How to convert BUG mode save to original version?

Iwo Jima

Warlord
Joined
Jul 9, 2010
Messages
153
Location
Moscow, Russia
Hi!

Please, help me to convert BUG mode save to original unmodded version.


If you need a file, it's attached to other thread on this forum. Its a save of initial position.
 
BUG has no impact on save files.

It requires SDK modifications to break compatibility as far as I know and only then if you deliberately modify the methods that write to the save file by adding / removing variables.

Not seeing the UI indicates a Python error. You should turn on logging in your CivilizationIV.ini file by ensuring that the EnableLogging value is set to 1:

Code:
; Enable the logging system
LoggingEnabled = 1

Reload the save game and then close Civ down again. There should be a PythonErr.log file in your <My Documents>\My Games\Beyond the Sword\Logs directory. This file should tell you where the error is originating from
 
Thanks for the answer, alas I didn't understand some points.

1. So, the save is OK and it suits modded and unmodded version?

2. The problem is when I load BUG save in unmodded version it asks me to load a mod or cancel
 
It requires SDK modifications to break compatibility as far as I know and only then if you deliberately modify the methods that write to the save file by adding / removing variables.

You can break save-compatibilities with XML modifications too if you add new objects or classes (such as additional promotions or units).
 
You can break save-compatibilities with XML modifications too if you add new objects or classes (such as additional promotions or units).

Thanks, I'd forgotten that.

The general point is that BUG alone will not cause an issue, and from reading the later posts it looks like it is a case of the mod that was used to create the save game not being available.

the problem is that save file isn't a text file.
If you look at the start of the save file the name of the mod is in plain text. There are a few binary characters and then there will be something like "Mods\Mod Name" and then more binary. You need to take into account what ThorHammerz mentioned above about additional object types referenced in the save if you want to try and hack things to make it playable
 
The general point is that BUG alone will not cause an issue, and from reading the later posts it looks like it is a case of the mod that was used to create the save game not being available.


If you look at the start of the save file the name of the mod is in plain text. There are a few binary characters and then there will be something like "Mods\Mod Name" and then more binary. You need to take into account what ThorHammerz mentioned above about additional object types referenced in the save if you want to try and hack things to make it playable

If I delete "Mods\BUG\" then save is not loading at all.

Sorry, I need more simple instruction, because I dont know all that stuff about SDK, object types, etc.
 
When BUG is placed in the mods folder, it is a mod.
It is only when it is placed in custom assets, then it does not function as a mod.
 
Hi!

Please, help me to convert BUG mode save to original unmodded version.


If you need a file, it's attached to other thread on this forum. Its a save of initial position.

You should try this: open the save with the BUG mod, as you seem to have created it, go to WorldBuilder and save it as a WB file.

If the BUG mod is written in the WB file, just leave the line like this:
Code:
	ModPath=
(it should be rather at the beginning of the file, in the first section.

Then try to open that "scenario" file with only BtS.

Or maybe I don't understand what your problem is.
 
Actually, the easiest solution is delete all files in the BUG folder, and load the save file in that empty BUG mod...
 
I think that the idea is that other people can load that save with just BtS.
 
Which, you cannot achieve via Scenario solution. A WB save does not save many data.
It only save basic stuff.
 
It looks like the game is at a very early stage (so he won't loose much if he looses anything).
 
If you look at the start of the save file the name of the mod is in plain text. There are a few binary characters and then there will be something like "Mods\Mod Name" and then more binary. You need to take into account what ThorHammerz mentioned above about additional object types referenced in the save if you want to try and hack things to make it playable

And how do you "hack" a save?

I had to try this: compare a BtS save with a Mod save. In the file example, I see "Mods\BUG Mod 4.4\". In BtS save, there is no plain text at all, at least not in the start of the save.

I then tried to delete the mention of the mod in the save and not very surprisingly the game crashed due to a Runtime error! :mischief:
 
I've read that there is a checksum indeed but I don't know more about it.

So I guess the OP will have to try my method as the save looks like an initial save and he won't loose any data with a WB save.
 
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