Failing so hard when trying a modded civ

verker

Chieftain
Joined
Dec 1, 2015
Messages
9
Hi all,

ok, so i have played civ5 single player up to a point where i would like to try play or battle against a different civilization than the 43 provided with the game (complete edition). However despite having read the stickies and browsing the web for solutions (seems tons of ppl have similar probs, but there doesnt seem to be "the one" solution), i fail so hard in adding new civilizations to the game - please help!

After installing from steam workshop or manually (tried e.g. the goths, the inuit and the like), the new civilizations show up in my mods folder on drive c: as well as in my mods list in game. I checked the mods checkbox in game to activate the new races, but still i cant select them as playable races, because they dont show up in the "select race" list in game. Neither does the AI pick them as my opponents. Strangely enough, they show up in my civilopedia though...

I tried uninstall and install the civilizations manually, i tried restarting the game, restarting steam, restarting my computer, i also tried to uncheck the other mods i use (cummunitas map and info addict), i tried to uncheck other DLC content. Even tried to start the DX9 version of Civ5. It doesnt show up as a race to play no matter what i do. There must be something simple that i overlook, or which is logical but not documented, such as adding the new civilizations to some file or .ini so the game can find them, or increasing the total number of possible civilizations?

In the end i did even install ModBuddy and some MS Visual shizz on my PC, but honestly i have no clue what i should do with that - and it doesnt feel like this was the solution or needed either.

Playing "complete edition" of civ5, DX10 DX11 version of the game, win10, GForce GPU.

Any pointers appreciated, thanks in advance!
 
  1. In your original post you should try to be as specific as you can as to what your problem is, so far as you are able to understand what has gone wrong with your mod. Many times, however, what the novice modder thinks the problem is and what the problem actually is are two different things. Which is why, at a minimum, you need to adhere to #2 and #3 in this list of what you should do when starting a thread to ask for help.
  2. In your original post, attach a zipped-up copy of the built version of your mod. See this tutorial for how to add the attachment, and what is meant by the built version of the mod.
  3. Start the thread in the main Creation & Customization forum. DO NOT start your thread in any of the sub-forums: Civ5 - Modding Tutorials & Reference, Civ5 - Modpacks, Civ5 - Mod Components , Civ5 - Graphics modpacks, Civ5 - Unit Graphics, Civ5 - New Civilizations, Civ5 - Scenarios, Civ5 - Custom maps, Civ5 - Map Scripts, Civ5 - Utility Programs, Civ5 - Project & Mod Development (or any of its sub-forums). You should avoid posting your question in the Civ5 - SDK / LUA sub-forum unless you are certain you have a question directly related to creating C++/lua programs.
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link to thread
 
@agressivewimp

First off, thanks for your message. It seems i did at least hit the correct sub forum with my question, thats something to start with.

I have checked the thread and tutorials you linked to, but this seems a misunderstanding since i am not creating a mod, i am just trying to use the ones that seem common on steam workshop. (edit: i still attached the goths mod i want to use to my opening post)

To be more precise than in my opening post, in general mods in civ5 work fine for me and i know how to handle them (e.g. various maps, info addict, nq-map and nq-mod for multiplayer and the like). However, the only thing i never get to work are new (modded) civilizations: I can add them, i can activate them, i can read about them in the civ5 helpfile - but i cant select them in a single player game i want to start. Tbh i m going nuts about this meanwhile since i tried any hint i could find using google, utube and the like from deleting moddatabase files over verifying game files to reinstalling the game.

I sincerely need a hand what to look for or where to start, i am perfectly willing to gather any info thats needed, and to repeat again, its NOT my problem to download, install or activate the newly added civs, they just seem not to work at all, neither the inuit, nor the goths or anything else, and i dont have the slightest clue why. Lets perhaps stick with the goths as an example since they are the highest rated modded civ available on steam workshop meaning they should work in general...

Anyone? Thanks!
 
Firstly, if you have any pseudo-DLC (eg for using mods in multiplayer) or other mods installed remove it all. Basically you want a standard game with a single mod (the Goths) installed - but do not (yet) enable it.

