Bonci
King
There is not, unfortunately. A special combined pack would have to be made.
Oh, I see...
Is there a specific reason? I mean, we can have lots of dlcs at once. (Not trying to be pedantic, just curious ^^)
There is not, unfortunately. A special combined pack would have to be made.
I've tested it and it still doesn't work. It's loading the incorrect lua files. This is what firetuner says:
Runtime Error: Assets\DLC\MP_MODSPACK\Mods\Community Balance Patch (v 13)\LUA\Inactive\HealthandPlague + CSD\CityBannerManager.lua:360: attempt to call global 'IsPlagued' (a nil value)
It shouldn't be loading anything from the "Inactive" folder.
if I delete the "Inactive" folder it works fine.
Oh, I see...
Is there a specific reason? I mean, we can have lots of dlcs at once. (Not trying to be pedantic, just curious ^^)
oo, I thought this might happen. So if you remember the previous discussion, in mods, the lua files that are loaded are specified by the modinfo, either via Import=1 or or some other special part of the file. In the DLC, all lua files are just loaded, period. So of course, a folder that's "Inactive" and not included in the mod will get erroneously encoded by the DLC. To fix this automatically, we'd have to parse the modinfo.
For now, you say it works fine as long as you remove the "Inactive" folder? I could just add a special instruction to the wall of text in the first post...
=========================
OPEN PROJECT FOR THOSE INTERESTED
=========================
As you might have gathered from the explanation above, the only part of the DLC pack that isn't modular is the game override databases, in the Override folder of the DLC pack. Everything else can be merged together by simple file copying from the mods folder. But the Override folder as a whole is only ~10mb, whereas the larger dlc-packs are easily over 1gb, which is a lot to be passing between friends.
In theory, it is possible to store only the Override folder for each possible combination of mods, and have an external tool handle copying files in from the Mods folder. In such a case, it would be possible to only pass around:
1) Override folder
2) A file that indicates which mods needs to be copied from the mods folder
3) A tool that reads file 2 and does the copying (and errors if it can't find a necessary mod)
This wouldn't be more than like 20 mb at the most, assuming everyone already had the mods downloaded from steam.
That would be much more convenient for sharing among friends but...is also a lot of work. So.
So, if i understood right: Instead of copying the entire game database, you want to copy only the mod specific database for each mod?
More like, keeping the entire database (which is tiny), and not sending the mods with it. It leverages the user's own mods folder to build it on their own computer. This means we can pass tiny little packs around rather than the hulking monstrosities that include custom music mods.
I was going to do this, but needing a handy project to present for class made me burn out all desire to actually finish it.
{
"array": [
{
"name": "modname1",
"id": 1231241235,
"version": "13",
"blacklist": [
"folder1/file1",
"folder2/file2"
]
},
{
"name": "modname2",
"id": 1231254356,
"version": "12",
"blacklist": [
"folder1/file1",
"folder2/file2"
]
}
]
}
Ok, so the new file that we would share would be .rar containing the override folder, a file describing which mod file goes where, and a tool which does the copying. Seems easy.
We would need to specify what will this new file type have inside.
it would look something like this
Code:{ "array": [ { "name": "modname1", "id": 1231241235, "version": "13", "blacklist": [ "folder1/file1", "folder2/file2" ] }, { "name": "modname2", "id": 1231254356, "version": "12", "blacklist": [ "folder1/file1", "folder2/file2" ] } ] }
then the tool would read this info and search for the mod, then copy the files (except those blacklisted), along with the override folder.
Hi,
I've been trying to create a multiplayer mod pack using this mod, by I repeatedly get the
Trying to run CreateMP() gives "attempt to call field 'DeleteMPMP' (a nil value)
error message. As far as I am aware, my Civ V is the latest version, and I have no dll mods in my mods list. I had previously moved a dll file into my main Civ (this one: http://steamcommunity.com/sharedfiles/filedetails/?id=321368085&searchtext=multiplayer+fix ), however I have since deleted it, cleared every db file in the cache folder, verified my game cache through steam, and re-installed the game.
