The Enlightenment Era

Hello you guys,

I started playing with Enlightenment Era yesterday and so far, I think this mod is absolutely terrific! However, I don't know if this was already addressed here, but my game keeps crashing when I finish the Smithsonian building in my capital as Boudicca. Thank god I saved before, however the game crashed later on again. I think the AI built the Smithsonian this time. Is there any workaround or good solution to avoid these crashes?

Beside EE, I only use InfoAddict, EUI and Mercenaries mods.

Thanks in advance.
 
Using the latest version (v5), I built the Smithsonian wonder and didn't get an Academy (I even built it later anyway and was able to without any issue). I'm using a ton of other mods, but not much that seems like it would affect it. Looks like it was an issue in previous versions, is there a fix needed ?
 
Using the latest version (v5), I built the Smithsonian wonder and didn't get an Academy (I even built it later anyway and was able to without any issue). I'm using a ton of other mods, but not much that seems like it would affect it. Looks like it was an issue in previous versions, is there a fix needed ?

That's because Smithsonian still has BUILDING_EE_SALON for <FreeBuildingThisCity> which would want to give a Salon instead of an Academy, but still fails because <FreeBuildingThisCity> requires a specification by Building-Class.

You can 'hot-patch' this yourself by:
  1. using your browser to find folder ~\Documents\My Games\Sid Meier's Civilization 5\MODS\Enlightenment Era (v 5)\XML\Buildings
  2. opening file Enlightenment_Wonders.xml. It is better to use a text editor such as Notepad or Notepad++ to open the file rather than something like Word or Wordpad.
  3. Changing the following section of the code:
    Code:
    		<!--Smithsonian Institute-->
    		<Row>
    			<Type>BUILDING_EE_SMITHSONIAN</Type>
    			<BuildingClass>BUILDINGCLASS_EE_SMITHSONIAN</BuildingClass>
    			<ThemingBonusHelp>TXT_KEY_EE_SMITHSONIAN_THEMING_BONUS_HELP</ThemingBonusHelp>
    			<Description>TXT_KEY_BUILDING_EE_SMITHSONIAN</Description>
    			<Help>TXT_KEY_WONDER_EE_SMITHSONIAN_HELP</Help>
    			<Civilopedia>TXT_KEY_WONDER_EE_SMITHSONIAN_PEDIA</Civilopedia>
    			<Quote>TXT_KEY_WONDER_EE_SMITHSONIAN_QUOTE</Quote>
    			<Cost>875</Cost>
    			<PrereqTech>TECH_EE_NATURAL_HISTORY</PrereqTech>
    			<MaxStartEra>ERA_MODERN</MaxStartEra>
    			<SpecialistType>SPECIALIST_SCIENTIST</SpecialistType>
    			<GreatPeopleRateChange>1</GreatPeopleRateChange>
    			<NukeImmune>true</NukeImmune>
    			<HurryCostModifier>-1</HurryCostModifier>
    			<MinAreaSize>-1</MinAreaSize>
    			<ConquestProb>100</ConquestProb>
    			<FreeBuildingThisCity>[color="red"]BUILDING_EE_SALON[/color]</FreeBuildingThisCity>
    			<GreatWorkSlotType>GREAT_WORK_SLOT_ART_ARTIFACT</GreatWorkSlotType>
    			<GreatWorkCount>2</GreatWorkCount>
    			<IconAtlas>ENLIGHTENMENT_WONDER_ATLAS</IconAtlas>
    			<PortraitIndex>4</PortraitIndex>
    			<WonderSplashImage>EE_SMITHSONIAN_splash.dds</WonderSplashImage>
    			<WonderSplashAnchor>L,B</WonderSplashAnchor>
    			<WonderSplashAudio>AS2D_WONDER_SPEECH_EE_SMITHSONIAN</WonderSplashAudio>
    		</Row>
    to read as follows for a free Academy in the city that constructs the Smithsonian Intitute:
    Code:
    		<!--Smithsonian Institute-->
    		<Row>
    			<Type>BUILDING_EE_SMITHSONIAN</Type>
    			<BuildingClass>BUILDINGCLASS_EE_SMITHSONIAN</BuildingClass>
    			<ThemingBonusHelp>TXT_KEY_EE_SMITHSONIAN_THEMING_BONUS_HELP</ThemingBonusHelp>
    			<Description>TXT_KEY_BUILDING_EE_SMITHSONIAN</Description>
    			<Help>TXT_KEY_WONDER_EE_SMITHSONIAN_HELP</Help>
    			<Civilopedia>TXT_KEY_WONDER_EE_SMITHSONIAN_PEDIA</Civilopedia>
    			<Quote>TXT_KEY_WONDER_EE_SMITHSONIAN_QUOTE</Quote>
    			<Cost>875</Cost>
    			<PrereqTech>TECH_EE_NATURAL_HISTORY</PrereqTech>
    			<MaxStartEra>ERA_MODERN</MaxStartEra>
    			<SpecialistType>SPECIALIST_SCIENTIST</SpecialistType>
    			<GreatPeopleRateChange>1</GreatPeopleRateChange>
    			<NukeImmune>true</NukeImmune>
    			<HurryCostModifier>-1</HurryCostModifier>
    			<MinAreaSize>-1</MinAreaSize>
    			<ConquestProb>100</ConquestProb>
    			<FreeBuildingThisCity>[color="blue"]BUILDINGCLASS_EE_ACADEMY[/color]</FreeBuildingThisCity>
    			<GreatWorkSlotType>GREAT_WORK_SLOT_ART_ARTIFACT</GreatWorkSlotType>
    			<GreatWorkCount>2</GreatWorkCount>
    			<IconAtlas>ENLIGHTENMENT_WONDER_ATLAS</IconAtlas>
    			<PortraitIndex>4</PortraitIndex>
    			<WonderSplashImage>EE_SMITHSONIAN_splash.dds</WonderSplashImage>
    			<WonderSplashAnchor>L,B</WonderSplashAnchor>
    			<WonderSplashAudio>AS2D_WONDER_SPEECH_EE_SMITHSONIAN</WonderSplashAudio>
    		</Row>
  4. then do file - save
  5. you should be good to go for a new game or if no one has already completed the Smithsonian. Otherwise it is better to do such a 'hot-fix' just before starting a new game.
And this assumes that Pouakai's original intention was for the wonder to give an Academy instead of a Salon. Sometimes in addition to other whoopsies we make, we as mod-makers forget to update tooltips when we make design-changes to a mod.
 
