Installing The BUG Mod in the MODs folder

But what directory to use. Do I use the Game directory, in my case on the E: drive E:\Games\Civilization 4\Beyond the Sword where the game is installed; or do I use the My Documents folder C:\Documents and Settings\user\My Documents\My Games\Beyond the Sword....???
 
But what directory to use. Do I use the Game directory, in my case on the E: drive E:\Games\Civilization 4\Beyond the Sword where the game is installed; or do I use the My Documents folder C:\Documents and Settings\user\My Documents\My Games\Beyond the Sword....???

The second.
As it is written in the readme :rolleyes:
 
Ok guys, I have a question for you.


In History it the Making, I have BUG Mod 2.00 in it. Everything works fine. But, when I went to update to 2.11, I couldn't access the Pedia and the Main Interface was blank.

I did a WinMerge comparison, and updated every single file accordingly (and also added new files that came with 2.11), and still couldn't get it quite right.

I know diagnosing this is kinda vague... but any ideas where I went wrong?
 
Sure, here it is:

Code:
Traceback (most recent call last):
  File "<string>", line 1, in ?
  File "<string>", line 52, in load_module
  File "CvEventInterface", line 13, in ?
  File "<string>", line 52, in load_module
  File "CvCustomEventManager", line 24, in ?
  File "<string>", line 52, in load_module
  File "CvEventManager", line 12, in ?
  File "<string>", line 52, in load_module
  File "CvScreensInterface", line 10, in ?
  File "<string>", line 35, in load_module
  File "<string>", line 13, in _get_code
  File "
CvExoticForeignAdvisor
", line 
422

    
if (gc.getPlayer(iLoopPlayer).isAlive()
    
 
^
IndentationError
: 
expected an indented block

Failed to load python module CvEventInterface.
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface







The only other changes I made are to the following:

In RuffModControl.py
Code:
except:
    mod = "BUG Mod"
FileName = CvPath.get_INI_File(mod + ".ini")
RuffModConfigFile = read_ConfigFile()

is now
Code:
except:
[COLOR="Red"]    mod = "HISTORY IN THE MAKING"
FileName = CvPath.get_INI_File(mod + " Config.ini")[/COLOR]
RuffModConfigFile = read_ConfigFile()





In CvCustomEventManager
Code:
import CvEventManager
import ReminderEventManager
import autologEventManager
import Civ4lerts
import MoreCiv4lerts
import UnitNameEventManager

import BugOptionsEventManager

is now
Code:
import CvEventManager

[COLOR="red"]import CvPiratesModEventManager
import CvEnhancedTechConquestEventManager
import CvViaAppiaEventManager
import CvUnitStatisticsEventManager[/COLOR]

import ReminderEventManager
import autologEventManager
import Civ4lerts
import MoreCiv4lerts
import UnitNameEventManager

import BugOptionsEventManager

and
Code:
    def __init__(self, *args, **kwargs):
        super(CvCustomEventManager, self).__init__(*args, **kwargs)
        # map the initial EventHandlerMap values into the new data structure
        for eventType, eventHandler in self.EventHandlerMap.iteritems():
            self.setEventHandler(eventType, eventHandler)
        # --> INSERT EVENT HANDLER INITIALIZATION HERE <--

        autologEventManager.autologEventManager(self)
        Civ4lerts.Civ4lerts(self)
        MoreCiv4lerts.MoreCiv4lerts(self)
        ReminderEventManager.ReminderEventManager(self)
        UnitNameEventManager.UnitNameEventManager(self)
        
        BugOptionsEventManager.BugOptionsEventManager(self)

is now
Code:
    def __init__(self, *args, **kwargs):
        super(CvCustomEventManager, self).__init__(*args, **kwargs)
        # map the initial EventHandlerMap values into the new data structure
        for eventType, eventHandler in self.EventHandlerMap.iteritems():
            self.setEventHandler(eventType, eventHandler)
        # --> INSERT EVENT HANDLER INITIALIZATION HERE <--
[COLOR="red"]        CvPiratesModEventManager.CvPiratesModEventManager(self)
        CvEnhancedTechConquestEventManager.CvEnhancedTechConquestEventManager(self)
        CvViaAppiaEventManager.CvViaAppiaEventManager(self)
        CvUnitStatisticsEventManager.CvUnitStatisticsEventManager(self)[/COLOR]

        autologEventManager.autologEventManager(self)
        Civ4lerts.Civ4lerts(self)
        MoreCiv4lerts.MoreCiv4lerts(self)
        ReminderEventManager.ReminderEventManager(self)
        UnitNameEventManager.UnitNameEventManager(self)
        
