Question on how cache, ModUserData etc works

skodkim

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Hi

I play a lot of CiV and use a number of different mods. When playing I often find that I'd like to test for bugs, incompatibilities etc. I am however hesitant towards messing around with the mods while playing as I fear this will screw up my current game. Therefore I ask: Is there some way of "working with different mod combinations" and at the same time make sure that I can always get back to the combination I used for a game?

Can I for example make a copy of the mods, cache and ModUserData directories to make sure the save game will load properly Again?

I always install mods manually since I like to be in control of things.

\Skodkim
 
It depends how much you're changing, but the only file you really need to keep in the cache folder is Civ5ModsDatabase.db as that contains all the mods configuration for the current game.
 
It depends how much you're changing, but the only file you really need to keep in the cache folder is Civ5ModsDatabase.db as that contains all the mods configuration for the current game.

Actually, Im not talking about changing anything here. For example I play a lot with the communitas mod package and am highly involved in bug reporting and (if possible) fixing. Problem is I use other mods at the same time as well (a grat number of yours for example) which makes it hard to report a bug - how do I "prove" that a bug Im seing is from the communitas mod and not a result of another mod or incompatibility with this..?

Thats why Im looking for a way I can switch between combinations of mods without being able to continue my current game. Example: seing a bug using communitas+Mod_A to mod_G. To test Id like to be able to remove mod_A to mod_G, test and make sure I can enable mod_A to mod_G again and continue the save game. Maybe this isnt such a big deal - Im just not sure...

\Skodkim
 
If I'm understanding correctly ...

Playing with mod X plus mods A to G, discover a bug which you think is in mod X.

So you save the current game and want to start a test game with just mod X and using IGE/FireTuner to test the bug.

Then resume original game with all the original mods.

If so, then that's easy (I do it all the time)

Save the original game, exit civ.
Rename Civ5ModsDatabase.db as Civ5ModsDatabase_ORIGINAL.db
Restart civ - the Mods Browser will be empty, so just enable mod X
Set up the scenario and test.
Exit civ, rename the Civ5ModsDatabase.db back
Restart civ and reload the original saved game
 
If I'm understanding correctly ...

Playing with mod X plus mods A to G, discover a bug which you think is in mod X.

So you save the current game and want to start a test game with just mod X and using IGE/FireTuner to test the bug.

Then resume original game with all the original mods.

If so, then that's easy (I do it all the time)

Save the original game, exit civ.
Rename Civ5ModsDatabase.db as Civ5ModsDatabase_ORIGINAL.db
Restart civ - the Mods Browser will be empty, so just enable mod X
Set up the scenario and test.
Exit civ, rename the Civ5ModsDatabase.db back
Restart civ and reload the original saved game

Fantastic Whoward - that was easy! I was just reluctant to do it because I had the impression this had caused me problems in the past (even though I couldn't understand at the point how it could have done).

Will try it right away - three bugs to test! :goodjob:

(And yes you understood correctly - English is not my native language and as years pass by I'm finding it harder and harder to Express myself correctly :) )

\Skodkim
 
(And yes you understood correctly - English is not my native language and as years pass by I'm finding it harder and harder to Express myself correctly :) )

I'm English and I still have that problem :crazyeye:

Just be careful which auto-save files you try to load after you've done this.
 
It worked like a charm - just tested and documented 5 different bugs!

Thank you very much :goodjob:

\Skodkim
 
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