That's because Smithsonian still has BUILDING_EE_SALON for <FreeBuildingThisCity> which would want to give a Salon instead of an Academy, but still fails because <FreeBuildingThisCity> requires a specification by Building-Class.

I don't suppose this might be causing the CTD that I keep on hearing about over at the RER steam page, where the game is CTDing around the time of the Smithsonian?
 
I don't suppose this might be causing the CTD that I keep on hearing about over at the RER steam page, where the game is CTDing around the time of the Smithsonian?

RER Steam page ?

I would not expect this error to cause a CTD mid-game. It should create an error message in the database.log for an invalid reference but otherwise should not cause any detrimental effects except not getting the free building.
 
I would not expect this error to cause a CTD mid-game. It should create an error message in the database.log for an invalid reference but otherwise should not cause any detrimental effects except not getting the free building.

I didn't think that it would cause a CTD, but I got a bit hopeful that this would be the solution.
 
Can someone tell me how I can fix having a front line infantry when I begin a game, and also having the "fortification" tech and not being able to produce?
 
Smithsonian as currently structured in V5 of Enlightenment Era does indeed appear to be related to the CTD issue. It's a little odd though. Only when RER is also enabled did I get CTD, and then only when BUILDING_EE_SALON was specified for the free Building. When I changed the spec of the Smithsonian to BUILDING_EE_ACADEMY, I got a Floating Gardens added to the city when RER is also enabled.

