How Many Mods Can one run before crashing? (Moved here from Technical Support)

Ryuzakku

Chieftain
Joined
Jan 16, 2011
Messages
23
I like mods, but I have effectively crashed my last 8 games since starting to use them. All of my cards are updated and whatnot, but my question is am I running too many mods? I am currently running 36 mods, 35 civilizations, none replacer-civs, and one religion mod. I only play 18 civs a match so less than 18 are used per match but is still crashes between 125-200 turns in. The last 2 were when I met a City-State, but not my first city-state.

crashed again today on turn 151. I'm slowly removing mods but it sucks as I could have 50+ mods running at one on Civ 4 plus the 50 civ massive map with no issues on a much weaker computer.
 
41 mods seems a little bit excessive! every additional mod ads the possibility that it's incompatible with any of the other ones you have running, so for 41...

I suggest you start with a *much* smaller number, and see if it works. Then, add them slowly, eventually you'll see which one is the culprit
 
Yeah I'm slowly removing them, but I'm getting the feeling that it's one whole author's group of civs, as I'm deleting ones but they are mostly by authors who create multiple ones. I don't even get an error report it just says "Civilization 5 has stopped working"
 
Yeah I'm slowly removing them, but I'm getting the feeling that it's one whole author's group of civs, as I'm deleting ones but they are mostly by authors who create multiple ones. I don't even get an error report it just says "Civilization 5 has stopped working"

I've got the same annoying message so often I cannot even count.

However it's not the amount of mods causing it only some of the mods are "unstable". you can only run the 1 unstable mod and the game will crash almost all the time. However if you combine multiple "stable" mods the game won't crash.

As far as I noticed it, the most unstable ones are the ones which give one additional civilization, although I haven't experimented with that enough to consider that a rule. An example of awesome stable mods are Anno Domini or Unofficial Mod.
 
... I'm slowly removing mods but it sucks as I could have 50+ mods running at one on Civ 4 plus the 50 civ massive map with no issues on a much weaker computer.

That seems unlikely as civ4 only allowed you to run one mod at a time.
 
Yeah I'm slowly removing them, but I'm getting the feeling that it's one whole author's group of civs, as I'm deleting ones but they are mostly by authors who create multiple ones. I don't even get an error report it just says "Civilization 5 has stopped working"

So remove all of them, and start adding them back one at a time, play a game, and see what happens. When your game starts crashing again, you'll know which one is the culprit.
 
That seems unlikely as civ4 only allowed you to run one mod at a time.

If only I was on my laptop to show you my mods page with about 70 bonus civs... :lol:

and it sucks because it only crashes about 150-200 turns in, so I'd have to play a full game with each mod before knowing which one crashes it.
 
My last game ended at turn 149 when it crashed, I guess I'm removing yet another mod, and I was just taking out the Celts with a 1-2 combo of Sumerians and Spartans :/
 
My last game ended at turn 149 when it crashed, I guess I'm removing yet another mod, and I was just taking out the Celts with a 1-2 combo of Sumerians and Spartans :/

If you like new civs (especially the ancient ones) go with Anno Domini mod only. It's stable and has like 50 new civs by itself (Spartans, Sumerians and plenty of others including)
 
Yeah I might just do that as my newest game just crashed on turn 36 while playing as Mycenae :/
 
Turn 171 crashed again, I thought I'd finally destroy a civ before it crashed this time :/
 
Any of my (steam name: JC) mods?
 
I just removed your Mexico civ, it may be the problem as my game crashed when it was in the game on turn 117.
 
As many as you can as long as they don't conflict with eachother thats the point about mods thats mostly when it crashes
 
As far as I noticed it, the most unstable ones are the ones which give one additional civilization, although I haven't experimented with that enough to consider that a rule.

That's a completely unfounded statement. A civ mod is no more or less likely to be stable than any other mod.

The only thing that may come up with civ mods is that there are a lot of ones made for Vanilla that were never updated but still floating around. A lot of users don't realize this.

Generally:

Look at the author of the mod. There are some authors who have consistently put out high quality mods and you can usually trust them.

Check a mod's info. Some mods state that they overwrite certain core lua files and are thus incompatible with other mods that also overwrite these files.

Check when the mod was uploaded and/or if it has a thread with a still active discussion. Older mods by authors that haven't been active for a while may very well have issues due to later patch releases.

And again, don't use mods made for Vanilla in Gods and Kings. Most, but not all, will have issues.
 
Yeah none of the mods I have installed are for vanilla, but the core file replacing might be a small issue, even though I removed all civ mods that use replacer civs. I am eliminating them based on popularity because if it's popular it should be functional.
 
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