A Quest to make it work

Rafaael

Chieftain
Joined
Jun 9, 2011
Messages
2
Hey there...

im new to civ5 modding and.. excited as I was about severel mods I tried to install all of them at once xD Didnt work out very well though...
So I tried to check for a specific order to install them and did so... but that didnt work either...

So I cut the most mods and got it down to a very few that I would reeeealy like to use in combination! Only.. its still a very crashing and buggy experience.. sadly.

So here is my question: Does anyone know how to make the following mods work togther?

Mandatory

Economy - http://forums.civfanatics.com/downloads.php?do=file&id=15440
Ancient Mediterranean Civilizations - http://forums.civfanatics.com/downloads.php?do=file&id=16871

A little less mandatory :p

Total Mod - http://forums.civfanatics.com/downloads.php?do=file&id=15903

Optional

Beyond the future - http://forums.civfanatics.com/downloads.php?do=file&id=15581
Something that makes units stack (One of my first experiences with Civ5 was: a new born settler in an unprotected town and a worker nearby... and a barbarian unit closing in.. the worker fled to the city.. therefore to end the turn i HAD TO move the settler.. causing the barbaring to capture it at once.. god that was depressing! And i loaded so often to find a way out.. grrr )


Known bugs just with the two mandatory mods (Installed AMC first, then economy):
New other Civilizations do not have any buttons to press when they approach me with something diplomatic.. I just see the background only.
(Seemingly) random chrashes while waiting for the AI to make its moves, even without having met any.

Bugs with Total Mod installed additionly:
New units (cavemen) do not have a visible action bar. Its only possible to command them via hotkeys.

I really hope someone can help me make this work.


P.S.: OMG... I just started a game with only economy installed... (deleted everything first, restarted the game and installed only economy) and now the standard settlers do not have a action bar neither AND the tech tree is COMPLETELY gone.. what the heck?
EDIT.:2 Reinstalled... with deleting my games stuff on Windows drive... and tech tree still gone... I really am confused.
EDIT.:3 Okay, had to reinstall Total Mod AND use custom game.. normal is broken because of missing tech tree. The missing menu in the left corner for units was actually a bug of economy. Got the solution in the comments. Biggest problem now is the missing ability to talk to other nations.. I only see the background..
EDIT.:4 played a little bit and actually sometimes I get some messages in the diplomatic dialog.. but its not the original one. Its some creepy stuff.. almost no message at all.. and 'NEUTRAL' and 'DECLARED WAR' and stuff like that... I think this a economy too... but I dont know...
 
Quite a few answers for you here.

1> Many mods made before March simply don't work any more. The last two content patches (December and March) each included at least one element that made many older mods nonfunctional. (VFS for December, TXT_KEY for March.) If the mod's creator was still active then they'd quickly make a revised version, but this is often not the case.

Several of the mods you've listed have been abandoned by their owners for a long time, and will never be functional again without significant editing. The problem is that the ModBrowser never removes anything, so many if not most of the files on there are simply nonfunctional. Also, several never worked in the first place; I know of at least one case where someone who was experimenting with mods uploaded a completely broken version because they thought that'd make it easier for the rest of us to get it to tell them what they did wrong.

If the mods in question have threads here on CivFanatics (and they apparently do, given your links), then go into those threads to see if the mods have been updated to the most recent patches. If there's been no news on those threads in months, the chances are that they're not going to work.

2> Many old mods edited InGame.xml because of the difficulties of adding new Lua code. Any mods that edit this file will be incompatible with other mods doing the same. If you're willing to rebuild the mod yourself then this isn't too hard to fix, since it's just a matter of using the InGameUIAddin define in the Content tab.

3> Many mods, no matter how old, will ALWAYS be incompatible because they attempt to modify the same files. The problem is that Lua editing is all-or-nothing, with each mod providing a modified version of a core file in its entirety. So if two mods each want to edit, say, TechTree.lua (which governs how the tech tree is displayed in the game), then they will never be compatible with each other unless they made exactly the same change.
This is especially common with AssignStartingPlots.lua, which governs the initial distribution of resources on the map. Any mod that adjust resource rarities or adds new resources will therefore be completely incompatible with any other mod that edits that file.
It's also fairly common with the unit artdefines files; mods that re-scale units are incompatible with any that add new units.

4> In the March patch they changed the game to where if two files attempted to modify the same text key, then the entire file containing the second attempt would be ignored. This is especially common with custom civs; if I make a Byzantine civ that has Rome as a city, and I attempt to define TXT_KEY_CITY_NAME_ROME, then the mod will fail because that key has already been defined in the core game. At best, you'd just see TXT_KEY_WHATEVERs all over the place, but if I put all of the XML mods into a single file, then the whole thing fails.
 
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