Without RER enabled I got a Courthouse in my city sometimes, which makes far more sense because BuildingClass-Courthouse is the ID#0 in the listing of the <BuildingClasses> table in the XML. Other times I got Floating Gardens or Solar Plant. I did not expect either of these two results because from my notes when I tested this long long ago I always got Courthouse when I specified a Building instead of a Building-Class.

But I also did not see anything in RER or EE that ought to make the game crash when RER is active and Smithsonian is completed.

-------------------------------------------------------------------------------------------

Long story short:
  • I did not see any CTD under any conditions when I applied the suggested hotfix from upthread in Post #364.
  • I would suggest to users of RER that are also using EE they employ the temp-fix until Pouakai has a chance to issue an official update to EE. And to any user of EE, for that matter, that they use the fix outlined above until Pouakai can publish an official update to the mod.
  • It still isn't clear to me whether Pouakai actually intended the Smithsonian to give a Salon or an Academy, since his in-game text talks about one, but his code was an incorrect attempt to give the other.
 
I ran a quick test to see what happens when the Smithsonian is built when a Salon is already present (thinking it was supposed to give an Academy and that was the cause of the crash) and for some reason it gave me a free Solar plant. There's something weird going on with it, still trying to figure out what causes all the issues like that but it could easily just be the scale of the mod itself. Cheers to everyone who is looking into the issue too
 
I ran a quick test to see what happens when the Smithsonian is built when a Salon is already present (thinking it was supposed to give an Academy and that was the cause of the crash) and for some reason it gave me a free Solar plant. There's something weird going on with it, still trying to figure out what causes all the issues like that but it could easily just be the scale of the mod itself. Cheers to everyone who is looking into the issue too
Well, remember that you need to state by Building-Class instead of by Building, so if you want Smithsonian to give a Free Academy you need BUILDINGCLASS_EE_ACADEMY, and if you actually meant for it to give a Salon you need BUILDINGCLASS_EE_SALON.

The issue comes from not having a valid Building-Class stated, and then the game goes into a bizarro-mode where sometimes it is defaulting to using the Courthouse-Class (ie, giving a Courthouse because Courthouse-Class is #0 in the Building-Classes Table), sometimes the Watermill-Class (ie, giving a Floating Gardens because Floating Gardens is Building #0), and for whatever odd reason it is sometimes wanting to give a Solar Plant. And then, on top of this behavior, and for reasons I cannot quite fathom yet, it is going CTD if the Renaissance Era Revised mod is also enabled.

I haven't seen any mis-behavior since I changed the specification to BUILDINGCLASS_EE_ACADEMY, with or without RER also running.

<FreeBuildingThisCity> pays no attention so far as I have been able to determine to the otherwise-normal restraints to placing a particular type of Building into a city. So mutually-exclusive group, terrains requirements, technology prerequisites are ignored. Nor does it care if the city already has the correct building from within the class already within the city -- it is supposed to replace any such pre-existing structure with the free version of the same structure.

The reason that <FreeBuildingThisCity> is coded to want the Building-Class is so that when playing as India, for example, you get a Mughal Fort instead of a Castle when you complete the Alhambra.
 
Smithsonian as currently structured in V5 of Enlightenment Era does indeed appear to be related to the CTD issue. It's a little odd though. Only when RER is also enabled did I get CTD, and then only when BUILDING_EE_SALON was specified for the free Building. When I changed the spec of the Smithsonian to BUILDING_EE_ACADEMY, I got a Floating Gardens added to the city when RER is also enabled.

Without RER enabled I got a Courthouse in my city sometimes, which makes far more sense because BuildingClass-Courthouse is the ID#0 in the listing of the <BuildingClasses> table in the XML. Other times I got Floating Gardens or Solar Plant. I did not expect either of these two results because from my notes when I tested this long long ago I always got Courthouse when I specified a Building instead of a Building-Class.

But I also did not see anything in RER or EE that ought to make the game crash when RER is active and Smithsonian is completed.

