Question about compatible mods

Taa

Warlord
Joined
Jan 1, 2009
Messages
229
Hi

I love to use as many mods as possible to add diversity, new gameplay options and content to my games. So I want to make a list of compatible mods. There is a short list of compatible mods on communicants wiki page and I have included those here.

Warning: This list is made from my own simple testing and feedback from other players. I have nothing to do with CEP and I have no clue about programming so things in this list can be wrong. I only do ingame visual testing to see if things looks correct and if mechanics works.

Seem to work with CEP:
Spoiler :
All promotions descriptions tooltip
Ancient building pack
Ancient building pack 2
Buildings - Ancient Era Goldsmith
Buildings - Aquarium
Buildings - Commerce District (ok but same icon for all. Seem a little simple)
Buildings - Marine Biology Lab
Buildings - Skylift
Calypso's Colored Religious Icons (Basic) (v 4)
Casino Building
Cistern and Marina - New Buildings
City Brothel
City limits
City-State Diplomacy Mod (CSD) for Brave New World (v. 21) (CSD v. 21 and CEP are fully compatible. Just change the requisite settings in the options.sql file of each mod and you are good to go - Gazebo)
CivWillard for BNW (v 2)
Classical Building Pack
Cultural Capitals (Brave New World Edition) (v 16)
Cultural Diffusion
DLL - Various Mod Components (v 41)[/B] (in order to use whowards dll with CEP you must remove \XML\CustomModDbUpdates.xml to get it working)
Emigration (v 5)
Fortress borders
Global relations
Global - Archaeologist Dig Sites (v 2)
Global - City Bombard Range (v 1)
Global - City States Gifts (BNW) (v 3)
Global - Civilians Move After Purchase (v 2)
Global - CS Liberate After Buyout (v 1)
Global - Espionage Mapping (BNW) (v 4)
Global - Local Generals (v 2)
Global - Pro-rata Buildings Purchase (v 2)
Global - Religious Settlers (v 1)
Justice and Government Buildings Mod
Improvement upgrades
Industrial district improvement
InfoAddict (v 22)
Ingame Editor (v 38)
Militarily Occupy Territories
Monarchy Palace Plus Lite
More buildings
More Mercantile Mod (v 2)
More Mercantile Mod 2
Music changer
Promotions - Expansion pack (dont work with UI - promotion tree (v14))
Quick Turns
R.E.D. Modpack (v 27)
Starbucks Building (ok but "wrinkled" icon and no historic info)
Strategic Buildings Pack
TerrainMod (v 4)
Terrain - Braizilwood camp Extension, Chateau Extension, Motte-and-bailey and so on.
Throne room
Timber and Charcoal Mod (v 3)
UI - Condensed Promotions (GK) (v 11)
UI - Gold Alerts (v 7)
UI - Notification Options (GK) (v 12)
UI - Promotion Tree (v 14) (doesn't show vanguard promotion tree properly but otherwise fine)
UI - Summary Clock (v 10)
UI - Summary Specialists (v 11)
UI - Trade Opportunities (v 26)
UI - Trade Routes Enhancements (v 3)
UI - Unit List Enhancements (v 9)
Units - Visible Trade Units (v 1)
XiDragon's Reveal Map Button (v 1) (same function in Ingame Editor)

LiveTuner - Tech and Policy Panels (v 13)
LiveTuner - Unit Panel (v 4)


Compatibility list from Communitas homepage (not tested all):
Spoiler :
Better Polynesian City Names
Calypso's Colored Religion Icons (Basic)
Celestia of Equestria
* City State Diplomacy Mod
Civ Accurate Maps
Era Settlers
Great Prophet Names
InfoAddict
More Mercantile Mod 1 and 2
No Favourite Religion for Leaders
One-color civs
Perfect World 3
Randomize City Names
R.E.D Modpack
Single Unit Graphics
Throne Room
TreeGrowth (G&K)


Mods that have some minor issues with CEP or limits in mod
Spoiler :
Monarchy Palace Plus (need to connect Monarchy tech with other techs)
Production Buildings (Shown wrongly in building list and historic info just say TXT)
Palace Additions (working but techs need to be connected to other techs)


Will most likely work but not tested all:


Need more testing:
Spoiler :
City-State Diplomacy Mod (CSD) for Brave New World (v 15) (in order to use it with combined dll you must remove dll file and DLL\DiplomacyCityStates.xml)DLL\DiplomacyCityStates.xml)
Colonies! (Unit and improvment is there but no border effect)
Diplomacy - City States (v 2)
RemoteMining (production in cites dont work and I did not receive the resource either)


Dont seem to work with CEP
Spoiler :
Extended Era (It does run with the expansion pack, but with major flaws. Bonuses from buildings and social policies don't always work)
Flags +++ (New flags in diplamacy menu, but unit flag and city flag not working)
Prehistoric Era (BNW) (cause serious problems but can hopefully be tweaked/edited to work with CEP)


Will do later:
Add links to all the mods
Organize mods in categories


If you have any experience with mods in CEP or know something about it, please share..

