I am guessing these mods arent upated to work with the current patch, My question is what do I need to change to get them to work properly, i.e. update them to work with the current patch.
Correct, they don't generally work with the current patch. And no, it's not an easy fix for you.
What's happening is this: if two things are trying to define the same text key, then the game USED to ignore the second one. Now, as of the March 1st patch, what it does is disable the entire file containing the second text key. The ENTIRE file.
So what's happening is that one of the text keys defined in that custom civilization's mod has the same name as one in another mod, or a DLC, or the vanilla game. For instance, let's say I wanted to make a Byzantium civ, but I wanted one of their cities to be Rome. Obviously, there's already a TXT_KEY_CITY_ROME (or whatever it is) in the core game. So if that custom civ also tries to declare TXT_KEY_CITY_ROME, the game sees it as a duplicate and disables all of the text keys in that file. The correct way to do this would be to simply not have that text key, and let the game use the one in the core game. (Alternately, rename it to something like TXT_KEY_CITY_MY_MOD_ROME to avoid conflicts.)
In other words, for an existing broken mod, you can't tell which text key is actually causing the problem. You can track it down by commenting out parts of the file and seeing when it starts working, but that takes time, especially if it's not your mod.
This issue affects custom civs far more than anything else, because of the sheer density of text keys added (all of the city names, for instance).