-------------------------------------------------------------------------------------------

Long story short I did not see any CTD under any conditions when I applied the suggested hotfix from upthread. I would suggest to users of RER that are also using EE they employ the temp-fix until Pouakai has a chance to issue an official update to EE.

Thanks LeeS - this should clear things up. That is an odd one with the Solar Plant - I wonder what's so special about it...
 
Fixed size units (in *.SQL files), if you use R.E.D. Modpack (v 27) + R.E.D. - Just Ethnic Diversity (v 27):
Spoiler :

Code:
SELECT 	'ART_DEF_UNIT_MEMBER_EE_EXPLORER_1',	('0.14'), ZOffset, Domain, 'conquistador_musket_1.fxsxml',	MaterialTypeTag, MaterialTypeSoundOverrideTag
SELECT 	'ART_DEF_UNIT_MEMBER_EE_EXPLORER_2',	('0.14'), ZOffset, Domain, 'conquistador_musket_2.fxsxml',	MaterialTypeTag, MaterialTypeSoundOverrideTag
SELECT 	'ART_DEF_UNIT_MEMBER_EE_EXPLORER_3',	('0.14'), ZOffset, Domain, 'conquistador_musket_3.fxsxml',	MaterialTypeTag, MaterialTypeSoundOverrideTag
SELECT 	'ART_DEF_UNIT_MEMBER_EE_EXPLORER_4',	('0.14'), ZOffset, Domain, 'conquistador_musket_4.fxsxml',	MaterialTypeTag, MaterialTypeSoundOverrideTag

SELECT    ('ART_DEF_UNIT_MEMBER_EE_CUIRASSIER'), ('0.115'), ZOffset, Domain, ('freca1.fxsxml'), MaterialTypeTag, MaterialTypeSoundOverrideTag

SELECT	('ART_DEF_UNIT_MEMBER_EE_CRUISER'), ('0.07'), ZOffset, Domain, ('cruiser.fxsxml'), MaterialTypeTag, MaterialTypeSoundOverrideTag

SELECT	('ART_DEF_UNIT_MEMBER_EE_CARRACK'), ('0.12'), ZOffset, Domain, ('carrack.fxsxml'), MaterialTypeTag, MaterialTypeSoundOverrideTag

SELECT    ('ART_DEF_UNIT_MEMBER_EE_SKIRMISHER'), ('0.14'), ZOffset, Domain, ('civ5_engmm1.fxsxml'), MaterialTypeTag, MaterialTypeSoundOverrideTag

SELECT	('ART_DEF_UNIT_MEMBER_EE_SHIP_OF_THE_LINE'), ('0.125'), ZOffset, Domain, ('shipoftheline.fxsxml'), MaterialTypeTag, MaterialTypeSoundOverrideTag

SELECT    ('ART_DEF_UNIT_MEMBER_EE_LINE_INFANTRY'), ('0.14'), ZOffset, Domain, ('civ5_genmm1.fxsxml'), MaterialTypeTag, MaterialTypeSoundOverrideTag

SELECT    ('ART_DEF_UNIT_MEMBER_EE_FIELD_GUN'), ('0.11'), ZOffset, Domain, ('NapoleonCannon.fxsxml'), MaterialTypeTag, MaterialTypeSoundOverrideTag
 
Is there a way to get this working together with Prehistoric (should not conflict since it does not change any more modern techs) and especially the future worlds mod.

I tried to do something with the whole shifting stuff around but while I am ok with modifying files and all that jazz I have no clue about SQL and how it works.

I would just love to play a game from sentience of humanity down to archologies with the enlightenment era included.

Another thing I noticed is when I used this mod (without any other mod) on huge / marathon the last few techs have -1 turn research time while playing on a huge/marathon game.

I assume this is a overflow of the techcost which is odd where fture era has more tech nodes added in depth but does not overflow and this mod does is this a known bug? I could tone down techcosts but that would be more of a bandaid fix.

I also assumed that the tech overflow bug was fixed in the last patch of the game? Or is this refering to something else?

