[NFP] Mod prevents another mod from loading!

Tigranes

Armenian
Joined
Sep 11, 2008
Messages
9,927
Ok fellas I really need some help.

Running pre June 2020 engine. Running the following mods

Spoiler Setup :


Everything loads without conflict

Spoiler Before save :



but when you try to save and reload -- Better Loading screen (which is not attaching itself to saves and suppose to be there as a QoL add on for all your games and mods) just does not load

Spoiler Loading save :


removing campus mod (please refer to the first pic) solves the problem. But commerce mod is fine. And, without Earth 2020 mod campus mod does not create any problems either. So we don't have many suspects here or some 100 mods. Just 6 (plus all the DLCs, hidden). Did not see any errors in Database log or Lua log.

Spoiler Database log :

Code:
[609965.084] [Localization]: StartupErrorMessages.xml
[609965.084] [Localization]: Input XML does not contain database entry tags. GameData, GameInfo or Database
[609968.629] [Localization]: Validating Foreign Key Constraints...
[609968.629] [Localization]: Passed Validation.
[609968.647] [Configuration]: Validating Foreign Key Constraints...
[609968.648] [Configuration]: Passed Validation.
[609969.475] [FullTextSearch]: Initializing FullTextSearch
[609970.270] [Gameplay]: Validating Foreign Key Constraints...
[609970.280] [Gameplay]: Passed Validation.
[609971.435] [Configuration]: Validating Foreign Key Constraints...
[609971.436] [Configuration]: Passed Validation.
[609972.616] [HallofFame]: Database found. Checking versions...
[609972.618] [HallofFame]: Database is up-to-date!
[609974.169] [FullTextSearch]: FTS - Creating Context
[609977.805] [FullTextSearch]: FTS - Creating Context
[610046.259] [Configuration]: Validating Foreign Key Constraints...
[610046.259] [Configuration]: Passed Validation.
[610050.526] [Gameplay]: Validating Foreign Key Constraints...
[610050.544] [Gameplay]: Passed Validation.
[610067.717] [FullTextSearch]: FTS - Creating Context
[610067.717] [FullTextSearch]: FTS - Creating Context
[610068.070] [FullTextSearch]: FTS - Creating Context
[610068.334] [FullTextSearch]: FTS - Creating Context
[610069.318] [FullTextSearch]: FTS - Creating Context
[610134.090] [Configuration]: Validating Foreign Key Constraints...
[610134.091] [Configuration]: Passed Validation.
[610138.063] [Gameplay]: Validating Foreign Key Constraints...
[610138.082] [Gameplay]: Passed Validation.
[610143.342] [FullTextSearch]: FTS - Creating Context
[610143.343] [FullTextSearch]: FTS - Creating Context
[610143.568] [FullTextSearch]: FTS - Creating Context
[610143.765] [FullTextSearch]: FTS - Creating Context
[610144.600] [FullTextSearch]: FTS - Creating Context


Spoiler Lua log :

