Community Patch - How To Install

i have installed all the components with the auto installer.
it seems it works, but if i choose to play without CBP, UI breaks. how to switch back to normal UI if i want to play an unmodded game, or without CBP?

Go to C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\ and remove this folder UI_bc1. that is the EUI part.
 
I'm an idiot, so just to confirm before I start (he only 'mod' I currently use is EUI):

1. Delete all traces of EUI
2. Use auto-installer and select option 1 - Full Community Patch Project (including EUI)
3. In-game select all mods (1,2,3,4,5 and 6a)
 
When I'm using this mod, the difficulty settings say that Prince gives the AI many advantages. However, in normal Civ Prince is Normal. Are the difficulty settings supposed to be tweaked like this? If so what difficulty should I play on if I normally play Prince in Vanilla?
 
I think one below is the general suggestion (at least until you find you feet), but a summary of what the advantages are would be helpful I guess.
 
I'm an idiot, so just to confirm before I start (he only 'mod' I currently use is EUI):

1. Delete all traces of EUI
2. Use auto-installer and select option 1 - Full Community Patch Project (including EUI)
3. In-game select all mods (1,2,3,4,5 and 6a)


Mods are enabled for me and this still won't work :(
 
The installation guide mentions that (for the core verion with EUI i.e section 5.4) after deleting Yieldiconmanager files (.xml and .lua), go to this link and download EUI-CBP.exe.

Now I checked that link and there is no such file. Most probably the uploaded files got updated but the installation guide did not.

Furthermore, I am trying to install the beta version (for CID mod) so I'm unsure whether the pdf guide is even meant to be for the beta version. There is only one file related to EUI in the beta version link which is -
"(6b) community balance patch - compatibility files (EUI).zip"
There does not seem to be a compatibility file for the core version, unless this CBP file can be used for CP core compatibility.
I am confused :confused:

I am doing this manually and till now, I have done 2 things ->
(I) Deleted those 3 folders
(II) downloaded "(1) Community Patch.zip" from this link

Now, what is the next step ? Please help me out here. :cry: Total noob as you can see :blush:
 
Hey Gazebo. I'm using CBP (No EUI) with CiD, Rise to Power, ExCE, and Cultural Diversity. When I start a game, the tech tree completely malfunctions and is stuck in the Ancient and Classical Eras. I checked the log, and this is the error that I receive:

Runtime Error: MODS\(2) Community Balance Patch\Modular Elements\TechHelpInclude.lua:358: attempt to index global 'tech' (a nil value)

According to JFD, this command line should refer to "thisTech" instead of "tech".
 
I'm having a problem with EUI I think, were some of the UI for research is missing and I cant open my production menu. I tried finding the lua files in the CP and CBP files but didnt see them.please help!:confused:
 
I'm having a problem with EUI I think, were some of the UI for research is missing and I cant open my production menu. I tried finding the lua files in the CP and CBP files but didnt see them.please help!:confused:

Use the auto-installer and make sure that EUI ended up in your DLC folder.

G
 
Can you add an option to disable the CP's influential messages? While they're nice, they also override the ones given by UCI, and it seems a shame that these two mods don't work together.
 
Can you add an option to disable the CP's influential messages? While they're nice, they also override the ones given by UCI, and it seems a shame that these two mods don't work together.

UCI? What's that? Too many acronyms floating around these days. :)
 
UCI? What's that? Too many acronyms floating around these days. :)

Unique Cultural Influence - adds a unique message for each civ, based off of what the civ might produce.
 
Unique Cultural Influence - adds a unique message for each civ, based off of what the civ might produce.

The CP's notifications are enums, meaning that disabling them is a chore. Better, honestly, to get that mod maker to comply with the CP's changes than vice-versa.

G
 
The CP's notifications are enums, meaning that disabling them is a chore. Better, honestly, to get that mod maker to comply with the CP's changes than vice-versa.

G

Sorry for not being clear: UCI changes the "blue jeans and pop music" message for each civ, not the finger notifications - which are quite nice, btw. CP adds some new messages, which override the custom civ ones.
 
Sorry for not being clear: UCI changes the "blue jeans and pop music" message for each civ, not the finger notifications - which are quite nice, btw. CP adds some new messages, which override the custom civ ones.

Ah, misunderstood, thought you were referring to the notification panel. I'll add a 0-1 toggle to the CP's 'CustomModOptions' table that you can enable/disable to remove those messages.

It'll be called: BALANCE_CORE_DIPLOMACY_ERA_INFLUENCE, and you can just set the 1 to a zero in the CP. That'll fix it.

G
 
Ah, misunderstood, thought you were referring to the notification panel. I'll add a 0-1 toggle to the CP's 'CustomModOptions' table that you can enable/disable to remove those messages.

It'll be called: BALANCE_CORE_DIPLOMACY_ERA_INFLUENCE, and you can just set the 1 to a zero in the CP. That'll fix it.

G

Thanks!

...wait, they're era specific?

*buries head in hands because of negligence*
 
Thanks!

...wait, they're era specific?

*buries head in hands because of negligence*

Base game only had one message for the entire game (blue jeans). I added message types for classical/renaissance/industrial, and then the blue jeans one for modern-information. So your mod would theoretically work, but it'll only proc in modern-on. Anyways, it'll be possible to disable if that suits you.

G
 
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