Any help is highly appreciated.
 
The mod doesn't issue any changes if you load data from an autosave.

Attached is example. It uses Artificial Unintelligence v.9 and I am using the eui.

Hi, I downloaded Enlightenment Era Mod and started with Future Worlds v.2 mod together. On beginnig I checked Tech Trees and Enlightenment Era Techs were there, but during the playing is dissapiered...what is the problem? Author Future Worlds mod has run several time together and he said that his mode is comapible with this. If I start game from Enlightenment Era - I can play....where is problem.....in game I read other civ enter from Renesains Era to Industrial....but not first in Enlightement Era. Why Enlightenment Era Techs were on Tech Trees and later dissapier. I really want together this mod with Future Worlds v2 play....Please help....sorry of my English....

In the game I checked Civllopedia from Enlightenment Era Wonders and buildings - it s all OK.....till comes Ranasianse Era....

I have the solution to my problem which I think helps Vladi too. Enlightenment Era is not configured as modifying the save file, so when you load your game from outside of the mods menu, it loads the game state without the mod in effect. You must exactingly enable the mod every time you wish to resume your game.
 
  1. You should never reload a saved game that was using mods from anywhere but the modded-games loading menu anyway (ie, go through the mods menu every time you attempt to reload a modded save).
  2. I have not seen any conflict between Future Worlds and Enlightenment Era when Future Worlds loads into the game after Enlightenment Era. Any conflicts that are occuring are likely caused by mod loading order. (bouncymischa really ought to make a reference to Enlightenment Era so EE loads before Future Worlds in all cases)
 
Is there a way to get this working together with Prehistoric (should not conflict since it does not change any more modern techs) and especially the future worlds mod.

As LeeS points out, as long as you load the Enlightenment Era mod before Future Worlds and Prehistoric Era, it should work fine. The Prehistoric Era mod uses SQL to move the entire tech tree down, while Future Worlds dynamically places its techs at the end of the tree, so it shouldn't matter which order they load in. But EE uses predetermined positions on the tech tree for its techs, so it has to precede both of the other mods in the load order.

  1. I have not seen any conflict between Future Worlds and Enlightenment Era when Future Worlds loads into the game after Enlightenment Era. Any conflicts that are occuring are likely caused by mod loading order. (bouncymischa really ought to make a reference to Enlightenment Era so EE loads before Future Worlds in all cases)

I really should add the reference -- it's just something I've never done before, so I have no idea how to do it. I should knuckle down and figure it out, but I've been juggling so many things lately I haven't had much time for modding, and what little time I've had keeps getting sucked up into Project WORST. XD
 
As LeeS points out, as long as you load the Enlightenment Era mod before Future Worlds and Prehistoric Era, it should work fine. The Prehistoric Era mod uses SQL to move the entire tech tree down, while Future Worlds dynamically places its techs at the end of the tree, so it shouldn't matter which order they load in. But EE uses predetermined positions on the tech tree for its techs, so it has to precede both of the other mods in the load order.



I really should add the reference -- it's just something I've never done before, so I have no idea how to do it. I should knuckle down and figure it out, but I've been juggling so many things lately I haven't had much time for modding, and what little time I've had keeps getting sucked up into Project WORST. XD

How can one influence the load order?
Do you mean the order in which you activate it?

Edit: I just tried the approach with activating EE first, then last then in the middle no matter where in the load order it is (if clearing the whole cache and file structure in documents besides the mod folder itsself is enough to "reset" it.

What happens is that I get a lineman unit at start and the techtree is totally messed up I have a gut feeling the problem is not future worlds but prehistoric mod.

Edit2: I just did a test without enligtment era in and the whole modset started fine: (Events and Desicions, Prehistoric, Future Worlds, Culture Capitals).

Edit3: To clarify the initial testing was only with the 3 mods that I wanted to get work together (Prehistoric, Engligtenment Era, Future Worlds)
 
How can one influence the load order?
Do you mean the order in which you activate it?

