I said I would do this since Gedemon seems to be gone, so here's an updated instructions post:
If you are okay with using a precompiled multiplayer modpack, consider downloading some of the following. Copy paste into Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC. Note that you will not be able to play regular civ 5 unless you remove the folder.
Amazingly precompiled dlc packs work with Mac too! (for some of us anyway), though compiling doesn't work because of the lack of firetuner.
You will probably have to use command+shift+period to reveal hidden files.
1. Navigate to Macintosh HD/Users/{Username}/Libraries/Application Support/Steam/SteamApps/common/Sid Meier's Civilization V
2. Right_click -> Civlization V -> Show Package Contents
3. Place dlc folder in Contents/Home/Assets/DLC
Cicero225's Anime Pack (Includes Communitas map, Vice Virtuoso's Nanoha, Miku, and Madoka civs (not Wish for a World), Railgun, Hidamari, Recettear, and a bunch of Touhou. Up to date as of June 28 2014) - Not 100% test, but worked in test game.
Haken Browning's Wish for a World-centered Anime Pack (Link is to his post, since he explains it better than I can).
Those of you who have made working modpacks, I strongly encourage you to post download links to the compiled version, and I will link them here for those who don't want to go through the process.
(I considered making a new thread for this, because I can't edit Gedemon's first post. Do you guys think that's a good idea? I don't know how much demand there is.)
Making your own Modpack! (This assumes you have existing experience working with Civ 5's mod tools.)
Preparation:
1. Ensure you have Firetuner 2 installed and civ 5 logging turned on in the config.ini file in your "..\Documents\my games\Sid Meier's Civilization 5" folder. Also, if "EnableTuner = 0" then change it to "EnableTuner = 1" then save the file.
2. Review the mods you want to include and ensure there are no conflicts.
3. If you have a dll mod (one that contains a CvGameCore_Expansion2.dll), remove the dll and store it somewhere you'll remember.
4. Download
this and extract the folder into Documents\My Games\Sid Meier's Civilization 5\MODS.
Main Step
1. Start Firetuner
2. Start Civ 5
3. (Highly Recommended) Set Civ 5 graphics to Windowed mode. This will provide easy access to Firetuner and will let you do other things on your computer while waiting later on. You may also want to turn the music and ambiance off, for now, unless you really enjoy the music.
4. In the Mods menu, load all desired mods, as well as "MultiPlayer ModsPack Maker (v 1)" (which should be on the list)
5. Start a single player mod game with any settings.
6. Once game is loaded, switch to fire tuner. tThe active tab should be "Lua Console". Below the tab name, there is a dropdown menu. Select the MPMP_Maker from that list (should be one of the first, the name may be truncated but will start with "\Users\[yourName]\Documents").
7. The real-time protection of microsoft security essentials/Windows Defnder will hyperventilate on step 8, turning a 20 second process into a 2-hour process. It is best to disable it, unless you're feeling paranoid.
8. Type CreateMP() into the command line at the bottom and press enter.
9. If you did not do step 7, then go make lunch, eat lunch, etc. It will take a while, ~2 hours. This is normal. It will seem to be stuck forever on "\Users\USER\Documents\My Games\Sid Meier's Civilization 5\MODS\MultiPlayer ModsPack Maker (v 1)\MPMP_Maker: Copying: Language_en_US". That is also normal.
10. Once civ 5 begins working again, and if there are no errors noted in firetuner, exit out of civ 5 entirely.
11. If you have a dll from step 3 of the preparation stage, copy it now into "\Steam\steamapps\common\sid meier's civilization v\Assets\DLC\MP_MODSPACK". Also copy it back into its original location, so the mod will work.
12. The next time civ 5 starts, both single player and multiplayer should include all mods.
All players in a multiplayer game must have the dlc pack for it to work! Distribute the folder "\Steam\steamapps\common\sid meier's civilization v\Assets\DLC\MP_MODSPACK" to all players and have them copy it into the same place! If you wish to play normal civ 5 again, you must remove this folder.
Additional Operations (Highly Recommended, but a bit involved)
Double check the database.log (in Documents\My Games\Sid Meier's Civilization 5\Logs) for any errors. Unfortunately, there will be many errors even if it's working fine. See
here for a database.log for a working dlc pack (none of these errors are meaningful). Be especially worried about "No such table" errors.
