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Corrupted / Incorrect Textures with Mods

DoctahFrank

Chieftain
Joined
Feb 22, 2017
Messages
1
I was running a pretty stable mod setup (no crashes or major bugs or anything) so I decided to add a bunch of custom civs to make the game more diverse. However, after I added them I began to get either corrupt or incorrect textures loading on certain parts of the game:
http://imgur.com/a/FERA4

My current modlist is the following:
http://pastebin.com/huLRM2g4

Is it caused by a mod conflict or just having too many mods loading textures? Any help is appreciated.
 
from your image posting it looks like a clash between EUI and something else.

If everything worked before you enabled all those civ-mods, then the clash is with one or more of those civ-mods. Disable all those civ mods and try them one at a time or else check the individual mod descriptions for whether there is a known clash issue between ModX and EUI. Many mods clash with EUI in one or another element of the game UI simply because EUI reworks pretty much every UI display in the game, and many mods use a custom version of a standard UI-Panel in order to create the effect needed by the mod.

One of the civ mods you recently downloaded and enabled may also be using an incorrect deisgnation for a Prerequisite Technology, which causes failure and lock up of more than one of the game's UI panels. Multiple mod-makers are in the habit of specifying in their XML either -1 or null as a prerequisite tech for a building or unit, thinking the game treats this as "no prerequisite": but the game does not, it treats it as an error, and then this error can cause failure of the UI.
  • For mod makers reading this, in XML the prerequisite tech must be specified as NULL
  • XML will NOT accept null
  • SQL will accept either of NULL or null
  • neither SQL or XML will accept -1.
  • the simplest solution is just to omit stating anything for a PreReqTech, as this defaults in all cases to NULL
There is a limit to the number of unit-types that can be registered within the game at any one time. This does not mean on the game-map at any one time, this means the total number of unit-types registered within the game's database of units, buildings, etc. But I have never encountered a problem with too many icons for example being registered within the game -- it is possible there is such a limit but I've never hit it and I've run something like 250 world wonder mods all at the same time, each with their own set of icons and wonder splashes.
 
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