[MODCOMP] Custom House

I downloaded the mod, and unzipped the files. I start the game, choose the mod, and the game restarts. I can see it loading the new custom house files, but when I get to the game the custom house isn't available to build. I have built the docks, lumber mill and warehouse expansion, but it doesn't show up in my build screen. I haven't used any mods before in this game, so maybe I'm doing it wrong. I copied the files into the mod folder as previously stated in this tread, so what am I doing wrong?? Any ideas?
 
I downloaded the mod, and unzipped the files. I start the game, choose the mod, and the game restarts. I can see it loading the new custom house files, but when I get to the game the custom house isn't available to build. I have built the docks, lumber mill and warehouse expansion, but it doesn't show up in my build screen. I haven't used any mods before in this game, so maybe I'm doing it wrong. I copied the files into the mod folder as previously stated in this tread, so what am I doing wrong?? Any ideas?
Check to see if the Custom House is in the Pedia, check to see if the mod is loaded by looking in the top right corner of the screen in the Main Menu, it should say "Custom_House_v0.02" (or most current version). If all that checks out then maybe you have the wrong address for your Assets folder. It should be as below...

C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods\Custom_House_v0.02\Assets

Sometimes we make the mistake of doing...
C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods\Custom_House_v0.02\Custom_House_v0.02\Assets

or something similar.
 
Looks like I had the wrong address on my Assets folder. I fixed it, and it now works. However, now my game keeps crashing. Not sure why. I can play over 100 turns before it crashes, but sooner or later, no matter what I do, the game keeps crashing on me now. It never did that earlier....
 
Is there another MOD which incorporates the [MODCOMP] Custom House v0.02 mod within it? I love some of the other mods on this site, but cannot find one that allows me to build a custom house that lets me trade after a boycott, like this one does. Any assistance would be appreciated.
 
I am finally playing this game after so many years. Where can I get this mod now? The link appears to be dead :(
 
I am having problems getting this mod to load. It generates a whole bunch of errors.

Does the .dll file contain the functionality for the custom house to sell boycotted goods?

I would like to incorporate it into the mod I am working on but am having issues doing it.
 
You don't want the original version anyway because the version in WTP includes bugfixes. In fact my first network desync fix is in the custom house code.
Is it possible you can send me the snippet of the code for the custom house so I can add it to the mod I am making?
 
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Is it possible you can send me the snippet of the code for the custom house so I can add it to the mod I am making?
It is not as easy as that .. because the Custom House feature heavily intertwines with e.g. Storage System, Yields, Overflow logic ...
All of those things work differently in WTP than e.g. in Vanilla. It is like backporting a feature from Windows 10 to Windows 7 ...

To figure out the differences may cost 2 weekends of effort easily ... especially for people that did not write the code.
And also later on adjusting according WTP code to become compatible to Vanilla probably additional 2 weekends of effort.

The person who adjusted the Custom House Logic of TAC to RaR (WTP) and programmed e.g. the "New Storage System" and most of the Yield logic in RaR (WTP) is me.
But even I cannot easily give you the code you need without spending lots of time into it. For other modders it would be even more difficult.

P.S.:
WTP version is by far more advanced and has many additional improvements. But WTP logic is also far more complex.
TAC version is probably easier for you to adapt because closer to Vanilla. --> There are however no active TAC modders around anymore.

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Still, looking into WTP may save you about 1 weekend in your technial design ... figuring out a good solution approach.
Still you will need a couple of weekends implementing something for Vanilla ... maybe copying a few code sniplets as blueprints but afterwards adjusting / fixing.

If you want, you can search for these comments in the code of WTP:

// R&R, ray , Changes to Custom House - START
// R&R, ray, finishing Custom House Screen
// R&R, ray, adjustment for less Custom House messages
// R&R, ray adjusting defaults of Custom House Screen to Gamespeed
// R&R, Robert Surcouf, Custom House Popup-Screen START
// custom house - network fix - start - Nightinggale
// Selling with Custom House will get Trade Founding Father Points
// Yield is boycotted but you have Custom House

... there are most likely more ... as there have been many people working on this over years.

But do not forget ... you also need to check the Screens ... not just DLL code. :thumbsup:
(Did not search there ... because working in Python to fix Screens ... it is a pain in the ...)