Thanks for any help troubleshooting.
My complete list of mods:
Spoiler :This one
Artificial UnIntelligence Lite
Promotions-Expansion Pack
Colonialist Legacies Inuit Civ
Colonialist Legacies Canada Civ
Colonialist Legacies Australia Civ
Colonialist Legacies Boer Civ
Civ Names by Policy
Hypereon's Finland (Mannerheim)
JDF's The Papal States
Top Gear Civ
Area 51 Wonder
Gabenism
Great Prophet Historical Names
Abdul Alhazred Great Prophet Name
Ocean Cities
Koopa Troop Civ
Metal Gear Armstrong Civ
Metal Gear MSF (Subsistence) Civ +soundtrack
Metal Gear Outer Heaven Civ
Philosopher's Legacy Project
Shoshone Expansion Nerf
Faster Aircraft Animations
Infoaddict
Barbarian Immersion Enhancements
Columbia Civ
Quick Turns
Bold and Brash Great Work
Arstotzka Civ
Strange Religions
Default Strange Religions
Pastafarianism
Eggman Empire Civ
Kramer + Timeless Art of Seduction Great Work
America Expansion Buff
Byzantine Buff
Events and Decisions
Hiawatha Reborn
Krajzen's Buffs Collection
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".
-snip-
Is the .dll for the modpackmaker in the mod folder?
Being even more of a miracle than V1, V2. This mod introduces some flavor and some enhancement Sadl I have removed the Bridges and Canals Mod and the Ocean Cities mod for some bugs. If you can't live without them, contact me and I will give you V1. I hope you enjoy!
Buildings- Upgrade System!
Civ IV Diplomatic features!
Enhanced Information Era!
Europe with Capitals!
Extra Victory Conditions!
Greatest Cities!
Industrial City Pack!
All of JFD's civilizations as of 1/25/15!
Justice and Government buildings!
Legendary Earth Mod!
Medieval and Renaissance Building pack!
New Beliefs Pack!
International Monetary Fund
Trading Posts Grow into Towns!
Unique Policy Buildings!
Colonist Legacies- Vietnam!
Civ Names by Policies!
Exploration Continued!
Gibraltar and Reef Optimizations!
LS Civilization Set II!
Krakatoa Fix!
Legendary Earth! (Find the folder and place the map in the Civ V maps folder to work)
Music Changer!
Like Moses! (Replaces old Canal mod)
Oman Civilization!
Throne Room!
Unique Cultural Influence!
Bacon Bomb: Only bugs are
Bacon Bomb: Rice and Maize icons do not show up
Bacon Bomb: Europe with Capitals has no scenario
So for a long time we (my friend and I) have been trying to make various modpacks with varying levels of success. In our most recent attempt to get the Community Patch and the Community Balance Patch to play nicely with the packs we have run into an issue.
All custom text from mods is missing and replaced by TXT_KEY stuff. In the event default text exists for the game that is used instead (such as in the policy tree). We've stripped out every other mod and made a modpack consisting only of the Community Patch and the Community Balance Patch and are still having the issue. Other DLL mods we used in the past we got going, and the word here is that they should be compatible now but it just won't click for us.
We have current versions of all the files in question from the forum and have no idea what the issue is. Any help or insight would be greatly appreciated, thank you.
Well, since you asked...
I noticed the Audio Defines and 2D defines in Override are labelled as 'Expansion1'. Interestingly, if I rename it to 'Expansion2' it disables all BNW audio, implying that it is at least attempting to load the audio file, but something in the code itself is breaking all of the audio it seems.
Just an FYI: I just made a new version of my personal mod pack and I got an error about not being able to find a folder for one of my mods. (I edited a mod that removed the penalties for a new city to only remove science penalties (because it's stupid that having a new city makes your entire civilization stupider.) and renamed it to "New Cities Remove Science Penalties (v1)" but it wanted me to remove the V1 part to correct it.
Just wanted to report that in the longest run on sentence I could imagine.
I'll post the mod pack if it works well after a few games. (I classify 1-3 total crashes per standard pace game well.)