Im taking the liberty to include all mod information from other posts here and other places.

Thanks for any help and thanks to the modders for sharing mods :)
 
This mods seem to work with CEP:
City limits
Global relations
Music changer
Terrain - Braizilwood camp Extension, Chateau Extension, Motte-and-bailey and so on.
 
In my last game with CEP 3.14 I used the following mods without problems:
  • Calypso's Colored Religious Icons (Basic) (v 4)
  • City-State Diplomacy Mod (CSD) for Brave New World (v 15) (in order to use it with combined dll you must remove dll file and DLL\DiplomacyCityStates.xml)
  • CivWillard for BNW (v 2)
  • Cultural Capitals (Brave New World Edition) (v 16)
  • Diplomacy - City States (v 2)
  • DLL - Various Mod Components (v 41) (in order to use whowards dll with CEP you must remove \XML\CustomModDbUpdates.xml to get it working)
  • Emigration (v 5)
  • Global - Archaeologist Dig Sites (v 2)
  • Global - City Bombard Range (v 1)
  • Global - City States Gifts (BNW) (v 3)
  • Global - Civilians Move After Purchase (v 2)
  • Global - CS Liberate After Buyout (v 1)
  • Global - Espionage Mapping (BNW) (v 4)
  • Global - Local Generals (v 2)
  • Global - Pro-rata Buildings Purchase (v 2)
  • Global - Religious Settlers (v 1)
  • InfoAddict (v 22)
  • Ingame Editor (v 38)
  • LiveTuner - Tech and Policy Panels (v 13)
  • LiveTuner - Unit Panel (v 4)
  • More Mercantile Mod (v 2)
  • R.E.D. Modpack (v 27)
  • TerrainMod (v 4)
  • Timber and Charcoal Mod (v 3)
  • UI - Condensed Promotions (GK) (v 11)
  • UI - Gold Alerts (v 7)
  • UI - Notification Options (GK) (v 12)
  • UI - Promotion Tree (v 14) (doesn't show vanguard promotion tree properly but otherwise fine)
  • UI - Summary Clock (v 10)
  • UI - Summary Specialists (v 11)
  • UI - Trade Opportunities (v 26)
  • UI - Trade Routes Enhancements (v 3)
  • UI - Unit List Enhancements (v 9)
  • Units - Visible Trade Units (v 1)
  • XiDragon's Reveal Map Button (v 1)

\Skodkim
 
Yes - and I didn't even include my own three personal ones (CEP tweaks, new civilizations and new wonders) :)

But as you'll notice a lot of them are mostly UI stuff. I've been slowly trying out new mods to use with CEP ever since CiV was released so I have a pretty good idea of what works and what doesn't.

\Skodkim
 
In my last game with CEP 3.14 I used the following mods without problems:
  • Calypso's Colored Religious Icons (Basic) (v 4)
  • City-State Diplomacy Mod (CSD) for Brave New World (v 15) (in order to use it with combined dll you must remove dll file and DLL\DiplomacyCityStates.xml)
  • CivWillard for BNW (v 2)
  • Cultural Capitals (Brave New World Edition) (v 16)
  • Diplomacy - City States (v 2)
  • DLL - Various Mod Components (v 41) (in order to use whowards dll with CEP you must remove \XML\CustomModDbUpdates.xml to get it working)
  • Emigration (v 5)
  • Global - Archaeologist Dig Sites (v 2)
  • Global - City Bombard Range (v 1)
  • Global - City States Gifts (BNW) (v 3)
  • Global - Civilians Move After Purchase (v 2)
  • Global - CS Liberate After Buyout (v 1)
  • Global - Espionage Mapping (BNW) (v 4)
  • Global - Local Generals (v 2)
  • Global - Pro-rata Buildings Purchase (v 2)
  • Global - Religious Settlers (v 1)
  • InfoAddict (v 22)
  • Ingame Editor (v 38)
  • LiveTuner - Tech and Policy Panels (v 13)
  • LiveTuner - Unit Panel (v 4)
  • More Mercantile Mod (v 2)
  • R.E.D. Modpack (v 27)
  • TerrainMod (v 4)
  • Timber and Charcoal Mod (v 3)
  • UI - Condensed Promotions (GK) (v 11)
  • UI - Gold Alerts (v 7)
  • UI - Notification Options (GK) (v 12)
  • UI - Promotion Tree (v 14) (doesn't show vanguard promotion tree properly but otherwise fine)
  • UI - Summary Clock (v 10)
  • UI - Summary Specialists (v 11)
  • UI - Trade Opportunities (v 26)
  • UI - Trade Routes Enhancements (v 3)
  • UI - Unit List Enhancements (v 9)
  • Units - Visible Trade Units (v 1)
  • XiDragon's Reveal Map Button (v 1)

\Skodkim

Awsome, thanks for sharing :D
nice list..will test it out soon...
 