Now enable logging (see the first link in my sig) and check the database.log and lua.log files for any problems being caused by the standard game - there will be a few.

Then enable the Goths and check the log files again - any additional errors will be from the Goths ... those we need to solve.

Finally, when you've got the Goths playable,you can start adding the other stuff back.
 
In my experience having NQMOD in your DLC folder will not allow custom modded civs to be used. Having the fake DLC version of InfoAddict installed appears to result in the same problem.

Having the Single-Player version of NQMOD enabled as a regular mod in the mods menu I am not sure of.
 
Having the NQ mod for SP doesn't block other civs or any others mods, i'm sure of that.

Did you try the 2 different ways of installing the mods (workshop and manual) for multiple mods?
Is the game well updated?
Have you tried with all kind of fake-DLC removed? (even the EUI, maybe you're still using the one thats specially designed for CBP)
 
Hey guys,

thx everyone for your hints and pointers.

Yes i have tried both with and without NQ mod, basically this is done my moving a folder out of the assets folder or what it is called. Yes i have the game on auto update via steam. Yes i have tried both subscribe via steam and download and extract manually - both with the same result, giving files in the right place plus a mod i can activate, but not new civ can be selected for play.

Following your advice i deleted all civ5 relevant folders and decided to go with a fresh install of my complete edition. Steams says my download will take hours due to my low bandwith where we live...

I will enable the logging right after the fresh install and then try again with the Goths and report back what happened. Thanks!
 
So here s my log files after a plain install (meh that interface feels awkward):

xml-log:
------------------------------
[523.687] **** Validating Game Database *****
[525.781] Performing Localization Checks
[525.781] Checking Tag Format...
[525.781] Note: Tags must only use [A-Z_] characters, start with 'TXT_KEY_', and be under 128 characters long.
[525.781] Validating UnitGameplay2DScripts
[525.781] Missing Entry for UNIT_BARBARIAN_HORSEMAN
[525.781] **** VALIDATION FAILED *****
[525.781] Validation Took 2.093234 seconds
[526.140] **** Validating Prefetch Process *****
[526.140] **** Validation Success *****
[526.140] SetGlobalActionInfo
[526.140]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6219744 75780936
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5804736 62876016
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------

database log:
[503.234] columns StrategicViewType, TileType are not unique
[503.234] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[512.140] no such table: ContentPackage.LocalizedText
[512.140] no such table: ContentPackage.LocalizedText
[512.140] no such table: ContentPackage.LocalizedText
[513.140] no such table: ContentPackage.LocalizedText
[514.453] columns StrategicViewType, TileType are not unique
[514.453] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[515.000] no such table: ContentPackage.LocalizedText
[515.000] no such table: ContentPackage.LocalizedText
[515.000] no such table: ContentPackage.LocalizedText
[521.218] Validating Foreign Key Constraints...
[521.218] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[521.218] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[521.218] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[521.218] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[521.218] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[521.218] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[521.218] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[521.218] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[521.218] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[523.296] Failed Validation.
[523.671]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6218568 75780936
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5803560 62876016
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
[523.703] Validating Foreign Key Constraints...
[523.703] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[523.703] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[523.703] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[523.703] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[523.703] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[523.703] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[523.703] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[523.703] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[523.703] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[525.781] Failed Validation.
[526.140]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6219744 75780936
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5804736 62876016
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
[751.609] no such column: Type
[751.609] In Query - select * from Natural_Wonder_Placement where Type = ? LIMIT 1
 
Okay - so 2 surprises happened when i clicked "mods" in the main menu for the first time in the fresh install: 1st, despite having deleted all folders before the re-install, the game "recalled" my old mods and managed to install a few by itself (namely communitas map, info addict, and the goths) - no clue how this happened, maybe this info was drawn from steam by the game? 2nd, i could select the goths as a playable race in my 1st attempt :eek:

So whats my conclusion now, some of the old mods or pseudo dlc thingies interfered with new modded civs? Most likely it was my updated interface, cant recall the mods name atm, but i kinda tested out everything else. Is such a behaviour commonly known and / or which interface mod can i use that has proven to be flawless?
 