Edit: I just tried the approach with activating EE first, then last then in the middle no matter where in the load order it is (if clearing the whole cache and file structure in documents besides the mod folder itsself is enough to "reset" it.

What happens is that I get a lineman unit at start and the techtree is totally messed up I have a gut feeling the problem is not future worlds but prehistoric mod.

Edit2: I just did a test without enligtment era in and the whole modset started fine: (Events and Desicions, Prehistoric, Future Worlds, Culture Capitals).

Unless the mods have the load-order-forcing 'reference' set within their respective 'modinfo' file, the order in which mods load into the game is primarily determined by when they were added to the list of enabled MODS in the MODS folder.

-----------------------------------------------------------------------------------

As LeeS points out, as long as you load the Enlightenment Era mod before Future Worlds and Prehistoric Era, it should work fine. The Prehistoric Era mod uses SQL to move the entire tech tree down, while Future Worlds dynamically places its techs at the end of the tree, so it shouldn't matter which order they load in. But EE uses predetermined positions on the tech tree for its techs, so it has to precede both of the other mods in the load order.

I really should add the reference -- it's just something I've never done before, so I have no idea how to do it. I should knuckle down and figure it out, but I've been juggling so many things lately I haven't had much time for modding, and what little time I've had keeps getting sucked up into Project WORST. XD

Adding References to a Mod Within ModBuddy:
  1. Under the Mod's 'Properties', select the 'Associations' tab, like here:
    Spoiler :
  2. Note that I currently have a 'reference' association to a mod called (BNW) CoreMod. I am going to add another reference to the Enlightenment Era mod.
  3. Many mod-author's will provide their mod's ID# somewhere in their mod discussion thread on Civfanatics, but not all do. If they do not provide this info somewhere on their discussion thread, you can extract the info directly from the mod itself by opening the modinfo file.
    • Remember when adding a reference to another mod, you are telling the game that when both mods are enabled, the other mod should load before your mod.
  4. If the mod-auther of the other mod does not provide their mod ID#
    • download the mod and extract it to it's usable form as a mod within the game's MODS folder
    • open the other mod's modinfo file (see the modinfo file shown here for the Enlightenment Era mod):
      Spoiler :
      • the modinfo file is just text and can be opened with Notepad, Notepad++, etc.
    • After opening the modinfo file, it will look like this for the top portion of the modinfo file:
      Spoiler :

      The parts we are interested in are as follows:
      Code:
      <Mod id="[color="blue"]ce8aa614-7ef7-4a45-a179-5329869e8d6d[/color]" version="5">
        <Properties>
          <Name>[color="green"]Enlightenment Era[/color]</Name>
      The highlighted blue is the ID# of the mod, and the highlighted green is Mod Name. We don't really need the mod version number.
  5. Leave the modinfo file for the other mod open, and then make sure ModBuddy is started, your mod is loaded into ModBuddy, and you have the "Associations" tab selected and ready (as in step #1)
  6. In the center 'references' section, click the 'Add Mod...' button and this pop-up will be generated:
    Spoiler :
  7. ALT-TAB to the modinfo file for the mod you need to grab the data for (in this case the Enlightenment Era's modinfo file)
  8. Highlight the data in the 'Name' field:
    Spoiler :
  9. Copy the mod name into the clipboard and then swap back to ModBuddy. Now paste the mod name into the top field (Mod Title) of the ModBuddy pop-up window:
    Spoiler :
  10. Copy paste the mod ID# info from the other mod:
    Spoiler :

