DLC Modpack Repository

Is RCI inside the modpack? I believe that will work fine, but RCI should be modular enough that it can be added to the DLC folder in addition to a modpack, so if you didn't include it, people could still choose to use it if they wished (and of course they should ;)).

Works like a dream. :) I honestly can't play without it. The original color scheme is jarring by comparison.
 
Glad to hear it. I guess my question is, have you tried making a modpack without RCI and then adding RCI to your DLC folder separately? Because if that works, I would recommend uploading it without RCI so people aren't forced to use it but still have the option.
 
I haven't tried, no. Next time I make a modpack, I'll look at it. Does it bother you that it's in the modpack? I'm happy to remove the link if it does.
 
It doesn't bother me at all! On the contrary, I'm glad that you enjoy it enough to include it! I only mention it because I know some people don't like it, and I wouldn't want anyone to avoid your modpack when they could actually get the best of both worlds.

One of the goals of the most recent update was to make it a more of a standalone thing, so it wouldn't have to be included in modpacks to be used. That way people wouldn't have to upload a version with and without RCI to make everyone happy. Now, people should be able to leave RCI in their DLC folder, and it should work with any modpacks they might use. I'm not sure what would happen if someone used a separate RCI along with a modpack that included it. It might break things, though probably not in a major way.

I should also ask just to make sure, you're using v3.0, right?
 
It might be the very first version you released, to be perfectly honest. :lol: I'll check into it now.

Edit:

It is marked as version 4. I must have signed up for the mod on Steam at some point. :)
 
I would absolutely recommend you use the current version. It has changed a lot and previous versions suffered from compatibility problems and annoying bugs because they were implemented entirely differently. The latest version doesn't change the colors at all, just makes it a much simpler thing to install and use with other mods and modpacks without problems.

That said, the version in your folder might not match the version as I've named it. Because I can't use decimal numbers, the version number within the mod is higher than how I've named it on the forums. Annoying, but not really avoidable at this point.

I'd avoid the steam version. I actually haven't updated it with the latest version, though you wouldn't be able to use it as a DLC through steam anyway, as those are always regular in-game mods.
 
Anything can be a DLC if you try hard enough :O
 
Oh. My. God.

Sorted this out finally, user error. But to be fair it's a pretty poor design imo!!

I had cut and pasted the previous VP mod out of the DLC folder up one level to 'Assets'. Thinking that I can put it back if the new version didn't work.

Well don't do this. This game loaded the old version from the 'Assets' folder and not the DLC folder.

This is most likely obvious for any of you old salts. But not for some of us. Maybe this warning ought to be placed someone in the 'installation faq' as a troubleshooting tip. I didn't see anything about it anyway.

Now Im gonna play!!!!
 
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I downloaded your pack but I don't seem to be able to play with the Communitas map, is there an additional step to enable it? Thanks for taking the time to create your modpack, btw, I appreciate it!
You need to go inside the pack, find the communitas map (modpackname/Mods/(1) Community Patch (v 89)/Mapscripts/Communitas.lua), and copy-paste it into your maps folder. (Assets/Maps)
 
New version of Magnus Mutatio: https://mega.nz/#F!8LwDxCII!BW03zU-kKm6IF6eEt_5Hxg

Multiple modpacks for the 2019-02-17 version (with hotfix)
CP-only
VP without EUI
VP with EUI
VP with EUI, and more interface improvement
VP with a lot of mods I like.

Content in details: https://forums.civfanatics.com/threads/vp-modpack-magnus-mutatio.639974/

You are a good person and deserve to feel good.

Weird problem: With the "and more interface improvements" version (I haven't tested others) when I turn on quick movement and quick combat, the game immediately turns them off at the start of the next turn. It's such a strange problem and I'm wondering if it's something anyone else has experienced, or if my computer is being special.
 
You are a good person and deserve to feel good.

Weird problem: With the "and more interface improvements" version (I haven't tested others) when I turn on quick movement and quick combat, the game immediately turns them off at the start of the next turn. It's such a strange problem and I'm wondering if it's something anyone else has experienced, or if my computer is being special.
Thank you :-)
For the quick movement and quick combat, you need to use the Quick Turn panel (at the top right, the symbol is a double arrow with "Qui" written on it).
 
New version of Magnus Mutatio: https://mega.nz/#F!8LwDxCII!BW03zU-kKm6IF6eEt_5Hxg

Multiple modpacks for the 2019-02-17 version (with hotfix)
CP-only
VP without EUI
VP with EUI
VP with EUI, and more interface improvement
VP with a lot of mods I like.

Content in details: https://forums.civfanatics.com/threads/vp-modpack-magnus-mutatio.639974/

You are a good person and deserve to feel good.

Weird problem: With the "and more interface improvements" version (I haven't tested others) when I turn on quick movement and quick combat, the game immediately turns them off at the start of the next turn. It's such a strange problem and I'm wondering if it's something anyone else has experienced, or if my computer is being special.

Thanks guys! I've used both of your packs over the last few versions, they've all been great.
 
http://dump.*****eese.net/files/dawebem/vp-2.17.7z 2.17 modpack
 
Last main modpack was brilliant, but everywhere I see that the community events pack solves boring, repeated, events.

Is there an easy way to add one additional mod to a modpack, or should I start a whole new one from scratch? If so, do I need to download 'un modpacked' mods or can I choose them from a mod pack?

Alternatively, if there is a way to remove the dependency check on the events mod, I could load that separately.
 
Last main modpack was brilliant, but everywhere I see that the community events pack solves boring, repeated, events.

Is there an easy way to add one additional mod to a modpack, or should I start a whole new one from scratch? If so, do I need to download 'un modpacked' mods or can I choose them from a mod pack?

Alternatively, if there is a way to remove the dependency check on the events mod, I could load that separately.
You need to start from scratch.
However, what you can do is take the mods you like of the modpack and put them into you MODS folder, and enable them as usual.
In the ModpackName/Mods folder of the modpack, there is a copy of the original mods used for creating the modpack.

You can also try to remove the dependencies (you need to modify the .modinfo file of the mod, and delete the appropriate lines), but it might cause some problems.
 
March 14 Beta Pack:
https://drive.google.com/file/d/19_C5wlax4AiiAMeJl1bdW0nXBh91DFf9/view?usp=sharing

Modlist:

SsjZai4.png
 
https://dump.*****eese.net/files/tegaxes/vp-3.14b.7z 3.14 beta modpack
 
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