CCTP compatibility with other mods?

Taa

Warlord
Joined
Jan 1, 2009
Messages
229
Hi guys

This is an unofficial list of mods and their compatibility with CCTP.

I made this list because I love CCTP and mods and wanted to share the list with other players. The list is made from my own simple testing and feedback from other players. I have nothing to do with CCTP 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 look correct and if mechanics works.

Warnings:
1. I have only tested this mods for a short time so there still can be problems, bugs or conflicts that can materialize after longer gameplay.
2. The mods are only tested for compatibility with CCTP and not between them so most likely some of this mods will not work together.
3. Some of this mods will need tweaking/editing to fit into CCTP.

I need help to make this list better and bigger so if you know about any mods that is compatible, conflict with CCTP or you wonder if a mod is compatible, please make a post :)

Mods that seem to be work with CCTP v4.03:
Spoiler :
+1 Range for Post Industrial Ranged Units
Air and Missile Base/Commanders
All promotions descriptions tooltip
Amphibious Assault Mod
Ancient building pack
Ancient building pack 2
Ancient Unitpack - Horse Archer
Ancient UnitPack- Medieval battering ram
Ancient UnitPack- Medieval Ballista
Ancient Unitpack - Heavy Knight
Ancient Unitpack - Switzerland Mercenary
Ancient UnitPack- Composition Army
Ancient UnitPack- Medieval Navy
Ancient UnitPack- Trebuchet Builder
Buildings - Aquarium
Buildings - Commerce District
Buildings - Marine Biology Lab
Buildings - Skylift
Buildings - upgrade system
Buildings -- Ancient Era Goldsmith
CameraRotation (BNW)
CameraRotation and WASD Controls (BNW)
Conscription
Casino Building
Cistern and Marina - New Buildings
City Brothel
City limits
City-State Diplomacy Mod (CSD) for Brave New World
City-State Diplomacy Mod (CSD) for Brave New World - no DLL
City States Leaders II
Classical Building Pack
Cog stand alone
Colonies
Combat Culture Counter
Consistent Yield Sequence
Construction Troop, Civil Engineer
Cultural Capital (BNW)
Cultural diffusion
Custom advanced setup screen
Diplomacy values
Emigration (Is said to part of CCTP but I can't confirm this yet)
End of turns
Escort
Flags +++ (work well with "UI - Improved City Banner" now)
Fortress borders
George's Unit Expansion Mod (BNW)
Global relations
Homesteading
Improvement Airbases (WHoward's Pick'N'Mix Mods)
Infoaddict
Ingame editor
Jet Bomber B-52 Stratfortress
Justice and Government Buildings Mod
Militarily Occupy Territories (v. 5)
Militia Defense
More buildings (v. 9)
More Great Musicans
Movement and Ranged Area
Music changer (v. 1)
Palace Additions (Techs need to be connected)
Palace and Throne Room
Promotions - Expansion Pack (v. 8)
Prospectors (BNW)
Quick turns
R.E.D. DLL for Brave New World
Revolution
RemoteMining
SEAL Team upgrade for Marine
Show Move-To
Slave trade
Spy planes! [GnK, BNW, Vanilla UPDATED]
Strategic Buildings Pack
Tactical Nuclear Missile
Terrain - Motte-and-bailey Fort (v. 4)
Tiny Death Robots
Tomahawk Cruise Missile
UI for unit stacking (v. 1)
UI - Antiquity Site Tooltips (WHoward's Pick'N'Mix Mods)
UI - city expansion (WHoward's Pick'N'Mix Mods)
UI - Improved City Banner (WHoward's Pick'N'Mix Mods)(Updated to work with Flags +++)
UI - Map Pins (v. 16) (WHoward's Pick'N'Mix Mods)
UI - Overlay Antiquities (WHoward's Pick'N'Mix Mods)
UI - Promotion tree (partly conflict with: Promotions - Expansion pack) (WHoward's Pick'N'Mix Mods)
UI - Summary Antiquities (WHoward's Pick'N'Mix Mods)
UI - unit list enchantments (WHoward's Pick'N'Mix Mods)
Unit Path Viewer
Units - Throwing axeman (v. 4)
Uprising
Wonder race (v. 4)


Need more testing to be sure
Spoiler :
Chop Jungle grants Production (no info to be found ingame)
City-State Diplomacy Mod (CSD) for Brave New World
Communitas UI pack
Exploration continued (v. 3) (but upgrade paths is broken)
Global - Espionage reports
Production Buildings
Reforestation
R.E.D. Modpack (after some time it seem to cause buggy icons ingame. Reports, civs, civiliopedia, tech tree etc)
Remove jungle gives production (cant find any ingame) (Something similar is suppose to be in CCTP already but I have not tested it or gotten it confirmed.
UI - national wonder splash screen


