BAT mod troubleshooting

theskibum

Brewer of Oatmeal Stout
Joined
Jul 14, 2005
Messages
790
Location
PDX
Hi everyone. I apologize for posting in general and not in tech support forums if this is not the proper place, but here goes.

Last night I installed the most current BUG mod, then the BAT mod using the executable files from the BUG mod SVN server. Both seemed to install ok, no errors. I launched BTS and start a new game to check out the BUG interface a bit before using BAT. BUG seems to be working as intended, I can press crtl+alt+o to open BUG options and play with things there.

The problem I experienced is loading BAT. I exited my game, loaded the BAT mod from BTS main menu->advanced->load a mod.
When I started a new game, I could see the new textures, but the user interface was gone!!
All I could see was my settler and warrior and the map. No tile yeilds when settler active, no icons for unit commands, no icons for F1 thru F12 windows, no civolopedia icon, no mini map, nothing. FOunded a city and went into city view for it, and it looked like I was looking at a top down view of the map, I had no build queue, no build order icons, no resource matrix, no whip or governor icons, etc.

I hit esc and went into options thinking I needed to turn something on, couldn't find anything that brought the interface back. I hit crt+alt+o thinking it was something settable in BUG mod maybe, but that yeilded me a totally blank blue window that all I could do as re-size, couldn't even close it. I had to task manager CIV closed!

I am running BTS 3.17, I am assuming this is something I didn't set up right, but the install instructions were as simple as "run .exe file, then restart BTS". Can anyone help?
thanks a lot
 
BAT 1.1 includes BUG 3.5.1, and if you install BUG 3.6 as well, you need to tell BAT to ignore it. To do that, use Notepad to open

BAT Mod 1.1/BAT Mod 1.1.ini​

and change NoCustomAssets from 0 to 1. Save the file and launch BTS, load BAT, and you should be all set. BAT 1.2 is coming out very soon and will include BUG 3.6.
 
BAT 1.1 includes BUG 3.5.1, and if you install BUG 3.6 as well, you need to tell BAT to ignore it. To do that, use Notepad to open

BAT Mod 1.1/BAT Mod 1.1.ini​

and change NoCustomAssets from 0 to 1. Save the file and launch BTS, load BAT, and you should be all set. BAT 1.2 is coming out very soon and will include BUG 3.6.

This did not work. Just tried it and no change over what I previously described. Is there another code line in the .ini file that needs changed as well?
 
That should do it. Let's see why it's failing then. Is there a file named PythonErr.log (no 2 in the name) in My Games\BTS\Logs? If not, edit CivilizationIV.ini in My Games\BTS and change LoggingEnabled to 1. Then run the game, load BAT, start/load a game and check for that file again.

Post that file and PythonDbg.log as well.
 
That should do it. Let's see why it's failing then. Is there a file named PythonErr.log (no 2 in the name) in My Games\BTS\Logs? If not, edit CivilizationIV.ini in My Games\BTS and change LoggingEnabled to 1. Then run the game, load BAT, start/load a game and check for that file again.

Post that file and PythonDbg.log as well.

Well, not sure how to proceed here. I checked in My Games\BTS\logs, and only have the PythonErr2.log. I edited the CivilizationIV.ini as you said and launched a new game with the BAT mod, saved it, then exited CIV. My log folder still only had the the PythonErr2.log. Also I do not have a PythonDbg.log in that location.

Is it possible the logs needed are in a different location? Could the CivilizationIV.ini file point me to it?

Thanks again for helping me
 
Hello, i got the same problem.

