MODS compatible with Vox Populi (VP)

@Novichok Are you suggesting that CBP is compatible with future worlds mod if I follow your instruction above?
I'm not just trying to combine the right mods, I'm running check 50 and try to load the next mod. I just tried to sort out a little where the conflict - the technology was all hanging in its place, but were not connected - it was possible to study the latest technology from the Stone Age. Well, I tried to delete in overhal - i will try install future mod after all need me compatibility mods from this thread (Learned about this topic recently)
Don't know why, but this mod did textures bugs with icons. Basic variant work normal
Spoiler bugs with textures with extend version mod :

7b29e94199a4.jpg


d659d1e7be78.jpg


2be34c6d6427.jpg



  • Future Worlds
Crash comes from the loop technology from the balance overhaul and future

Spoiler tech conflcts with future mods :

a3b3876c6cae.jpg



If comment tech requests in balance overhaul mod crash stopped.

Spoiler change -- Tech Prereqs in (2) Community Balance Overhaul\Balance Changes\Tech\TechChanges.sql :

eee075acce9c.png



But techs of future mods not beautifully located in the grid
Spoiler bad grid for new and old techs :




Sorry for my englush
 
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bro,, plz tell me your mods as you have very nice data display on your game screen,, i use CBP with city in development mod

Sorry for the late answer, I haven't been visiting the forum for a while. If it's not too late, I'm only using full VP (all six components, including Enhanced User Interface), Info Addict (to display historical data) and in these screens, I had RED Unit modpacks and Just Ethnic Diversity, as I as said, but the latter two caused bugs....
 
Sorry for the late reply. You cannot play with the original EE, you have to use the Infixo's VP version. This is why I won't move the mod to the compatible list and keep it in the "Compatible after tweaking some files / need special CBP version" list.

At least, in the "Compatible after tweaking some files" list, an update need to be done. CBO-EE v3 wasn't stable when V4.2 is
 
At least, in the "Compatible after tweaking some files" list, an update need to be done. CBO-EE v3 wasn't stable when V4.2 is

Thanks, I removed the version info from the description. The current latest version is perfectly stable, correct?
When I have time to play again, I want to give this one a try, it looks well thought out, balanced and fun.
 
I use Calypso's Basic and Extended Religious Icons since a while and never got the texture bug you get. However my mod folder is not as heavy as yours

Yeah, the graphic glitches in the screenshot look like a very rare memory overflow problem with Nvidia graphic cards which occures for some people when using demanding mods such as VP - happened to myself before. The remedy is to lower a certain graphic setting - unfortunately I cannot remember which one. @Novichok, try lowering all the graphic settings and then gradually increasing them one by one. When the glitches reappear, you know which setting is causing it. You can them resotore therest of thhe settings to the original values.
 
Thanks, I removed the version info from the description. The current latest version is perfectly stable, correct?
When I have time to play again, I want to give this one a try, it looks well thought out, balanced and fun.

I played more than 5 games with CBO-EE 4.2 so far (Huge map / Marathon) Not any trouble occured.
Balance is an infinite issue where you'll never make everybody happy with the choices. Some arguments still exist about the cost of upgrades or the too narrow gap between Caravel and Carrack. However it's very far of a draft version and the main focus from Infixo is to stick with VP concepts.

I notice you don't mention the amazing Unique City States v1 from Enginseer. It's fully compatible with VP because it's made for VP !
https://forums.civfanatics.com/threads/unique-city-states.607883/

Also, I'm very happy with :

Archaeology Aesthetic Adjustments (v 1)
https://steamcommunity.com/sharedfiles/filedetails/?id=758243269

CIV-Linked Great Generals (v 11)
https://forums.civfanatics.com/resources/civilization-appropriate-great-general-and-admiral.23029/

Show XP in Military Overview (v 2.1)
https://forums.civfanatics.com/resources/show-xp-in-military-overview.25924/
 
I'm trying to make various building balanced and compatible with VP. I know from the train station it is possible to have a building require a railroad connection before it can be built.

What's the key to getting a building require a road instead. <RequiresRoad> doesn't work.
 
Do mods that add Great Works play nice with this? I've been running Krazjen's Great Musicians (http://steamcommunity.com/sharedfiles/filedetails/?id=231104510), and it doesn't seem to have a problem running, but I haven't seen any of the music it adds come up in game.

Yes, BUT I have eras assigned to GPs so that you don't get Elvis in 4000 BCE. Tombhouse Rock. Krazjen said forever ago he'd add a file to update his stuff for CBO, but, ya know...

G
 
Civ Names by Policies messes up both the espionage menu, and makes the diplomacy menu button not work.

EDIT: Deleting the diplo file in the mod seems to work. Can use the button now.
 
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Emigration mod is compatible out of box. But of course, it works not very well with CBP (Unhappines from population, not from new factors), but still fine.
 
Emigration mod is compatible out of box. But of course, it works not very well with CBP (Unhappines from population, not from new factors), but still fine.

Now this one is a tough one. Technically compatible, but not taking the VP game mechanics into account, right? Alright, I moved it to the compatble list with a notice about balance, do you think it is alright?
 
Now this one is a tough one. Technically compatible, but not taking the VP game mechanics into account, right? Alright, I moved it to the compatble list with a notice about balance, do you think it is alright?
Actually i can make it compatible with VP game mechanics. All i need is the API command just like : city:GetLocalHappiness()
but for VP's city unhappines. Gazebo sadly doesn't answer. I hope you might know this one.
 
Actually i can make it compatible with VP game mechanics. All i need is the API command just like : city:GetLocalHappiness()
but for VP's city unhappines. Gazebo sadly doesn't answer. I hope you might know this one.
Sorry, I am afraid I cannot help you with this one, I am only admining this thread. For now, should I keep it in the compatible list? Is it compatible "enough"? (I understand it is very vague and subjective, I guess what I mean is: is playable?)
 
Sorry, I am afraid I cannot help you with this one, I am only admining this thread. For now, should I keep it in the compatible list? Is it compatible "enough"? (I understand it is very vague and subjective, I guess what I mean is: is playable?)
Sorry, I am afraid I cannot help you with this one, I am only admining this thread. For now, should I keep it in the compatible list? Is it compatible "enough"? (I understand it is very vague and subjective, I guess what I mean is: is playable?)
It is quite playable if you change in Prosperity.lua file at 49 string "-1" to "0". (So it won't think, that population is unhappines)
Otherwise it will rape megapolices.
 
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