Downloading, Installing a Playing a New Civ

I have a mod that just refuses to work. I have tried holding down the "shift" key while the game is loading up and editing the .ini _Civ4Config but neither of those has worked. Is there anything else I can do?
 
Hey, after I installed the mod, I came across with the 'XML Load Error' problem. It says LoadXML call failed for modules/custom civilizations.... any ideas to fix this problem??
 
I am confused as to how to get "modules" to work within a mod folder. Like in Civ Gold for example. It has "Custom Civilizations/Modules/Canada" etc. And it works just fine. But for some reason when I do the exact same thing (I actually copied and pasted everything but the audio file and using everything with 3.17 up to date including solver's patch for just the mod), I get nothing. Either just the normal usual Civ IV BTS content or a crash and it won't even load at all.

How do you make "modules" work for your mod? Would it just be easier to use the same folder structure BTS uses in Assets and all, but inside the mod folder?
 
I am confused as to how to get "modules" to work within a mod folder. Like in Civ Gold for example. It has "Custom Civilizations/Modules/Canada" etc. And it works just fine.

You got that wrong, they have Modules/Custom Civilizations/Canada, if you actually put Modules underneath Custom Civilizations, that should be your error.

But for some reason when I do the exact same thing (I actually copied and pasted everything but the audio file and using everything with 3.17 up to date including solver's patch for just the mod), I get nothing. Either just the normal usual Civ IV BTS content or a crash and it won't even load at all.

Assuming you actually did it the way CivGold did it and did not mess up the dir structure, does your mod have an .ini file (it does so after you have run it for the first time at the latest) which contains the line "ModularLoading = 1" (which you have to chage from =0 manually).

How do you make "modules" work for your mod? Would it just be easier to use the same folder structure BTS uses in Assets and all, but inside the mod folder?

You could, it would not be modular though. CIV keeps everything underneath Assets/XML in large files (i.e. all civs in one file, all units in one file etc.), when using Assets/Modules instead, you have many small files (e.g. one *_CIV4CivilizationInfos.xml per civilization), the upside is that you could remove stuff just by removing its module, no need to editing a bunch of xml files to remove what belongs to that module.

What you name the dirs underneath Modules is entirely up to you, there is no mandatory naming scheme for it to work, so "Custom Civilizations" could just as well be "Civs" or "MyNewStuff", doesn't matter at all.

There are some limitations to the moduar xml however, some files cannot be made modular. For example, Technologies and Promotions cannot be modular (and probably some others as well). So for those you will always have to stick with one large file (unless you use the World of Civilization core for your mod).
 
I just checked to see if the directory pathway that i typed was just a message board typo or if I really made that error in the mod. It was just a message board typo. I tried to make a new mod (again) and copied all the folders strait from CivGold, but only added the Canada modular. They still didn't show in the game.

As for the .ini, no there was none. This was the first time I loaded up this particular mod. I named it "Test Mod" just to see if I could get modules stuff directly copied from CivGold to work, and sadly, even after reading your post, I still can't. :(

Edit: Just checked the newly created ini file (that was just now made after loading it for the first time) and it already had a 1 next to ModularLoading = line. The Module civilizations still don't show up in the game selection screen.
 
Are you sure about that ? the modular civilizations are not in alphabetical order, they appear at the end of the list, thus Canada should be the last civ in the list.

When I did what you just wrote (copy Civ Gold/Assets/XML, Assets/Art and Assets/Modules/Custom Civilizations/Canada to a new mod), it did work, Canada appeared in the list as the last civ and I could select it.

I got a huge amount of errors though because of all the leader diplomatic texts in Assets/XML/GameInfo/CIV4DiplomacyInfos.xml for leaders of other nations which now are missing. Other than that, everything worked as expected.
 
I am completely 100% sure. I have tried it several times now and every time the result is the same: nothing outside of basic BTS shows up. The first civ is America, and the very last civ listed is Zulu. Canada is no where in between, before, or after to be found. And this is directly after a simple copy and paste job.

I just don't get it. I mean it works fine for Civ Gold (albeit the mod takes an eternity to load up), but the "plug and play" part of it just doesn't work. Like copying components (custom civs/leaderheads) from Civ Gold into another mod, even if I copy the art and xml folders, it still doesn't work outside of Civ Gold in any other mod.

Any clues? :confused:

BTW, don't mind the background... I set the options in BTS to load the Vanilla menu instead (I like that one better :) ).
 
I am new to threads and civ 4. But I changed everything in civ 3. When I download a new civ or mod how do I get it to run? like I download orcs civ and woodelves now what am I soposed to do with the files?
 
Thanks to stretegyonly I was able to get a modular mod to work. After gaining more experience modding, I think that the cause was that I was using CivGold's ini file, however my mod was named something totally different. So I believe that the title of the mod, and what it says the title is inside the ini file, as well as the ini title itself, MUST match up. Just for anyone who may be having the same dellema as I did. :)

Do you think that's what the problem was, Wyz?
 
Mod dir and ini file must indeed have the same name, the text in the ini file does not matter however.
 
Ok, thanks! But I've tried both ways of getting a civ to work, but no matter what, no mods I try work! Well, they kind of work, but don't give me any new civs! I am running Civ Gold Edition (warlords) And I'm looking for a way to work any civ mod that features Ukraine as a civ.
 
Is there a guide or FAQ on what .ini files do what and where they are located?

Is there are explanation of the difference between an .ini and a .py? What about .xml's?

How about a guide or FAQ for what major components/modules are loaded, and how to disable them from being loaded? For instance, in Rise of Mankind 2.6, some recommend (and the default is) that Revolution not be added, but I think I read that somehow this default can be overridden. Why? How? Are there master .ini's that control other lesser .ini's? Why doesn't holding down shift always clear the cache? Is it just better to delete all the .ini's in the dox & settings > my dox > my games > BTS directory?

Barbarian civs seem to cause a problem. What .ini's would you modify to remove Barbarian civs?
 
I'm trying to get the "Amazons" mod to work.I've read through al these post and followed all the all the directions.But the new civ "Amazons" dosen't show up (It's not at the end of the list ether).

Can someone whats wrong?
 
Hi,

I'm downloading CIV Gold 4.0 now.

But, if there are more civilizations to add, can i do it in that mod ?

So i mean: can you combine multiple mods ?
 
Hi,

I'm downloading CIV Gold 4.0 now.

But, if there are more civilizations to add, can i do it in that mod ?

So i mean: can you combine multiple mods ?

Yes you can, depending on the mod it is either easy or somewhat difficult, you can always merge them however.

As long as the civ to add is modular, you should be able to simply add it, maybe you need to edit the art path (unless you keep the art in the same subdir as before).

If the civ to add is not modular, you should extract its definition from the other xml (using a diff tool e.g. winmerge) and create a modular version of it which you then add to Civ Gold. Certainly is more work than adding a modular one, but neither complicated nor time consuming when you know what you are doing.
 
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