Game crashes upon launching with the mod enabled

kirbz

Chieftain
Joined
Jul 24, 2011
Messages
44
Hey guys, I'd love to try out this mod, however the game keeps crashing on me whenever I try to use it. It works fine without the mod, but somehow it instantly crashes after I've set up the game and press play. Could anyone offer any help? I tried clearing the cache folder but that didn't help. Thanks in advance!
 
Hey guys, I'd love to try out this mod, however the game keeps crashing on me whenever I try to use it. It works fine without the mod, but somehow it instantly crashes after I've set up the game and press play. Could anyone offer any help? I tried clearing the cache folder but that didn't help. Thanks in advance!

Are you downloading it from the ModBrowser, or http://civmodding.wordpress.com/ ?

The ModBrowser isn't working properly. Otherwise, try clearing the ModUserData as well as the Cache folder.

The good news is that unless it's a bug introduced with 8.7 today, it should be simple to troubleshoot what's throwing you off.
 
Heya, I tried it both ways; downloading ingame and installing it through there and just downloading the archive off the site and unpacking it in my mods folder. Also tried out clearing both the cache and moduserdata folder but to no avail. Any other things I can do? Thanks for the quick reply though!
 
Heya, I tried it both ways; downloading ingame and installing it through there and just downloading the archive off the site and unpacking it in my mods folder. Also tried out clearing both the cache and moduserdata folder but to no avail. Any other things I can do? Thanks for the quick reply though!

I assume by unpacking you mean what Seek suggested in http://forums.civfanatics.com/showthread.php?p=10701337#post10701337
- to manually extract the files instead of using the in-game function.

If so, the only other possible culprits I can think of is that you may have other versions of TBM in your MODS folder, or if you're using it with another mod (even if it works with that mod alone).
 
Check the Common Problems list.

If nothing on that works, try this:

  1. Right-click the Steam icon in the lower-right Windows system tray
  2. > click Library
  3. Navigate to the Civ 5 page
  4. Right-click "Sid Meier's Civilization 5" at the top-left
  5. > Properties
  6. > Local files
  7. > Verify integrity of game cache
If that doesn't work, do any error messages appear in the tuner when you start a game? Information on how to open the tuner is at the bottom of the Reporting Bugs post.

I don't think anything on the common problems list would cause crashes. Nothing in this mod has caused crashes in the past.
 
I assume by unpacking you mean what Seek suggested in http://forums.civfanatics.com/showthread.php?p=10701337#post10701337
- to manually extract the files instead of using the in-game function.

If so, the only other possible culprits I can think of is that you may have other versions of TBM in your MODS folder, or if you're using it with another mod (even if it works with that mod alone).

Yeah, I used WinRAR to extract those files. It's the only version I've got (8.7) and the only mod enabled so that can't be it either. For what it's worth, launching a game with the CCMAT II mod enabled does not present any problems for me.
 
Hey Seek, I'm indeed running an older version of the game (1.0.1.167). Any chance this mod is available for that version of the game?
 
Yeah, I keep all my old stuff around. I have over 300 versions of my Balin's Tomb map for warcraft 3 dating back 9 years. With this civ mod I have 120 versions stored. :)

Never know when you might need it! And hard drive space is so cheap nowadays... what's another 10 megabytes here or there... :hammer:
 
Yeah, I keep all my old stuff around. I have over 300 versions of my Balin's Tomb map for warcraft 3 dating back 9 years. With this civ mod I have 120 versions stored. :)

Never know when you might need it! And hard drive space is so cheap nowadays... what's another 10 megabytes here or there... :hammer:

I have to ask - do you use source control to keep track of all your changes?
 
I have a three step process for version documentation:

  1. Ideas go on the todo list sorted by category (data, code, art).
  2. Things from the todo list go into patch notes once implemented.
  3. Patch notes get converted into "readme" documentation on the website.
Since I'm the only one working on data/code parts of the mod, 3rd party source control utilities aren't necessary like they are in a collaborative environment. If I need to compare two past versions, I unpack the archives and use WinMerge to compare the files I'm interested in.
 
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