Code:
DebugHotloadCache: GameDebug initialized!
Mods: FinalFreak16: Loading Mod - Enhanced Mod Manager.
Test: Test.LUA loaded!
JoiningRoom: OnFinishedGameplayContentConfigure() g_waitingForContentConfigure=true
Mods: FinalFreak16: Loading Mod - Enhanced Mod Manager.
JoiningRoom: OnFinishedGameplayContentConfigure() g_waitingForContentConfigure=true
JoiningRoom: OnFinishedGameplayContentConfigure() g_waitingForContentConfigure=true
JoiningRoom: OnFinishedGameplayContentConfigure() g_waitingForContentConfigure=true
JoiningRoom: OnFinishedGameplayContentConfigure() g_waitingForContentConfigure=true
AdvancedSetup: There are 6 participating players.
AdvancedSetup: Building Game Setup
AdvancedSetup: Player Count Changed
AdvancedSetup: There are 6 participating players.
AdvancedSetup: Player Count Changed
AdvancedSetup: There are 6 participating players.
AdvancedSetup: GameParameters sort bp is nil:     nil
JoiningRoom: OnFinishedGameplayContentConfigure() g_waitingForContentConfigure=true
AdvancedSetup: GameParameters sort bp is nil:     nil
AdvancedSetup: Player Count Changed
AdvancedSetup: There are 6 participating players.
AdvancedSetup: Player Count Changed
AdvancedSetup: There are 23 participating players.
AdvancedSetup: GameParameters sort bp is nil:     nil
AdvancedSetup: GameParameters sort bp is nil:     nil
AdvancedSetup: GameParameters sort bp is nil:     nil
AdvancedSetup: GameParameters sort bp is nil:     nil
JoiningRoom: OnFinishedGameplayContentConfigure() g_waitingForContentConfigure=true
AdvancedSetup: GameParameters sort bp is nil:     nil
AdvancedSetup: Hiding Game Setup
LoadScreen: Loading LoadScreen.lua from Better Loading Screen v1.7
LoadScreen: OK loaded LoadScreen.lua from Better Loading Screen
LoadScreen: true
LoadScreen: false
LoadScreen: false
LoadScreen: false
LoadScreen: false
WorldCongress: Initializing World Congress Lua
Earth2020Scenario: Adding nukes to Player 3
Earth2020Scenario: Adding nukes to Player 7
Earth2020Scenario: Adding nukes to Player 9
Earth2020Scenario: Adding nukes to Player 10
Earth2020Scenario: Adding nukes to Player 16
Earth2020Scenario: Adding nukes to Player 20
Earth2020Scenario: Adding nukes to Player 21
MapSearchPanel: Created SearchContext 'MapSearch_Primary'
MapSearchPanel: Created SearchContext 'MapSearch_Suggestions'
MapPinPopup: initializing MapTacks.IconOptions(0)
MapPinPopup: Selected 13 columns
InGame: Loading InGame UI - ../../../DLC/Expansion2/UI/Additions/DedicationPopup
InGame: Loading InGame UI - ../../../DLC/Expansion2/UI/Additions/DisloyalCityChooser
InGame: Loading InGame UI - ../../../DLC/Expansion2/UI/Additions/EraProgressPanel
InGame: Loading InGame UI - ../../../DLC/Expansion2/UI/Additions/EraReviewPopup
InGame: Loading InGame UI - ../../../DLC/Expansion2/UI/Additions/ExpansionIntro
InGame: Loading InGame UI - ../../../DLC/Expansion2/UI/Additions/GovernorAssignmentChooser
InGame: Loading InGame UI - ../../../DLC/Expansion2/UI/Additions/GovernorPanel
InGame: Loading InGame UI - ../../../DLC/Expansion2/UI/Additions/HistoricMoments
InGame: Loading InGame UI - ../../../DLC/Expansion2/UI/Additions/WorldCrisisPopup
TutorialUIRoot: Tutorial: Firaxis in game tutorial prompts.
TutorialUIRoot: Version: 1
TutorialUIRoot: Loading bank of items for tutorial scenario: 'BASE'
LoadScreen: OnLoadGameViewStateDone
Earth2020Scenario: Earth 2020 TURN STARTING: 1
PlotInfo: PlotInfo::OnCitySelectionChanged    0    65536    42    45    0    true    false
PlotInfo: PlotInfo::OnCitySelectionChanged    0    65536    0    0    0    false    false
LoadScreen: Loading LoadScreen.lua from Better Loading Screen v1.7
LoadScreen: OK loaded LoadScreen.lua from Better Loading Screen
LoadScreen: true
LoadScreen: false
LoadScreen: false
LoadScreen: false
LoadScreen: false
WorldCongress: Initializing World Congress Lua
MapSearchPanel: Created SearchContext 'MapSearch_Primary'
MapSearchPanel: Created SearchContext 'MapSearch_Suggestions'
MapPinPopup: initializing MapTacks.IconOptions(0)
MapPinPopup: Selected 13 columns
InGame: Loading InGame UI - ../../../DLC/Expansion2/UI/Additions/DedicationPopup
InGame: Loading InGame UI - ../../../DLC/Expansion2/UI/Additions/DisloyalCityChooser
InGame: Loading InGame UI - ../../../DLC/Expansion2/UI/Additions/EraProgressPanel
InGame: Loading InGame UI - ../../../DLC/Expansion2/UI/Additions/EraReviewPopup
InGame: Loading InGame UI - ../../../DLC/Expansion2/UI/Additions/ExpansionIntro
InGame: Loading InGame UI - ../../../DLC/Expansion2/UI/Additions/GovernorAssignmentChooser
InGame: Loading InGame UI - ../../../DLC/Expansion2/UI/Additions/GovernorPanel
InGame: Loading InGame UI - ../../../DLC/Expansion2/UI/Additions/HistoricMoments
InGame: Loading InGame UI - ../../../DLC/Expansion2/UI/Additions/WorldCrisisPopup
TutorialUIRoot: Tutorial: Firaxis in game tutorial prompts.
TutorialUIRoot: Version: 1
TutorialUIRoot: Loading bank of items for tutorial scenario: 'BASE'
LoadScreen: OnLoadGameViewStateDone
 
The fact that you see a new layout and extra info (tech, etc.) is a proof that BLS was loaded and is working.
What you don't see are the new font icons. This behavior might happen if you try to load a savefile from within a running game (Edit. or if you start Civ with this mod disabled, and enable it for the 1st time). If you do so, then you can ignore this issue. It is not mod related, it is some weird loading issue.
Please do this.
Leave the game and go to the main manu (blue screen).
Make sure that BLS is enabled.
Exit the game and start it again.
Load the savefile from the main menu and see if the icons are there or not.
Icons should appear.
 