So whats my conclusion now, some of the old mods or pseudo dlc thingies interfered with new modded civs?

Most likely the pseudo-DLC thingies - ie anything you install by copying into the C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC directory.

The interface DLC is almost certainly Enhanced User Interface (EUI), doubt it's that on its own (otherwise there would be public outcry) so much more likely to be other pseudo-DLC thingies.

Add them back in, one at a time, and see which one breaks modded civs for you.
 
Uhm there seems to go a lot wrong here then. After my clean install plus delete all civ5 relevant folders, how can that stuff still be around in a log file? Seems that steam messes up my fresh civ5 install, or is that to be expected? More surprises here and thats kinda spooky - in my 1st game where i try out the innuit (which civ5 also "found" by itself after the fresh install) i suddenly meet Venezia as an AI race in game. WTH! I never installed that as a race.

I guess i should make sure i go all way back to the roots. If my way of deleting all files and freshly downloading and installing civ5 from steam did not work properly, how can i ensure to get a clean and fresh civ5 game free of anything spooky starting from where i seem to be atm?

Dont really know what to say / think at this point, i am used to my pc doing what i order, and not doing things on his own...
 
Dont really know what to say / think at this point, i am used to my pc doing what i order, and not doing things on his own...

Welcome to the wonderful world that is the hell of Steam!

If you were still subscribed to any mods on Steam, after your clean install, when starting the game and going to the Mods Screen, it would have auto-downloaded them, and loaded any that were enabled (which they would have been unless you deleted the contents of the cache sub-directory)
 
Strange. Well i did delete everything that was on c:/user/documets/mygames/civ5 or what that was, before i performed the fresh install. I also deleted everything in d:/games/steam/apps/common/civ5 (or similar). Ok, i ll make sure to unsubscribe from anything on steam, i ll report back how i manage, then we will see.
 
Attempting a 2nd "fresh install": This time i unsubscribed from any mods on steam before i even uninstalled the game. Restarted pc, downloaded the game once again (3 hours, zzzz), this is what my DLC folder looks like before 1st start of the game, plz confirm that there s no modded shizz here that shall not be there:

dTuNLma.jpg


There is nothing in C:/user/documents yet, not even the mygames folder. Guess that will be written on the 1st startup of the game, i ll keep you updated (edit: correct, game wrote an empty mods folder there on 1st startup). Cant be THAT hard to get a clean install of civ5, steam or not... (edit: clicking on mods in the main menu the game reports back with "no mods installed" - finally).

I have a question as well: If you guys think that modding the UI with some fake DLC stuff is the cause of most of my problems, which modded UI could you recommend which will not interfere with modded civs? Thanks!
 
this is what my DLC folder looks like before 1st start of the game, plz confirm that there s no modded shizz here that shall not be there:

Looks the same as mine, and I have no pseudo-DLC installed.
 
EUI (Enhanced User Interface) will not cause the disable modded civs issue. Still you should verify with only EUI installed as a fake DLC, because there are compatibility issues between EUI and other mods. Nearly all of the compatibility issues between EUI/OtherMods are documented on the EUI thread with instructions on what to do. Most of these compatibility issues are of the nature of both EUI and another mod needs to use a custom version of for example the game's standard CityView.lua file, and the two mods thereby clash because there can only ever be one version of CityView.lua active within the game at the same time.

Treat all other fake DLC packages as guilty until proven innocent, and add/remove them one at a time to verify innocence of each on its own. This method will also help to identify clash issues between two-or-more fake DLC causing the issue, or causing other issues.

For the version of EUI that gets installed with the CP/CBP I have no data one way or the other.
 
Thanks again everyone who gave pointers and helped me with this thread. I followed LeeS advice and meanwhile run my fresh Civ5 install with the latest version of EUI plus 10 new modded civs. Finally!

Only one riddle remaining: What prevented the use of modded civs earlier? The only difference now is that i never installed NQ mods and NQ maps with this fresh install, plus i also didnt bother with one or the other community (communitas) map that i used earlier.
 
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