    Into the Modbuddy pop-up window:
    Spoiler :
  11. As a general rule you want to leave the 'From Version' and 'To Version' fields as shown so that the reference remains valid for all update versions of the other mod. So if Pouakai goes to a version 8, 9 10, etc., in Enlightenment Era, the reference added within your ModBuddy project will still function properly.
  12. Click 'OK' in the pop-up window, and your display should change as like this:
    Spoiler :
  13. That's it, you are done. The reference is now ready to be used as a part of your mod. Whenever your mod and the other mod are both enabled by a player, the other mod will load into the game 1st.
  14. When a I re-do the build of my mod 'KatieBuff', my modinfo file now looks like this:
    Spoiler :
    I have highlighted in blue the code that gets added to the modinfo file for the reference to the Enlightenment Era mod:
    Code:
    <?xml version="1.0" encoding="utf-8"?>
    <Mod id="dde7e845-aa10-4325-98c1-125a19860e05" version="2">
      <Properties>
        <Name>KatieBuff</Name>
        <Stability>Alpha</Stability>
        <Teaser>Katie Buffs</Teaser>
        <Description>Katie Buffs</Description>
        <Authors>LeeS</Authors>
        <HideSetupGame>0</HideSetupGame>
        <AffectsSavedGames>1</AffectsSavedGames>
        <MinCompatibleSaveVersion>0</MinCompatibleSaveVersion>
        <SupportsSinglePlayer>1</SupportsSinglePlayer>
        <SupportsMultiplayer>1</SupportsMultiplayer>
        <SupportsHotSeat>1</SupportsHotSeat>
        <SupportsMac>1</SupportsMac>
        <ReloadAudioSystem>0</ReloadAudioSystem>
        <ReloadLandmarkSystem>0</ReloadLandmarkSystem>
        <ReloadStrategicViewSystem>0</ReloadStrategicViewSystem>
        <ReloadUnitSystem>0</ReloadUnitSystem>
      </Properties>
      <Dependencies />
      <References>
        <Mod id="21d64aef-d689-4af5-a425-4e82859789e6" minversion="0" maxversion="999" title="(BNW) CoreMod" />
        [color="blue"]<Mod id="ce8aa614-7ef7-4a45-a179-5329869e8d6d" minversion="0" maxversion="999" title="Enlightenment Era" />[/color]
      </References>
      <Blocks />
      <Files>
        <File md5="0ACCD822047593E24EA2526F9DEBDA79" import="0">LUA/KatieBuff.lua</File>
        <File md5="F19BF9FA9B7CED4C76EF7B69A441CC16" import="0">SQL/Katie.sql</File>
        <File md5="76801CA2F71D4FB492F79FE72F088490" import="0">XML/TraitChanges.xml</File>
      </Files>
      <Actions>
        <OnModActivated>
          <UpdateDatabase>SQL/Katie.sql</UpdateDatabase>
          <UpdateDatabase>XML/TraitChanges.xml</UpdateDatabase>
        </OnModActivated>
      </Actions>
      <EntryPoints>
        <EntryPoint type="InGameUIAddin" file="LUA/KatieBuff.lua">
          <Name>KatieBuff</Name>
          <Description>KatieBuff</Description>
        </EntryPoint>
      </EntryPoints>
    </Mod>
-----------------------------------------------------------------------------

As a hotfix a user can also open the modinfo file for the FutureWorlds mod and change this line
Code:
  <References />
to read as this
Code:
  <References>
    <Mod id="ce8aa614-7ef7-4a45-a179-5329869e8d6d" minversion="0" maxversion="999" title="Enlightenment Era" />
  </References>
and then save the changes to the FutureWorlds modinfo file. This will cause the Enlightenment Era mod to be loaded before the FutureWorlds mod. There are cautions, however:
  1. this should not be done until a you are ready to start a new game. Otherwise you will create irretrievable mod-load-order error-issues in any game-in-progress, with the result that your saved game will essentially be irrecoverably corrupted.
  2. whenever BouncyMischa issues an update to FutureWorlds, this change to the modinfo file will go *poof* if using the Steam 'Update Mod' system, or if the update to FutureWorlds does not increment the mod version number if you are direct-downloading from the forum-links.
----------------------------------------------------------------------

[edit]Err, in retrospect perhaps I should have posted this as a new thread in tutorials and merely linked from here. Pouakai, in your role as forum-moderator, what do you think? PM me on this if that makes more sense than adding more confusion to your mod-thread.
 
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