To fix some missing sound effects:
1) Go to "...\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion\Sounds\XML", find Audio2DScriptsExpansion1.xml and AudioDefinesExpansion1.xml
2) APPEND their contents into the same files in "\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\MP_MODSPACK\Override" (Don't delete what's already there!) Append the stuff within the outermost brackets (<Script2DFile> and <AudioDefinesFile>), of course. (If you know xml, you know what I'm talking about).
Troubleshooting
Problem 1: Game crashes at start. Database.log (in Documents\My Games\Sid Meier's Civilization 5\Logs) contains "no such table" errors.
Possible Solution 1: Many mods, particular the older ones, include xml files that are named the same as core game files (i.e. Civ5Units.xml, Civ5Buildings.xml, etc.--the older Touhou civs are a big offender in this regard).
If this is a problem, the corresponding .xml file will show up in the .log file. Within the dlc,these files must be renamed (I recommend Civ5Units_{CivName}.xml), and then you must edit the corresponding .modinfo to reflect the changed filename. i.e., you must change something like:
Code:
<File md5="22C4A1C45307CE9B3985A6AFB60356E7" import="0">XML/Civilizations/Civ5Traits.xml</File>
to
Code:
<File md5="22C4A1C45307CE9B3985A6AFB60356E7" import="0">XML/Civilizations/Civ5Traits_{CivName}.xml</File>
Problem 2: Trying to run CreateMP() gives a "invalid pattern capture" error.
Possible Solution 2: Go back over the .modinfo file in all the mods you're using within "Documents\My Games\Sid Meier's Civilization 5\MODS". If any of them has SupportsMultiplayer set to 0, change it to 1.
Problem 3: Trying to run CreateMP() gives "attempt to call field 'DeleteMPMP' (a nil value)". There is a dll mod included in the set of mods.
Possible Solution 3: Ensure that your dll mod has "CvGameCore_Expansion2.dll" temporarily removed. If the error still occurs, open the .modinfo for the dll mod and temporarily remove the following line (YOURS WILL BE DIFFERENT):
Code:
<File md5="{Your md5 will vary}" import="0">CvGameCore_Expansion2.dll</File>
DO NOT LOSE THIS LINE. PASTE IT SOMEWHERE AND SAVE IT.
After compiling, copy this line back into the .modinfo in both ""\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\MP_MODSPACK\" and the original mod in
"Documents\My Games\Sid Meier's Civilization 5\MODS".
Problem 4: Certain core game sound effects are missing.
Possible Solution 4: See Additional Operations above.
Problem 5: Custom mod music is missing/some game text is missing
Possible Solution 5: Ensure that you have downloaded the version of the mod pack maker included in this post (
this) and not the old version in the OP of this thread.
Problem 6: Custom mod unit sound effects are missing.
No Current Solution: Currently, custom unit sound effects is not supported. Ask in the thread and someone may hotfix it.
Problem 7: Custom unit action buttons are missing/Enhanced UI doesn't work/Beyond the Future doesn't work
No Current Solution: These are known, reported problems. However, recent hotfixes may have repaired the issue.
Problem 8: The dlc pack is HUGE.
No Current Solution: Your mods have a lot of custom music. There is nothing that can easily be done about that.
Problem 9: Cannot start multiplayer game; one of the players reports a "Cannot select civilization error"
Possible Solution 9: Ensure once again that all players (and the player with the error in particular) have
identical copies of the modpack.
Problem 10: Multiplayer games keep de-syncing at the end of the turn!
Possible solution (for Vice Virtuoso's non Wish for the World Madoka Modpack only): Ultimate Madoka's Great Person script causes a desync that can be fixed with a simple patch:
https://mega.co.nz/#!vMUFSDpD!1PG7LOauft_SQoa5xr3jN0qZ9mLJ2BtMnaWMakrz2Xo . This file needs to be copied into "Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\MP_MODSPACK\Mods\Madoka Magica Civilization Pack -- Rebellion [BNW] (v 10)", overwriting the version already there. It is up-to-date as of Sep 2, 2014.
Possible Solution 10: If attempting to use the communitas map, this is a known problem that has not yet been resolved. Use a different map.
Possible Solution 10: Ensure once again that all players (and the player with the error in particular) have
identical copies of the modpack.
No Current Solution: Multiplayer games do not play well together with the Events family of event handlers. Many of these, including the one that fires at the end of a turn, cause desyncs. It is possible that one of the mods you use has such a function. If you are skilled enough, you can try to fix it...or you can ask the guy who made the mod.