If you are interested why such a thing happen.
It is because the icons need to load in FronEnd section, same as main menu, load screen, etc. If you enable / disable the mod, it may happen that the FrontEnd section will not load again (because it already been executed). I added as a precaution the same loading section to InGame section, so if you load a savefile and start a game, it will load the font icons. Then when you go back to the main menu, they should be active.
And the root cause is that this particular screen exists both in FrontEnd "space" and "InGame" space. I think it is the only such case in the entire game and it took me a long time to figure out why the icons sometimes disappear.
 
@Infixio I greatly appreciate your help, but I have used BLS just as an example which is very easy to observe. ALL your QoL mods stop working, instead of BLS I could use BRS as an example.
Please look at this -- your mod simply disappeared from the list of the mods in use:
Untitled.png
 
1. As I clearly explained in the 1st post - BLS was loaded and was working in your example. Heck, you even have this in your log: LoadScreen: OK loaded LoadScreen.lua from Better Loading Screen.
2. I don't know what the above screenshot means, you didn't even say when exactly it was taken. Because if you took it from Load window, then my mods won't be there.
3. Since you are having issues with standard game features (e.g. mods "disappearing") then probably report this to Firaxis because I can tell you this: you are the only one that reports "vanishing BRS". And this mod has almost 50k subscriptions.
4. You should update your game to 1.0.2.39.
 
1. As I clearly explained in the 1st post - BLS was loaded and was working in your example. Heck, you even have this in your log: LoadScreen: OK loaded LoadScreen.lua from Better Loading Screen.
I think we are having some weird communication problem. I keep saying BLS was used as an example. All QoL mods fail to load when I load a save. I got rid of BLS and tried it with BRS so we would never talk about blue icons again. Heck, it would take you, or anyone, exactly 5 minute to simply reproduce the issue on your machine; you just need these 5 mods:
Spoiler Setup :



Starting game makes everything work fine, saving and reloading will make BRS disappear.

2. I don't know what the above screenshot means, you didn't even say when exactly it was taken. Because if you took it from Load window, then my mods won't be there.
.

Are you being serious? There is only one possible place this list can appear from (load screen has a different look, btw):

Spoiler Game Menu, duh... :


You can clearly see BRS there, right? Saving and reloading makes it disappear. I hope there is no ambiguity now and everything is superclear.

(Oh yeah, and as you can see I was able to reproduce the issue with the last version, so using the last live build is not the reason for anything).

And here is the final piece of the puzzle: there are some combinations of mods that do cause this problem and some combinations that don't. And for the life of me I could not detect any pattern. Replacing UC Campus with UC Commerce solves the issue. Getting rid of all the UC mods and just adding some other QoL mods makes problem to reappear. Getting rid of Earth 2020 while keeping the rest of the 4 mods in the above screenshot also solves the problem. Yes, there is some kind of weird mod conflict which does not show in logs.
 
Last edited:
Apparently we have. But no more from my side.

Well, it would not be the first time in the history of debugging when an inability to solve or even to understand a technical problem has led to the emotional outbursts, pouty lips and slammed doors :rolleyes:. I know that you like to project know-it-all attitude and stumbling across a weird problem that does not reveal itself in the logs may threaten it, but out of hundred+ mods only few combinations create such an issue. After days of isolating the culprits I was able to find a combination of your very own mods that reproduce the problem. Running just 3 innocent mods, two of them are yours

Spoiler real disasters+better reports=disaster :


All looks good when you start the game:

Spoiler QoL mod is there :


Save and reload -- Reports are gone:

Spoiler Mods that do not attach themselves to saves simply wont load :


It is not Firaxis, it's not my version or my machine. It is some weird conflict that does not easily document itself. Replace real disasters with any other of your Real mods -- no issue. Get rid of Earth 2020 and just run those 2 of your mods -- no issue. But Disasters+Earth 2020+any number of QoL mods will result in civ6 only loading gameplay mods. ALL the mods that do not attach themselves to the saves, otherwise known as cosmetic or QoL mods, will not load.

Can you or anyone please reproduce and solve this issue?
 
You might want to dial back on the attitude if you intend to get people to volunteer to spend their time to fix your problems.
I only push back when being pushed, heck for heck, tone for tone. It's only fair, thank you very much. And it is not only my problems, modders and mod users are part of the same community, finding an issue and playing your mod is a mutually beneficial activity.
 
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