Not working out of the box
Spoiler :
Ancient UnitPack- Javelineer (no info or unit)
Combat engineer (game crash on startup)
Combat Medic (game crash on startup)
Expanded Naval Immersion (no units show up anywhere)
Ancient UnitPack- Miners (Miner not avialable to build in city but can be spawned and info in civilopedia)
Bottom panel info (buggy-missing icons and wrong location)
Production Focus When Unhappy
UI - City Expansion


Not sure
Spoiler :
Promotions_terrain crossing


Mods below or similar effects is already included in CCTP but not 100% sure
Spoiler :
+1 Gold back for Rivers adjacent and sea tiles
Airbase
Airport
Amer-Asian Resources
Buildings - Aquarium
Buildings - Skylift
Chop Jungle grants Production
Christian Schisms
Do You Like Bananas?
Fleet Carrier [BNW]
Global Seed Vault
Helicopter Gunship
Hidden Luxuries
National Park
New Bonus and Luxury Resources (CCTP Teaser)
One-Color Civs
Pontoon Bridge (Brave New World)
Remove Jungle gives production
Resolutions - Cure for Cancer
Royal Castle
Supercarrier
Terrain - Brazilwood Camp Extension
Terrain - Chateau Extension
Terrain - Feitoria Extension
Terrain - Kasbah Extension
Terrain - Moai Extension
Terrain - Polder Extension
Terrain - Pontoon Bridge
Terrain - Terrace Farm Extension
UI - EditUnitNames Vanilla


Will add links to mods later

Edit: Updated list
 
There are many included features from whowards dll mod, that we included a time ago.
Look under CommunityCallToPower/Dll Support, the only one not enabled on the list is Promotions_terrain crosssing, was a little buggy.

Mods that i know for sure are compatible.
*Cultural Capital (BNW)
*IGE
*UI Map Pins
*Ui Antiquity Site Tooltips
*UI Improved City Babber
*UI Overlay Antiquities
*UI Summary Antiquities
*More Great Musicans
*Improvement Airbases


Iam not sure if reforest mod is fully compatible, doesnt tested it, but was thinking af including frames nice mod time ago, and iirc there was a compatibility issues month ago with a lua file, but iam not complete sure.

For your question about jungle removement, it should grand production (less then forest)
 
There are many included features from whowards dll mod, that we included a time ago.
Look under CommunityCallToPower/Dll Support, the only one not enabled on the list is Promotions_terrain crosssing, was a little buggy.

Mods that i know for sure are compatible.
*Cultural Capital (BNW)
*IGE
*UI Map Pins
*Ui Antiquity Site Tooltips
*UI Improved City Babber
*UI Overlay Antiquities
*UI Summary Antiquities
*More Great Musicans
*Improvement Airbases


Iam not sure if reforest mod is fully compatible, doesnt tested it, but was thinking af including frames nice mod time ago, and iirc there was a compatibility issues month ago with a lua file, but iam not complete sure.

For your question about jungle removement, it should grand production (less then forest)

Thanks great information :D

About, jungle removement (Remove jungle gives production) have info in civiliopdia but not sure it will work in practice. Will find out later.

Some questions, sry just have to ask, need info :cool::
1. Im not sure if you have any mod compatibility info any other places?

2. Just want to ask if you plan to make a mod compatibility thread?, if not I can try to keep this updated with what info I find.

3. Im curious about all changes that is made with CCTP 4.03 is organized somewhere easy to be found? I did some searching but found only bits and pieces here and there, it will make it much more easier to know what kind of mods to not test out :D

4. About mod compatibility, is there some kind of mods that arecompatible and others that is not? It seem to me that mods that only add buildings, improvements, units and wonders is compatible, is that right? what about units promotions, resources, specialists and new civilizations?

5. What about adding more mods or do tweaking after started a new game, is that possible?
 
About, jungle removement (Remove jungle gives production) have info in civiliopdia but not sure it will work in practice. Will find out later.

He means that's already a part of CCTP. You don't need to use another mod for it.
 
He means that's already a part of CCTP. You don't need to use another mod for it.
Ops my fault..

To add to the list, the communitas UI pack doesn't work, since it depends on the communitas AI and tools pack, which messes with tech trees and stuff apparently.

Trying to load them with CCTP is unplayable, can't research.

Cool..I will add it to the list later
 
Disregard that one. I'm not sure it's correct, it turns out Steam messed up my CEP downloads and it wasn't even working by itself.
 
I just tested it with R.E.D. and it looks like it's partially compatible with CCTP. I didn't go too far into the game, but the scaling and formations work for stock units, even if they've had name changes. However any units that have their model and texture changed by CCTP won't show up using the R.E.D. unit skins (Caveman doesn't use the R.E.D. Warrior skin, but does use the Warrior formation for example)

The big problem the mod seems to have with R.E.D. is that it limits the player to choosing only one civ when starting a game, or selecting the "Random civ" function. However, any civ that was chosen in the previous game's setup will still show up as already being selected in your game setup screen. So I found that the way around the bug is to disable the mod, pick the civ you want to play, enable the mod, and then set up your game.