After more testing...


Not working with CEP...it seems
Colonies! (Unit and improvment is there but no border effect)
Flags +++ (New flags in diplamacy menu, but unit flag and city flag not working)


Working well...it seems
All promotions descriptions tooltip
Improvement upgrades
Industrial district improvement
Promotions - Expansion pack
Throne room
 
What about new buildings, wonders, units, resources, promotions and improvments, is there any problems using such mods togheter with CEP? will most of them work?
 
Usually they don't cause direct problems (e.g. crashes, non-working features, ...), but you may find effects from buildings that don't work. Pouakais wonders usually work.

Furthermore CEP tweaks a lot of things, e.g. output from buildings, and if you just use the mods directly they won't be "aligned" with these changes.

\Skodkim
 
Usually they don't cause direct problems (e.g. crashes, non-working features, ...), but you may find effects from buildings that don't work. Pouakais wonders usually work.

Furthermore CEP tweaks a lot of things, e.g. output from buildings, and if you just use the mods directly they won't be "aligned" with these changes.

\Skodkim

Great..thanks for making that clearer skodkim :)
Shall test out many building mods now, just love more content :D
 
Tested following mods today

Works good woth CEP it seems
Ancient building pack
Ancient building pack 2
Buildings - Ancient Era Goldsmith
Buildings - Aquarium
Buildings - Commerce District
(ok but same icon for all. Seem a little simple)
Buildings - Marine Biology Lab
Buildings - Skylift
Casino Building
City Brothel
Justice and Government Buildings Mo
More buildings

Starbucks Building (ok but "wrinkled" icon and no historic info)
Fortress borders

Work ok but have issues
Cistern and Marina - New Buildings (seem ok but historical text just say TXT)
Classical Building Pack (seem ok but historical text just say TXT)
Production Buildings (Shown wrongly in building list and historic info just say TXT)
Strategic Buildings Pack (seem ok but historical text just say TXT)

Edit: Some building mods was fixed today so I will update first post with the info later.
 
Extended Era mod is NOT compatible. Bummer, this is the only way I play Civ anymore, and I love the Communitas Expansion pack.

Edit: It does run with the expansion pack, but with major flaws. Bonuses from buildings and social policies don't always work. For example, the instant faith from the Indian Vedi building isn't granted. Same with the Greek Odeon's instant culture bonus.
 
Extended Era mod is NOT compatible. Bummer, this is the only way I play Civ anymore, and I love the Communitas Expansion pack.

Edit: It does run with the expansion pack, but with major flaws. Bonuses from buildings and social policies don't always work. For example, the instant faith from the Indian Vedi building isn't granted. Same with the Greek Odeon's instant culture bonus.
Bummer :( ...was planning to try it later...

At the moment Im testing Prehistoric Era (BNW), and that is NOT compatible with CEP either. But probably possible to tweak/edit to make it work.
 
There is an option in CEG/CEP_Options.sql to adjust research times:

PHP:
UPDATE GameSpeeds SET CulturePercent=150, ResearchPercent=150, FaithPercent=150 WHERE Type = 'GAMESPEED_EPIC';		-- defaults 150
 
Some more mods:

Seem to be compatible
Cultural Diffusion
Militarily Occupy Territories

Not compatible
RemoteMining (production in cites dont work and I did not receive the resource either)
 
Some mods seem to cause the same problem. I just wonder if there is something in common here, and if that can be fixed?

The problem Im talking about here is that production in cities dont work. All this mods cause the same problem individually, that I cant build anything in any city. When I click change production in Cities or choose production nothing happens.

Here is some of the mod that cause this problem:
Homesteading (a unit and tile improvement)
Colonies (a unit and tile improvement)
Slave trade (new luxury resource and a new building)
RemoteMining (two new units)

All these mods adds either improvements, units or buildings and I use other mods that do the same and that works fine. What is different with these mods?

Anyone have any idea what cause this and how it can be fixed?

Cheers
 
It's likely that many of these mods are a problem with load order (one has to reference the other) as shown here or a problem with the mod forgetting to set some Unit/Building properties as shown here.
 
It's likely that many of these mods are a problem with load order (one has to reference the other) as shown here or a problem with the mod forgetting to set some Unit/Building properties as shown here.
aha...thanks for the info. Will try this out :)
 
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