Mods causing game to crash at different turns

harkkam

Chieftain
Joined
Mar 22, 2011
Messages
5
Guys I am using about 20 different mods and its causing the game to crash, I have tried to isolate the problem mod but its been of no help. Which mods are the most stable and most compatible with each other.

I dont want to play vanilla civ 5 is there something I can do to make the mods play with each other better?
 
Well... it's obvious that some mods are either not compatible with each other or they're simply unstable.

Please list all the mods you're using.
 
I am having the same problem. Given the choice of mods to add to Civ 5, vanilla is boring. Please help, I would love to play with some of these mods. I have gotten several mods to work fine & get the game to go, but I want to try more.

I am trying to currently run:
Medmod VI (v6)
Nazi add-on
Hitler (leaderhead)
WW2 Carriers
I had added these mods & the game broke.

Also running:
Balance - Fewer Poor Policies (v1)
Epic Speed Tech (v1)
Extra City States (v6)
Military Training Re balance (v1)
R.E.D. modpack (v10)
Units - No Nukes (v2)
Not Another City States Mod (v11)
Terra Nostra (v5) - for the extra civs.

I have had very few problems running just those mods. When I added the above 4 mods (dropping out the Epic Speed Tech mod to avoid conflicts with Medmod). Even dropping out all of the "Break mods", verifying the game files, and swapping to Steam offline; the game will now crash on the Load scenario screen.
 
I am having the same problem. Given the choice of mods to add to Civ 5, vanilla is boring. Please help, I would love to play with some of these mods. I have gotten several mods to work fine & get the game to go, but I want to try more.

I am trying to currently run:
Medmod VI (v6)
Nazi add-on
Hitler (leaderhead)
WW2 Carriers
I had added these mods & the game broke.

Also running:
Balance - Fewer Poor Policies (v1)
Epic Speed Tech (v1)
Extra City States (v6)
Military Training Re balance (v1)
R.E.D. modpack (v10)
Units - No Nukes (v2)
Not Another City States Mod (v11)
Terra Nostra (v5) - for the extra civs.

I have had very few problems running just those mods. When I added the above 4 mods (dropping out the Epic Speed Tech mod to avoid conflicts with Medmod). Even dropping out all of the "Break mods", verifying the game files, and swapping to Steam offline; the game will now crash on the Load scenario screen.

Usually when you put a mod on a save that save will be linked with the mod. Somehow that means that if you unload that mod that changed something important on that save, you cannot load it until you reload those mods.
Also mods can break with game patches and mods updates also often break old save games.

If you can start a new game and run around fine then it means that your previous save was made imcompatible somehow with those mods.
On the other hand, if you still suffer from this after a new save it means that some of those mods are in conflict with each other.

Unfortunately if you don't look closely to them to think what each mod change and what or which could conflict... well you have to pin-point what mod is the conflicting out.

As a suggestion; to save yourself trouble, you could pick a modpack from here. If you love a lot of content there's some mods that add pretty much from everything else. Just remember that those mod usually conflict to each other, unless stated. Have fun.
 
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