I think making a point to work in R.E.D. compatibility would be fantastic. One of my biggest disappointments with Civ 5 was the lack of ethnic unit diversity, even though Firaxis saw fit to make cities look diverse. R.E.D. addressed that glaring annoyance, and I'd hate to have to choose between the expanded gameplay of CCTP and the much more visually appealing units of R.E.D.
 
This mods seem to work with CCTP.

Tested and working ingame:
All Promotions description tooltip (v. 13)
Buildings - Upgrade System (v. 12)
City Limits (v. 4)
Global Relations
UI - Overlay wonders (v. 7)
UI - Improved city banner
UI - Map pins
Ingame editor (v. 38)

Unsure about
Wonder race (v. 4)
Units - Airship and Land Ironclad (v 3)
UI - National wonder splash screens (v. 10)

Mods causing minor problems:
R.E.D. Modpack
it load fine and work as said before in this thread, but after some time it seem to cause buggy icons ingame. Reports, civs, civiliopedia, tech tree etc is affected by this. The game is working its just that all this icons look crappy. But need more testing to be 100% sure it is this mod that cause this.

But as said, need to solve my problem before anything is sure.
 
Wonder Race is incompatible, unless we load a altered version in CCTP directly....

Most of whowards mods are working with CCTP, i also ask him time ago for including his awesome stuff into CCTP.
So here we are.
 
Wonder Race is incompatible, unless we load a altered version in CCTP directly....

Im running CCTP v4.03 and Wonder race is working correctly ingame, telling me if Im loosing or winning when building wonders other Ai civs also are building.
But can it cause problems?
 
Im running CCTP v4.03 and Wonder race is working correctly ingame, telling me if Im loosing or winning when building wonders other Ai civs also are building.
But can it cause problems?

I didnt played the current version, all i remember is that there was a lua conflict between this to mods.
 
2 new mods that seem to work fine with CCTP v4.03.

CameraRotation (BNW) (v. 2)
Infoaddict (v. 22) (conflict with Global relations since both is based on same mod)

(I use the term "seem" since I dont have a complete overview of all things CCTP is adding/changing so I dont know for sure if something is overwritten or if something in CCTP is not working. But the mods is working as intended so they are ok.)
 
In the thread [BNW] CCTP Working Version Progress for v4.03 (http://forums.civfanatics.com/showthread.php?t=503788) , Ingame Editor (IGE) is suggested as a mod to use together with CCTP. I have been using IGE to give extra techs to Ai civs in 2 different games, and both times it have caused a complete stop in tech progress for all Ai civs.

Im using IGE together with CCTP and 10-12 other mods. I dont know why this is happening, if it is a conflict with any other mod Im using or a conflict with CCTP. Anyway, Im in a test game now and tech progress is working fine until I give Ai civs techs. Im in turn 563 now and for more than 350 turns nothing have happen regarding new techs for all the Ai civs, except that 2-3 of them have gotten 1-2 new techs, but thats not from research for sure.

I will come back with more info when I have tried IGE with CCTP alone.
 
In the thread [BNW] CCTP Working Version Progress for v4.03 (http://forums.civfanatics.com/showthread.php?t=503788) , Ingame Editor (IGE) is suggested as a mod to use together with CCTP. I have been using IGE to give extra techs to Ai civs in 2 different games, and both times it have caused a complete stop in tech progress for all Ai civs.

Im using IGE together with CCTP and 10-12 other mods. I dont know why this is happening, if it is a conflict with any other mod Im using or a conflict with CCTP. Anyway, Im in a test game now and tech progress is working fine until I give Ai civs techs. Im in turn 563 now and for more than 350 turns nothing have happen regarding new techs for all the Ai civs, except that 2-3 of them have gotten 1-2 new techs, but thats not from research for sure.

I will come back with more info when I have tried IGE with CCTP alone.

I highly doubt that IGE is not compatibly, if you think you encoutered a problem please send me the lua.log and the database.log.
 
Sure, I can do that. Just started a game with only CCTP and IGE so in short time I will know more.
 
its nothing wrong with IGE, it is version 4.03 of CCPT that cause this problems with Ai civs stop tech progressing after a short time. IGE is very robust, have tested it with atleast 30-40 mods and not one problem.
 
Most of the "new Civ" mods work with CCTP. However sometimes they add a new military unit that cctp does not recognize so that unit does not upgrade properly. A few of them give a new unit at start of game, not realizing that cctp starts in the stone age.

I just started using IGE with cctp. If I use it to look at a AI civ and check their tech, no problem. I can even give the AI ( that was not properly researching) a tech. But if I use IGE to look at the tech of all the AI civs one after another. IGE locks up on closing.

The "AI civ failing to research" problem is not related to IGE. It happens in cctp, even when no other mods are in use.
 
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