Is Vox Populi still compatible with JFD's Rise to Power?

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Chieftain
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Dec 28, 2017
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15
Greetings,

I would like to ask if Vox Populi is still compatible with JFD's Rise to Power mod. I also would like to know if anyone out there is playing a game which includes both Vox Popui and Rise to Power. I've been playing it and it always crashes somewhere at Turn 42-50. I asked JFD about this and he told me that I must have a PC Specifications higher than the Civ 5 minimum. Well, I do have.

I am suspecting that like what Gazebo said: "Updates are constant so other mods may cause imbalance and incompatibilities throughout every update."
 
Last time I checked with JFD about 2 months ago, he said it was, but he stressed out you have to use it the JFDLC version (see if you he mods compatibility thread). But as you say, the situation could have changed.
 
Greetings,

I would like to ask if Vox Populi is still compatible with JFD's Rise to Power mod. I also would like to know if anyone out there is playing a game which includes both Vox Popui and Rise to Power. I've been playing it and it always crashes somewhere at Turn 42-50. I asked JFD about this and he told me that I must have a PC Specifications higher than the Civ 5 minimum. Well, I do have.

I am suspecting that like what Gazebo said: "Updates are constant so other mods may cause imbalance and incompatibilities throughout every update."

I was having a hell of a time a few months ago trying to run RtP. I kept getting bugs and crashes, but I suspect it was because I was running too many mods and something was conflicting. If anyone has a nice stable game going with RtP, could you please post your mod list?
 
Jfd rtp at the moment is incompatible whit vox populi because of a big bug whith development in citys

And probably jfd rtp mod is dead since no update from december
 
Jfd rtp at the moment is incompatible whit vox populi because of a big bug whith development in citys

And probably jfd rtp mod is dead since no update from december

I think he's on a college haitus, but don't quote me on that.
 
If someone who play a stable older version for vox populi and JFD RTP will upload his mod folder , anyoan can play those two mods, but i already ask for that and nobody return a answer ; not even JFD has a stable version of that mod , so my advice keep play simple vox populi :((
 
I've debugged it a bit. The problem is that buildingclass instance is nil in City Development code:
if (buildingclass.MaxPlayerInstances ~= -1) then
local pPlayer = Players[Game.GetActivePlayer()]

I assume this is because several early wonders introduced in Vox populi since December don't set buildingclass or use different class to instantiate? I don't know enough about the code to meaningfully track it at the moment, but will play with it when I get home...
 
One from 27th of February... But since no-one was fixing this, I assume the issue is similar in more recent versions...
 
Fixed this. Not very elegant and I might (or might not) fix it better in the future, but for now the workaround is: go to ..\MODS\JFDLC (8) - JFD's Rise to Power\JFDLC Shared\Lua\UI\Overrides and rename CityView folder to anything, like _CityView for example. That's it :D It will load and work. You will loose all changes JFD put inside the city screen.
The actual bug is with initialising the buildings in the build order. I think it is done in CityView.lua, which is quite different in JFD version from EUI or Improved City View one. But I need to understand, where it is failing to pin point it more directly. For now this is it. Not sure, that there are no other bugs (there actually at least 3 more nil values, one in TopPanel and Civilopedia...) but they don't prevent you from playing. Enjoy.
 
I have 2 working solutions now, one with NMH modpack, which works with Cultural Diversity (v16) and several other extra mods, i.e. Events mods, but doesn't work with Rise for Power. It is based on CP from 2-27.

And I have working solution with Rise for Power (the latest) + Cultural Diversity + CP from 12-6 with all extras apart from C4 diplomacy. But I wonder if that one is actually a part of Rise for Power anyway...

Update: RtP works perfectly with 5-20 from this year full vox populi. The only thing you need to do is make sure to install non-EUI version...
 
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Hi Auranmagma, Thanks for sorting this out, but please could you provide version numbers of each mods you are using? It seems kind difficult to track down and find out right mods based on your clues. So if you can provide links of mod, that would be extremely helpful. I really want to try both JFDLC (Cul Diversity+RIP) and VP. Thanks ahead for your assistance.
 
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I will do some time this week. For now, summing it all up, JFDLC (or rather RtP taken from the same Google drive folder where JDFLC is, link on RtP forum page and installed manually) works with Vox Populi 5-20 non-EUI version. This morning I've loaded all mods from NMH pack in to it. The versions are the same he is using. Still no issues in the beginning of the game.

Plus I am running Cultural Diversity v16, Sukritact's E&D, UCS, plus Extra Victory Conditions and possibly couple of minor mods.

Note one very important thing - no EUI!
Also stability changes in NMH likely to help, but actually it was running with core VP and just RtP and CD as well...

Note, that I haven't play a game all the way yet, but it seems that it was working all the way to next era on Duel map.

Ah, and in NMH pack, don't install info addict, UI mods(No improved city view!) and Larger city ones. That last one is superseded with RtP changes anyway.

As I said, I will post the mods list later. Best luck for now!

And of course you need to load mods from NMH pack manually as some of them you don't need.
 
