MODS compatible with Vox Populi (VP)

@vyyt you're welcome, it's the least I can do for the mod. also I'd suggest specifying which mods are included in cp and which in both, so as to eliminate any confusion. btw I made a mistake in the list, civilians move after purchase minimod is not included in CP, only in CBP.
 
Hm. My post got eaten? Or at least I can't find it. So I'm just going to repost here.

I adore the One Colour Civ mod.

https://steamcommunity.com/sharedfil.../?id=107667542

It's not currently compatible with CPP or EUI, not sure which. Border colors work correctly, but in certain instances, icons and city plates will be the default colours instead of modded colours.

If someone could throw some love at helping me make them work nicely together, it would be much appreciated. =)
 
If it uses DLL , it will not be compatible. You can try switching WHoward's DLL for CP, but I doubt it will work. Please report back with the outcome and I will add CCTP to the lists here.

Looks like CCTP will use the dll from Community Patch but a couple of Whoward's mods won't work with CP. Haven't tried use CBP with CCTP. Need to have CP working before moving to CBP.
 
@vyyt you're welcome, it's the least I can do for the mod. also I'd suggest specifying which mods are included in cp and which in both, so as to eliminate any confusion. btw I made a mistake in the list, civilians move after purchase minimod is not included in CP, only in CBP.

Thanks, I removed the civilians move after purchase.

I did not want to make things too complicated, so I made this thread only about compatibility with CBP. I understand that parts of other AI mods were incorporated into CP, but are there any other mods incorporated in it? If think not. I will just highlight that any DLL mods are not compatible with CP and I think this will be enough. What do you think?
 
Thanks, I removed the civilians move after purchase.

I did not want to make things too complicated, so I made this thread only about compatibility with CBP. I understand that parts of other AI mods were incorporated into CP, but are there any other mods incorporated in it? If think not. I will just highlight that any DLL mods are not compatible with CP and I think this will be enough. What do you think?

It'd be great if you'd also add some kind of list of what is/isn't included to the grand unified changelog. I could really use the help in keeping that updated.

G
 
It'd be great if you'd also add some kind of list of what is/isn't included to the grand unified changelog. I could really use the help in keeping that updated.

G

At your service! :) I will take a look at it over the weekend. There were 1 or 2 mods you mention as included, which I could not find on the WHoward's site (or nothing similar). I will PM you when I find out which one(s).
 
At your service! :) I will take a look at it over the weekend. There were 1 or 2 mods you mention as included, which I could not find on the WHoward's site (or nothing similar). I will PM you when I find out which one(s).

Trade Opportunities is listed in the guide (as well as post #3) as included, but it definitely isn't. Maybe it was removed at some point? In my experience, the standalone works without issue.
 
Last time I checked, which was a couple of versions ago, it worked. I haven't got so far in my current game with the newest version, but at least I could enable the mod and the game did not crash :)

Are you experiencing any problems with this mod? If yes, what sort of problems?

Didn't see it listed anymore on the main page, hence why I was asking. :)
 
Didn't see it listed anymore on the main page, hence why I was asking. :)

Ohh, ok, the majority of the WHoward's mini-mods are considered compatible with CBP (because they share the core of the DLL), so it would not make sense to list all of them here as compatible - there are way too many.

Instead I only list up those which are incompatible or already incorporated and I included a notice at the top of the compatible mods list that most WHoward's mods are compatible. Yeah if you just Ctrl+F the mod, it will not show, but I cannot think of any better way. The same applies to the JFD's civs by the way.
 
A question on making something compatible, mods that have unique civ promotions need to come after CBP. I know that if I add a dependency line that will fix the load order, but will require editing as I experiment with different mods. Will using 'references' set the same load order with out being actually dependent, so it doesn't need to be edited if I do a play through w/o CBP? (There's a completely incompatible mod that I sometimes play with called Ultimate Era's mod, it's still in development really but the tech tree changes are never going to work with CBP with out major overhauling)
 
At your service! :) I will take a look at it over the weekend. There were 1 or 2 mods you mention as included, which I could not find on the WHoward's site (or nothing similar). I will PM you when I find out which one(s).

Hi Gazebo,

I suggested the changes in the unified changelog and sent you a PM with a few questions about the included mods. Please check the suggested changes and confirm them (or let me know if I should confirm them on my side).
 
I've been using the Useful Oil Mod (v 10) since the first CPP install without any issues. With this mod you can get Oil and some yieds (production and gold) with buildings and a wonder. It doesn't give you much (the wonder gives 12 Oil, but you need to build at least another 10+ stuff to even reach it) and it balances by making the all vehicles use Oil.

There's also a building that gives you +4 GPT for an Oil resource. It was last updated in 2013 but I never had any problems with it.
 
Are there any plans to make the CBP compatable with EE? I've been playing around with it today and IMHO the biggest issue would be the tech changes since CBP's unit changes can always be turned off.
 
Are there any plans to make the CBP compatable with EE? I've been playing around with it today and IMHO the biggest issue would be the tech changes since CBP's unit changes can always be turned off.

Enlightenment Era? No, not really. We each do our own thing. The CBP tech tree is designed to not need an additional era for continuity, and it'd require a complete rework of 50% of the mod for it to function. You can still use the CP with EE, though.

If someone wants to make a CBP compatibility version for EE, be my guest. :)

G
 
Is the No XP Cap from Barbarians mod still compatible?

You can change it directly in ..\Community Balance Patch\Balance Changes\CoreDefines.sql. Search for BARBARIAN_MAX_XP_VALUE and set it as you wish.

That's probably easier than worrying about mod priority.
 
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