I have BAT installed as a MOD but i want to use BUG as a main mod (without loading anything as a mod and to use it in Multiplayer)

If i install BUG 3.6 (Singleplayer-install) the Interface disappears when using BAT. Here is my PythonErr.log:


ERR: Call function getModPath failed. Can't find module Full_of_Resources_3_00.py
ERR: Call function getModPath failed. Can't find module Lows_Random_Maps_3_0.py
ERR: Call function getModPath failed. Can't find module Planet_Generator_0_68.py
ERR: Call function getModPath failed. Can't find module Ring_World.py
ERR: Call function getModPath failed. Can't find module Smart_Map.py
ERR: Call function getModPath failed. Can't find module Full_of_Resources_3_00.py
ERR: Call function getModPath failed. Can't find module Lows_Random_Maps_3_0.py
ERR: Call function getModPath failed. Can't find module Planet_Generator_0_68.py
ERR: Call function getModPath failed. Can't find module Ring_World.py
ERR: Call function getModPath failed. Can't find module Smart_Map.py
ERR: Call function getModPath failed. Can't find module Full_of_Resources_3_00.py
ERR: Call function getModPath failed. Can't find module Lows_Random_Maps_3_0.py
ERR: Call function getModPath failed. Can't find module Planet_Generator_0_68.py
ERR: Call function getModPath failed. Can't find module Ring_World.py
ERR: Call function getModPath failed. Can't find module Smart_Map.py
ERR: Call function getModPath failed. Can't find module Full_of_Resources_3_00.py
ERR: Call function isAdvancedMap failed. Can't find module Full_of_Resources_3_00
ERR: Call function getModPath failed. Can't find module Lows_Random_Maps_3_0.py
ERR: Call function isAdvancedMap failed. Can't find module Lows_Random_Maps_3_0
ERR: Call function getModPath failed. Can't find module Planet_Generator_0_68.py
ERR: Call function isAdvancedMap failed. Can't find module Planet_Generator_0_68
ERR: Call function getModPath failed. Can't find module Ring_World.py
ERR: Call function isAdvancedMap failed. Can't find module Ring_World
ERR: Call function getModPath failed. Can't find module Smart_Map.py
ERR: Call function isAdvancedMap failed. Can't find module Smart_Map
ERR: Call function getModPath failed. Can't find module Full_of_Resources_3_00.py
ERR: Call function getModPath failed. Can't find module Lows_Random_Maps_3_0.py
ERR: Call function getModPath failed. Can't find module Planet_Generator_0_68.py
ERR: Call function getModPath failed. Can't find module Ring_World.py
ERR: Call function getModPath failed. Can't find module Smart_Map.py
ERR: Call function getModPath failed. Can't find module Full_of_Resources_3_00.py
ERR: Call function getModPath failed. Can't find module Lows_Random_Maps_3_0.py
ERR: Call function getModPath failed. Can't find module Planet_Generator_0_68.py
ERR: Call function getModPath failed. Can't find module Ring_World.py
ERR: Call function getModPath failed. Can't find module Smart_Map.py
ERR: Call function getModPath failed. Can't find module Full_of_Resources_3_00.py
ERR: Call function getModPath failed. Can't find module Lows_Random_Maps_3_0.py
ERR: Call function getModPath failed. Can't find module Planet_Generator_0_68.py
ERR: Call function getModPath failed. Can't find module Ring_World.py
ERR: Call function getModPath failed. Can't find module Smart_Map.py
ERR: Call function getModPath failed. Can't find module Full_of_Resources_3_00.py
ERR: Call function getModPath failed. Can't find module Lows_Random_Maps_3_0.py
ERR: Call function getModPath failed. Can't find module Planet_Generator_0_68.py
ERR: Call function getModPath failed. Can't find module Ring_World.py
ERR: Call function getModPath failed. Can't find module Smart_Map.py
Traceback (most recent call last):
File "BugConfig", line 356, in parse
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 171, in feed
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 280, in goahead
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 668, in parse_starttag
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 730, in finish_endtag
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 751, in handle_endtag
File "BugConfig", line 556, in end_events
File "BugConfig", line 593, in getRequiredAttribute
ConfigError: <events>.module is required
Traceback (most recent call last):
File "BugConfig", line 356, in parse
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 171, in feed
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 280, in goahead
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 666, in parse_starttag
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 703, in finish_starttag
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 747, in handle_starttag
File "BugConfig", line 395, in start_load
File "BugConfig", line 107, in loadMod
File "BugInit", line 56, in loadMod
File "BugConfig", line 366, in parse
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 175, in close
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 287, in goahead
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 697, in parse_endtag
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 722, in finish_endtag
File "BugConfig", line 369, in syntax_error
ConfigError: error parsing XML: unopened end tag
Traceback (most recent call last):
File "BugConfig", line 356, in parse
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 171, in feed
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 280, in goahead
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 668, in parse_starttag
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 730, in finish_endtag
File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 751, in handle_endtag
File "BugConfig", line 556, in end_events
File "BugConfig", line 593, in getRequiredAttribute
ConfigError: <events>.module is required
Traceback (most recent call last):