And of course there are also XML settings and graphics around.
But those should be simple to find.

DLL references XML
Screens
reference graphics

Good luck with this. :thumbsup:
But it is defintely not a beginner task ...

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Main issues:
1) There are too many different places in the code related to storage and overflow. (It e.g. also affects Python for UI in CvMainInterface.py.)
2) It is mixed with WTP specific code that will cause any non-WTP mod to crash (e.g. "New Storage System", special rules for some Yields)

The only solution there is:
Analyse the WTP code and use it as inspiration to create your own solution ... if you are motivated to invest 4 weekends of effort.
(Again, taking a feature from WTP into another mod is easier said then done ... because WTP is quite complex / big and very different to Vanilla.)

What will not work:
Copy & Pasting any of our big features in WTP to Vanilla as "plug&play". (The difference between Vanilla and WTP is 15 years of custom development.)
Fixing the bugs resulting from dependencies to our own custom features will be more effort than programming something of your own from scratch.

In other words:
WTP and Vanilla are mostly incompatible these days ... forget simple copy&paste between both versions
When working based on Vanilla ... WTP will only serve as a blueprint of "how things might be coded" or as inspirationf or ideas.

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There are 2 possibilities in modding Civ4Col:

1) Start from Vanilla:

Massive amount of effort ... other mods will server as little more as input for your ideas and own concepts.
Here and there you may be able to copy a bit of code or a graphic ... but you will always have to adjust / fix it, so it is compatbile again.
The amount of support you get will be very low ... because nobody these days really cares about Vanilla anymore.

2) Use an existing project as a base:
The amount of effort is reduced ... since a lot of stuff might be reused / or already there ... depending how big the difference to your own ideas is.
Still you have to do an "impact analysis" for everything you do and also fix compatibility according to your changes.
The amount of support you will get depends on how interesting your idea is for the other existing project ... if it is still alive at all.

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Comment on effort:

Each major feature you want to add to Vanilla may easily take you a month. That is if you have the skills as a programmer / modder.
When we implemented the new storage / custom house in WTP we worked on it for 2 months until it was working as intended.

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TAC was build over a time period of about 5 years by a team of 10 people.
RaR / WTP was built on top of that and continues development since 10+ years and overall about 20 modders contributed.

Both project had / have skilled programmers and graphical specialists on board of the core team.
Basically experienced game developers after years of learning.

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Comment on old ModComps like this:

The original creators of these modcomps are long gone.
Nobody today is really using these modcops in their original form anymore anywhere.

95% of the old modcomps were never really finished at all. They were usually bugged and imcomplete and often even conceptually flawed.
Only once they were incorporate in the big projects like Medieval Conquest, DoaNE, TAC, RaR, WTP ... they actually became polished enough to be called features.

Using the stuff from the old ModComps without actually cleaning and improving the code is not advised.
Your chances of actually having severe bugs and CTDs are extremly high.

This is also the reason why all these ModComps have been abandoned ... because they were only shared "asset development".
They only served as incomplete blueprints to feed the major mod projects and share some ideas and concepts between them.

These modcomps are / were little more than prototypes to demonstrate that something was possible.
A means to get interest in some project and find others to support it or contribute to the idea.

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I have no intention to demotivate you ... just trying to realistically explain the situation and efforts necessary.
If you want to create your mod from scratch it will take you many many weekends of modding ... maybe even years if you have big dreams.

It might be really really hard to find people interested to support it ... because they would put effort into a mod / game they might never play.
Not because they are mean ... simply because effort vs benefit for them is just not in any good relation.

If you are really interested to create a new mod from scratch ... search allies ... people to cooperate with ... otherwise it will be a rough ride.
But if you want to do so ... well then you also need to have some reason to cooperate ... e.g. common goals and vision.

Best way to find support:
Create something other people want to have ... then maybe they will invest effort into it.

If you are a programmer and have the perseverance to dig through all the code of the other mods and program your own solution ... then it might work.
Hoping however that others can give you an easy soltuion that will not cost you weeks of effort ... that is unrealistic because they simply cannot do so without investing massive efforts themselves.

Very specific and simple questions that can be answered in maybe in a few posts ... those have a good chance to be answered by remaining modders.
But discussions and support over days or weeks to implement something a second time in a different mod ... at least very unlikely at the moment.

Sorry ... but that is current reality.
Telling you anything else would be lying to you.