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Here is the list of mods I am using on top of full non-EUI Vox Populi 5-20:
Spoiler :

(9) Wonders Expanded (v 2)
(BNW) Leugi's Barbarian Inmersion Enhancements (v 1)
(Z) Change VP Options (v 1)
Buildings - Upgrade System (v 12)
Community Patch Mod Compatibility (v 14)
Emigration (v 6)
Enhanced Naval Warfare for Vox Populi (v 1)
Enlightenment Era (Vox Populi) (v 1)
Ethnic Diversity Unit Pack (v 29)
Ethnic Diversity Unit Pack for Mods (v 29)
Extra Victory Conditions (v 1)
Fortress Borders - Outposts (v 6)
Global - Civilians Move After Purchase (v 2)
Global - UP (v 1)
Hex Conquer and Release (v 3)
Industrial Building Pack (v 2)
JFDLC (07) - JFD's Cultural Diversity (Core) (v 16)
JFDLC (8) - JFD's Rise to Power
Leadership Reformation (v 4)
More Unique Components for VP (v 28)
National Parks (v 1)
National Wonder Collection (v 3)
Neolithic Wonders (v 1)
Ocean Cities (v 2)
Promotion Overhaul for VP (v 2)
Promotions - Expansion Pack (v 9)
Quick Turns (v 10)
Reforestation (v 9)
Strategic Buildings Pack (v 2)
Sukritact's Events and Decisions (v 3)
Terrain - Poor Tiles Tweak (v 2)
UI - Small Resource Icons (v 4)
Unique City-States (Non-EUI) (v 2)
Useful Oil Mod (v 10)
Wonder Race (v 7)
Wondrous Nature (v 2)
World Congress Reformation (v 5)


It works fine with some bugs, biggest of those I've noticed: time counter is not changing, it always stays on Turn 0 (4000 BC). But saves work with the right turn times on it.

Update: Fixed two run time errors in JFDLC UI modules. Which fixed the time turner issue.

Just as I was typing this my computer went to blue screen. Haven't seen that one for ages. And since the most intensive thing I did was running multiple Civ 5 runs, I think it is the one to blame :)

Two issues I want to address now:
1. Still can't get MPMPM appear in lua console. And I don't want to clear the cache at this point since then I would have to load all mods again, which is inconvenient...
2. City States turns are slow. Not crazy slow, but:
a) It sits on loading City States Diplomacy when starting new game as long as it takes to load all of the rest of the mods.
b) CS turns take about 10 sec for 12 - 16 CSs... I would like it to be 3 - 5 sec max.... Something is slowing it down, but I am not sure whether it is 5-20 or CSD in combination with JFDLC...
 
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Ok, I have created the modpack, but it has that buggy corporation window pop up in the beginning of the game. I would appreciate some help to how to remove it since I think it is always going to be there with JFDLC and VP?

Update: I've created working Modpack, but it has some mod conflict which I need some time to resolve. Interestingly, it works perfectly if I just load all mods manually, but when the MP is created, the district system on JFDLC city screen is missing. Will have to probably strip it all to bare bones, i.e. not loading other mods and go from there...
 
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Found a description of the exact problem I am facing with the modepack, I.e no buildings can be built: https://www.google.co.uk/amp/s/amp....buildingswonders_civ_5_modded/#ampf=undefined

The SP works fine with VP+JFDLC + mods.

It seems that the problem is with loading order of VP + JFDLC itself. As I deselected all of the mods we had in common with the above and the issue is still there.
Will continue trying.
 
Update: game seems quite stable with VP 5-20 + JFDLC + mods from the list above and some additional ones.

Known issues:
1. Alternative performance dll creates some UI inconsistencies on the City View.
2. Eureka's mod for VP works, but crashes game on Unit Upgrade.
3. Not possible to create mod pack out of this setup as JFDLC has ordering issues with CP with multiplayer mod present.

For those who want to try this: attached are the only 2 files you need to place in appropriate directories under JFDLC in (8) JFDLC - JFD's Rise to Power\JFDLC Shared\Lua\UI\Overrides

JFDLC for me adds quite a lot to the experience as you really get much more opening and follow up options, which you need to carefully consider.
 

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I downloaded it and it's in my mod list but it says it's blocked by another mod, and in it it says it blocks a lot of popular VP mods too? so uninstalled it
 
I downloaded it and it's in my mod list but it says it's blocked by another mod, and in it it says it blocks a lot of popular VP mods too? so uninstalled it
Hmm, I think JFDLC depends on Cultural Diversity as well as CP. Not sure, which mod says it blocks it... Also, on the previous page there is a list of mods I've tried and it works. I've added few other ones to that list since and it works even better. The one I am most happy with is: Steampunk Era and Cybernetic Dawn (v 12).

Also, I've disabled CBO for now since it was removing quite a bit of functionality from JFDLC. JFDLC works with the rest of VP mods.

Just checked, the amount of mods it literally blocks is - 6?!
More specifically:
8) Events and Decisions (CBO)
(7) Events and Decisions (CBP)
Trading Posts Turn into Towns
More Pantheons
Global - Enable Magellan
Galley for Civs
+ Some UI enhancement mods

The rest of blocked ones are incorporated in to JFDLC already. JFDLC has the same functionality as first 4, that's why they are blocked.

Not sure what's the deal with Galleys... :D
 
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