File "CvAppInterface", line 72, in preGameStart

File "BugEventManager", line 240, in fireEvent

File "BugEventManager", line 250, in handleEvent

File "BugEventManager", line 295, in _handleInitBugEvent

File "BugEventManager", line 337, in initBug

File "BugInit", line 39, in init

File "BugInit", line 56, in loadMod

File "BugConfig", line 366, in parse

File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 175, in close

File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 280, in goahead

File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 666, in parse_starttag

File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 703, in finish_starttag

File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 747, in handle_starttag

File "BugConfig", line 395, in start_load

File "BugConfig", line 107, in loadMod

File "BugInit", line 56, in loadMod

File "BugConfig", line 366, in parse

File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 175, in close

File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 287, in goahead

File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 697, in parse_endtag

File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 722, in finish_endtag

File "BugConfig", line 369, in syntax_error

ConfigError: error parsing XML: unopened end tag
ERR: Python function preGameStart failed, module CvAppInterface
 
Ah, I see the problem now. BAT is finding BUG's config XML files in the CustomAssets folder. I know the fix and will make it and upload a fix tonight or tomorrow.
 
Ah, I see the problem now. BAT is finding BUG's config XML files in the CustomAssets folder. I know the fix and will make it and upload a fix tonight or tomorrow.

Will your fix work for me too or only for Scotsh?
 
Will your fix work for me too or only for Scotsh?

Yes, I believe so. I created a true fix in BUG 3.6, but since BAT includes BUG 3.5.1, it doesn't have it. I will try to make a quick fix in BAT 1.1, but if I cannot, BAT 1.2 is around the corner (really!).
 
I downgraded to BUG 3.5.1, for now its working fine, might aswell wait for BAT 1.2. These MODs are really great, appreciate all the effort you guys are putting in them.

As i am fairly new to these MODs (or Civ-Mods in general) i would like to ask a few questions:

A few days ago i started a LAN game with a friend, no mods or anything on either side.
Now i installed BAT 1.1, this is installed as a mod so i know there is no way to use this in the current game (saves are incompatible) and in the future every player must load BAT 1.1 as a mod for multiplayer, right?

I also installed BUG (at the moment 3.5.1) as main mod so its active in every singleplayer game, but it is not working in multiplayer (that is: in that one game we already started without mods).
Is this intended? Is it even possible to use the BUG features in multiplayer if the other players are playing without BUG?

I really tried to find solutions to these questions via the FAQ in the wiki or the wiki itself, but i find it a little confusing if you arent into the internals like what does the CustomAssets-Folder do etc.
 
Yes, I've been thinking about adding a FAQ section that covers basic Civ mod stuff.

For multiplayer games, everyone must be using the same set of files (Assets). The files in CustomAssets are never used. So everyone would need to install BUG 3.5.1 as a mod to use it, just like BAT (which only has the mod option).
 
Thanks EmpFool.
It worked out well. Can't wait for BAT 1.2. LOve the new textures
 
Back
Top Bottom