter.


I hope someone can help. Thanks!
 
Thanks, I'm actually not new here, I've been playing civ5 as early as it first came out but only just recently joined the forums. :)

Yea, i was sure I followed every instruction (I'm running G&K; originally got civ from a DVD but updated to G&K via app store), but my main problem is downloading mods that change or add new stuff to the tech tree, i already got a mod which adds a new map type to work before viewing this thread.

I'm not sure how you managed that sequence. Normally, DVD copies have to be registered with Steam, and can't then be updated from the Apple App Store.

However, if you have G&K there are probably two copies of the .lua file. See the Spoiler for Old Instructions in the first post. One file is on the place listed in the first post, the other is also within the package at:

Contents/Home/assets/DLC/Expansion/UI/FrontEnd/MainMenu.lua

Both will need to be edited manually.
 
Was able to edit the .lua file via vim using terminal.

Was able to get the .civ5mod file.

Was able to download keka.

Was able to extract .civ5mod to a dir.

Was able to move the dir to MODS directory.

Was able to start game.

Was able to enter MOD and see the mod.

Was able to start a civ game but no mod.

Mod used: IGE
Description: Can't see the IGE button near the turn counter.


I hope someone can help. Thanks!

Hi, welcome. After you selected the mod, did you click the next button, and then click Single Player in the following screen? If you back out of the Mods screen, the mods you have selected don't load up.
 
I'm not sure how you managed that sequence. Normally, DVD copies have to be registered with Steam, and can't then be updated from the Apple App Store.

However, if you have G&K there are probably two copies of the .lua file. See the Spoiler for Old Instructions in the first post. One file is on the place listed in the first post, the other is also within the package at:

Contents/Home/assets/DLC/Expansion/UI/FrontEnd/MainMenu.lua

Both will need to be edited manually.
Thanks, I will try that later today, but once you install a mod, do you have to start a new game for it to take effect? Or is it automatically integrated into existing saves?
 
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