MODS compatible with Vox Populi (VP)

You shouldn't need to delete promotions anymore. I fixed that issue.

G

Oh I see thank you :) then I think it can be changed to mods which are compatible out of the box?

Also, I'm having some problems with the YnAEMP mod. I downloaded the new unofficial version as recommended, and when I choose it the screen is all weird and it won't let me edit anything for the game, like this -

http://i.imgur.com/AyEV1MA.jpg

When I click on map type, difficulty level, city-states or even try and choose my leader, it just gives me empty boxes and nothing happens. Any idea what could be causing this or has anyone seen it before? I'm using a ton of mods, but pretty much everything is listed on this thread as being compatible or I've done the neccesary steps to make a mod compatible.
 
I have seen that exact thing pop up with the unofficial v23, but it might be a question more over to JFD about that. I don't go mod-crazy, sounds like I'm like you in that regard. Unsure what's wrong so I've just been skipping YnAEMP for now.
 
Oh I see thank you :) then I think it can be changed to mods which are compatible out of the box?

Also, I'm having some problems with the YnAEMP mod. I downloaded the new unofficial version as recommended, and when I choose it the screen is all weird and it won't let me edit anything for the game, like this -

http://i.imgur.com/AyEV1MA.jpg

When I click on map type, difficulty level, city-states or even try and choose my leader, it just gives me empty boxes and nothing happens. Any idea what could be causing this or has anyone seen it before? I'm using a ton of mods, but pretty much everything is listed on this thread as being compatible or I've done the neccesary steps to make a mod compatible.

I have been trying other mods too and come across that error.

One thing that seems to cause it is any mod that adds additional game options.
 
if you post the Mod-ID's of incorporated/incompatible, then Gazebo can add it maybe to CP modinfo under "blocks" ... it would be easier for all?
 
Anyone tried CPP with the Piety and Prestige mod? I've never tried the latter but as I'm accustomed to play with EUI as well I'm rather hesitant. Loosing EUI's top panel seems like a big drawback to me. Tried to see if I could update P&P's version myself but no luck.

If anyone has tried it I'd like to know whether the Piety yield (which is apparently shown in the top panel) can be seen anywhere else as well.

\Skodkim
 
Hey skodim what's up? I believe with Piety you cant still see how much "piety" you have in the religion screen .
 
Ok, did you try? Any files I need to delete from P&P?

Away from pc for some days but will test when I'm back.

\Skodkim
 
Anyone tried CPP with the Piety and Prestige mod? I've never tried the latter but as I'm accustomed to play with EUI as well I'm rather hesitant. Loosing EUI's top panel seems like a big drawback to me. Tried to see if I could update P&P's version myself but no luck.

If anyone has tried it I'd like to know whether the Piety yield (which is apparently shown in the top panel) can be seen anywhere else as well.

\Skodkim

If you absolutely cannot go without the Top Panel, then everything can still be viewed in the Religion Overview (Piety rate and sources, active effects, and the resting rate), as wolverine states. You'll also receive notifications whenever your Piety changes in level (increases or decreases), so as long as you pay attention to those, you shouldn't have too many problems.

Oh and there are some options in piety that you need to change to make it compatible with balance patch

Yup. There is a specific setting for CBP compatibility that you need to switch on - this ensures things like policy, tech, and building changes conform better to the CBP. Let me know if there are things I've overlooked, though.
 
Thanks guys. As said I'd like to keep the EUI top panel if possible so I'll try playing with that using your instructions.

\Skodkim
 
Trying to reduce some of WHoward's PNM mods to prevent CTDs that have been occuring.

Can anyone confirm if the following PNM mods are safe to use with CPP? I know the front page says unless listed/included, most of WHoward's PNM mods will work with CPP...however this post made me wonder what other mods might conflict.

Global Air Routes
Global Units Awake in Danger
Goody Huts No Maps
Goody Huts Tech Refund
Improvement Farm Replacemnt
Improvement Tunnel
 
Anyone ever try the "More Great Works" mod?

I realized in a Reddit thread that sometimes I end up with a Great Writer in the later parts of the game, but it can only do a big culture award, not create a Great Work. Apparently this happens when the game has run out of names for the books and stuff (i.e. some of the AIs have popped Great Writers and used up names and titles before you). Known to happen if there's 22 civs, or I suppose 43. Anyhow I gather that's one of the reasons this mod exists.

Doesn't feel like it should conflict in any way, all it does is add a bunch of GW data.

http://steamcommunity.com/sharedfiles/filedetails/?id=181362854
 
Is the Custom Advanced Setup Screen mod compatible? I want to play a hotseat game soon and haven't tried it with CBP and all the mods yet. Or does Really Advanced Setup have a hotseat option?
 
It seems Barbarian Land is no longer on Steam. Have anyone an other link to download it?
 
Hmm... I was about to play on japan map with Rising Sun civilizations (which I HOPE are compatible, since those are NEW civs)... yesterday I took Admiral Ackbar's map of Japan, launched game with 18 civs (0 city states, no place for them left..) and it LAUNCHED NORMALLY, even with ALL the conflicts that are listed as incompatible here.

But it was 01:30 when I finished editing map, so I saved the game and went to sleep. The next morning I've tried playing few turns, but there were too many conflicts to call it playable (for example some dummy empty tech that bumped me from Ancient era to Information era instantly, and other laughable situations, so I've decided to turn off some mods and try to start the game again.

BUT. NOW IT WON'T LAUNCH AT ALL. I've moved all mods I had from "incopatible" list out of the mod folder. AGAIN crash when hitting "start" button. Went to mods, shut down another bunch of mods that weren't listed as compatible or not (WHoward's custom buildings etc). STILL CRASHES. So now I'm literally gonna go mod after mod..

edit:
1st crash reason: Resources Expanded (v6)... kept it just for buildings like Olive Press anyway..
Now I'm spending 2 hours already turning on mods one by one but so far it works... wonder if I'll even find a mod that caused those crashes.. if so, I'll edit this post
 
Hmm... I was about to play on japan map with Rising Sun civilizations (which I HOPE are compatible, since those are NEW civs)... yesterday I took Admiral Ackbar's map of Japan, launched game with 18 civs (0 city states, no place for them left..) and it LAUNCHED NORMALLY, even with ALL the conflicts that are listed as incompatible here.

But it was 01:30 when I finished editing map, so I saved the game and went to sleep. The next morning I've tried playing few turns, but there were too many conflicts to call it playable (for example some dummy empty tech that bumped me from Ancient era to Information era instantly, and other laughable situations, so I've decided to turn off some mods and try to start the game again.

BUT. NOW IT WON'T LAUNCH AT ALL. I've moved all mods I had from "incopatible" list out of the mod folder. AGAIN crash when hitting "start" button. Went to mods, shut down another bunch of mods that weren't listed as compatible or not (WHoward's custom buildings etc). STILL CRASHES. So now I'm literally gonna go mod after mod..

Now I'm spending 2 hours already turning on mods one by one but so far it works... wonder if I'll even find a mod that caused those crashes.. if so, I'll edit this post

You cleared your cache?
 
Hey so I have tried a few different times to get various mods that uncap barbarian xp to work alongside the CP and CBP but to no avail I am always still capped.

I am assuming that it is something in the CP or CBP because when I run without those my xp is uncapped from fighting barbarians.

Is there anything in the files that I can change to allow the uncapping of xp if this is the case? Thanks!
 
Back
Top Bottom