        BugOptionsEventManager.BugOptionsEventManager(self)






and finally in CvModName.py
Code:
#CvModName.py

modName = "BUG Mod"
modVersion = "2.11"

civName = "BtS"
civVersion = "3.13"

def getName():
	return modName

def getVersion():
	return modVersion

def getNameAndVersion():
	return modName + " " + modVersion


def getCivName():
	return civName

def getCivVersion():
	return civVersion

def getCivNameAndVersion():
	return civName + " " + civVersion

is now
Code:
#CvModName.py

[COLOR="red"]modName = "HISTORY IN THE MAKING"
modVersion = "- BUG Mod 2.11"[/COLOR]

civName = "BtS"
civVersion = "3.13"

def getName():
	return modName

def getVersion():
	return modVersion

def getNameAndVersion():
	return modName + " " + modVersion


def getCivName():
	return civName

def getCivVersion():
	return civVersion

def getCivNameAndVersion():
	return civName + " " + civVersion



There are also some very minor changes to CvMainInterface.py, but they only change the amount of Religions/Corportaions you can view on the CityScreen (increases them by +1) and I added Unit Statistics mod.
 
Ah, nevermind... I think I got it.


I fixed the indent error in the CvExoticForeignAdvisor.py
PythonErr log is now blank. :)


I guess sometimes it helps to actually print out the errors you having and read them yourself, instead of just trying to fix things without doing so. ;)
 
I guess sometimes it helps to actually print out the errors you having and read them yourself, instead of just trying to fix things without doing so. ;)

:goodjob: Amen to that! The Python errors can be generally helpful, even if you're not used to them. And yes, indentation can bite you, especially if you try to mix tabs and spaces.
 
I don't fully understand how to install this. Do i put in the BTS Mod folder or the BTS folder in "My Games"?
 
Hi

I dont seem to get this thing installed.

I followed the install guide and exported it to:

Eigene Dateien (german windows)
My Games
Beyond The Sword
Mods

I can load the mod in the main menu but all the extra infos i see on the screens here in the boards are missing (looks like normal CIV).

Am I missing something?

greets shari
 
Hi

I dont seem to get this thing installed.

I followed the install guide and exported it to:

Eigene Dateien (german windows)
My Games
Beyond The Sword
Mods

I can load the mod in the main menu but all the extra infos i see on the screens here in the boards are missing (looks like normal CIV).

Am I missing something?

greets shari


As it is written in the guide, if you install it in the Mod folder, you have to rename CustomAssets in Assets and then, of course, you have to load the Bug mod from the game menu.
Otherwise, you may install it outside the Mod folder (which, according to me, is much better).
 
Also you'll have to move all the support files (.INI's, and CDA info) to BUG Mod foler within My Games for the current SVN build.
 
What part of the code has to be changed, if want to incorporate bug into another mod, using that mod's name and structure, but if I want to use the BUG Mod.ini for my purpose?
 
I'm currently doing some work on BUG to make this a lot easier for mod authors to do. Can you please explain exactly what you mean by "using that mod's name and structure"? I assume you want the mod folder to be named for your mod, sure, but what else? Are you okay with a separate folder in "My Games\BtS" called "BUG Mod" that contains "BUG Mod.ini"?

The more specific you can be, the better I can help you.
 
OK, what I thought about, is having my mod's name and in the mod's folder a subfolder called "ini files", for example, where I want to put all the inis my mod incorporates (there will be 3-4 ini files in this folder).
But for now, after editing BugOptions.py BUG reads the "BUG Mod.ini" from my mod's main folder.
In Line 122 I changed
Code:
self.iniFile = findMainModIniFile()
to
Code:
self.iniFile = BugPath.findIniFile("BUG Mod.ini")
and it works fine for me.
 
Yes, part of my work will involve creating more names than just modName in CvModName.py. Currently, it looks for the INI in various places, many involving "<modName>\<modName>.ini". I'd like to make the directory name separate from the INI name.
 
I'd like to try out the BUG mod as a stand-alone in the mods directory and I don't want parts of it sticking into any other parts of the BTS folders.

I downloaded the zipfile and noticed that the BUGMod_30.zip contains 3 folders
- BUG Mod
- CustomAssets
- PublicMaps

I've read the readme on the site, but I don't think I fully understood. It seems to me that unzipping the file dumps the CustomAssets and PublicMaps (along with all their useful content and minimods) into the main mods folder and not in a singular BUGMod folder. Aren't mods supposed to have all content into their own folder, or have I somehow misunderstood?
 
I'd like to try out the BUG mod as a stand-alone in the mods directory and I don't want parts of it sticking into any other parts of the BTS folders.

I downloaded the zipfile and noticed that the BUGMod_30.zip contains 3 folders
- BUG Mod
- CustomAssets
- PublicMaps

I've read the readme on the site, but I don't think I fully understood. It seems to me that unzipping the file dumps the CustomAssets and PublicMaps (along with all their useful content and minimods) into the main mods folder and not in a singular BUGMod folder. Aren't mods supposed to have all content into their own folder, or have I somehow misunderstood?

Just create a folder called "BUG Mod" or "BUG Mod 3.0" in your Mods folder and dump the 3 folders from the zip in there. Then rename "CustomAssets" to "Assets" and you're done. The BUG Mod folder in the zip-file just holds some config stuff.
Maybe we should rename it to "BUG Settings" or something similar.
 
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