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Anyways ... good luck and I hope you have fun modding. :thumbsup:

It is a challenging, but rewarding hobby ... especially if you like programming.
(Just do not expect that things will be simple when starting a new project.)
 
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The reason I wanted to create my own mod was because I wanted to create something for my own personal use.

I dont want to use WTP, TAC, R&R as a base because they are too complex and have features i am not interested in. I just started modding and was looking for simple ways I could enhance the game. I don't have the time to learn python and analyze lines of code to get stuff to work. I was able to figure out a few minor things but to get stuff like the latest version of the Europe Screen or to add the custom house to work is way beyond my understanding.

I was hoping for some assistance since the WTP discord is still active. Like you said, most of these developers are gone. I understand you just want to focus on WTP issues but I am not looking to make widespread changes to the core game, just a few minor additions. This game is over 15 yrs old. Do you really expect me to find support elsewhere?

There is no way I can reverse engineer stuff. I was under the impression that these small MODs worked at some point and that I could use incorporate them in my own MOD. I guess that is not possible. I should just abandon this idea and wait until Civ 7 comes out.

I really like civ 4 col the way it was made and wanted to make some minor adjustments for my own personal use. Not fundamentally redesign the game into something that doesn't feel like colonization anymore
 
The reason I wanted to create my own mod was because I wanted to create something for my own personal use.
I fully understand that motivation. This is how we started modding as well.
But we joined up in teams and were dedicated to keep going for years ... time enough to learn stuff.
This game is over 15 yrs old. Do you really expect me to find support elsewhere?
No, it is unlikely to find support elsewhere, since there are almost no experienced Civ4Col modders around anymore.
CivFanatics is definitely the best place to ask about modding general Civ4Col aka Vanilla.
I dont want to use WTP, TAC, R&R as a base because they are too complex and have features i am not interested in.
Perfectly valid. But it will be much harder to find information or support in that case.
At least as long as your project does not generate the interest of wider audience.
I don't have the time to learn python and analyze lines of code to get stuff to work.
That is a problem then ... because this would require somebody else to work for you ... which is unlikely.
Learning C++ and Python and more is what you will have to do if you want to add features on your own.
I was hoping for some assistance since the WTP discord is still active.
Our time and motivation is limted as well. None of us will invest days or even several weekends in creating other mods.
Sorry but I rather be honest instead of creating false hopes.
... just a few minor additions.
Minor feature additions in terms of modding features Civ4Col may mean several weekends of effort.
Major additions e.g. the some of the stuff we did to the economy may mean a year of effort.
I was under the impression that these small MODs worked at some point and that I could use incorporate them in my own MOD.
Sorry, but this is simply not how modding in Civ4Col works if you want to really add features.
Feature development is actual game development ... meaning programming and lots of other skills (e.g. UI design and graphics).
I really like civ 4 col the way it was made and wanted to make some minor adjustments for my own personal use.
Well everything is possible, but for more complex stuff you will first need to learn how to do it ... meaning to learn programming and many small secrets of Civ4Col modding.
Even something like adapting a modcomp like this or a feature from an existing mod can be quite a challenging task for a beginner.
I should just abandon this idea and wait until Civ 7 comes out.
Civ4Col modding is just not as simple as you expect. There is no "plug&play" of mods like in modern games.
Without being a programmer it is quite limited ... all you can really do is mess in XML to add more Units, Buildings, Resources ... but no new features.
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If you want to create your own mod project it will be tedious ... because you will do almost all the stuff yourself unless you find partners.
Without becoming a skilled programmer and graphics expert you will not be able to change more than XML and a few graphics swaps with other existing stuff.

And as long as nothing you create really interests the remaining modders the chances that they will invest effort into your requests is extremely low.
Again, we are not talking about just a few minutes ... we are talking about several days for something as simple as e.g. properly implementing "Custom House in Vanilla".

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It may not be what you like to hear but it is still true.
I could also be simply telling you fairy tales but that would not help you either ...

Summary:
It seems to me that you did have some false assumptions what mod creation (other than XML and graphic swaps) in Civ4Col means.
Because if you really want to do more than XML stuff you will need to learn programming and much more ... no way around it.
Hoping that somebody will invest days, weeks or months to help you build your private mod for you ... it will simply not happen.
 
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