MODS compatible with Vox Populi (VP)

Hello, I'm having a problem where, even though all of the mods stated as incompatible were disabled, my game immediately closes itself moments after I finish setting up a game.

Wow, that's a lot of mods!!!! Do they all work together even without CP/CBP???

I don't know how to say this without sounding rude, but do you really expect that anyone will be able to help you with the compatibility of the million mods you are trying to run together with CP/CBP? Even when the single mods are tried and listed as compatible, it does not mean that they will work together in combination.

Ok, now that I have insulted you, let's provide some help :)

First of all, please specify if you are asking about compatibility with CP only. If yes, then you should be fine with vast majority of non-dll mods.

If, however, you are trying with CBP, then it becomes much more complicated and I doubt that anyone will be able to help. Moreover even mods not causing CTDs may not be balanced with CBP, so I would strongly suggest getting rid of the balance changing ones anyway.

Sadly, I have not had much chance to play recently, so some things may have changed in the meantime, but on the first glance, I suspect these guys will be causing big problems:

  • Cities in development - I recall JFD was still working on the compatibility?
  • Extended religion diplomacy - don't know what it is, but looks like something conflicting with the CBP diplo
  • Enlightenment era - not sure - see this thread: http://forums.civfanatics.com/showthread.php?t=561717
  • City defense re-balance - don't know what it is, but looks like something conflicting with the CBP cities / combat system
  • More happiness - don't know what it is, but looks like something conflicting with the CBP happiness system
  • Lancers to cavalry - dtto
  • City limits - already included????
  • Smart AI - this is a DLL mod, moreover, it is already incorporated in CP - see the list - this is the first one you should remove
  • Better AI - is it DLL? I suspect it will mess with CBP changes anyway - get rid of it!

If you are still getting CTDs after removing the above offenders, then I suggest to start with CP/CBP only and then adding more mods - maybe not 1 by 1, but a few at the time. If you try this tedious way, please report back and I will update the lists with your findings.

Good luck!

P.S.: Really, sometimes less is more. Even if you make these work together, I doubt you will have a balanced gameplay experience
 
P.S.: Really, sometimes less is more. Even if you make these work together, I doubt you will have a balanced gameplay experience

Ha, yes, I tell me about it! That's what makes crashes so frustrating for me, because I can never tell if there is a problem with which mod. And, too make things worse, the ridiculously long loading times with these mods along with trial-and-error in figuring out the problem is a headache (meaning I pretty much have to restart to entire game each time it crashes). Thank you so much for the feedback, and I'll report back to you as soon as I try without those mods.

(p.s. I didn't find that in any way insulting, I appreciate any help in any form with this, as I am especially knew to modding with civ 5 and programming in general ;).)
 
Holy balls that's a lot of mods. No wonder. I'm scratching out bad ones off the top of my head.

Oh, and another problem I have is that the one-coloured civ mod isn't working either. And here's a list of my active mods:

-R.E.D. Xtreme (both for units and landmarks)
-Exploration continued expanded
-Cities in development
-Dynamic improvements yield
-Espionage building buff
-Extra victory conditions
-Named prophet mod
-Extended religion diplomacy
-Faster and wider border expansion
-Japan: chained country
-Regional Asia
-Granary includes cow
-Granary includes bison
-City states: Asian-only
-Steampunk: BNW
-Jungle yields mod

-Culturaly linked starting eras
-Enlightenment era
-R.E.D. hotfix
-City defense re-balance
-Medieval battering ram
-Cheaper units mod
-Optimized national wonder mod
-More happiness
-Citadel buff autocracy remix
-Statue of Zeus tweak
-Siege range increase
-Lancers to cavalry
-Tempo temporal
-Tectonic map script
-City limits
-
-Faster aircraft animations
-Water tiles don't suck
-Submarines ignore borders
-Scout to explorer
-XP from forts
-Smart AI
-Barbarians - unlimited XP
-AI - no free tech
-Better AI
-Conquest population lost only 33 percent
-Alt warmonger mk II
-Warmonger debuff
-Landsknecht mod
-No supply penalty
-Weak AI civ boosts
-Really advanced setup screen
-3 units per tile
-Unhappiness reduction
-AI fair play
-One colour civs
-Unique cultural influence
-Decisions mod
-Reseed
-Slavery mod
-civ 5 gold rush
-Elimination of tech costs per city
-Diplomacy values
-City-state pact mod
-Units at half cost
-Unit production mod
-Copper buff
-Mint includes copper
-Infinite empire
-Faster plot expansion
-Workable mountains
-+1 range for post industrial units
-Civ names by policies
-More city-state luxuries
-Fort borders
-More luxuires
-Starting scout
-In-game editor
-Era building packs
-Improved building packs
-Civ 4 diplomacy (the version that came with the community mod)

And that's it. I hope this can allow for some kind of assistance. It;s too bad, I can't wait to play this mod :sad:

G
 
Holy balls that's a lot of mods. No wonder. I'm scratching out bad ones off the top of my head.

Okay, after disabling the community balance patch it is working, but I'll see if there's any other ways to fix it without having to disable that. And yep, that is indeed a "holy ball"s that's huge!" amount of mods! Most of them are just minor building and unit buffs/changes though (but I may not need them if the balance patch does similar balances!).

That then leaves me with some questions regarding the balance patch: other than the extra eras, does the balance pack do similar things to the mods I downloaded (I'm trying to make it so that players and AI can manage very large empires with many units, so that's why I have a lot of those border/resource buff/output modifiers, as well as changes that make the game fair and more strategic AKA no cheating AI)? Because if so, then there shouldn't be much of an issue with me playing with mostly just the community project mods (although I would like to have those additional eras from the enlightenment and steampunk mod).

I'll try playing with just the community mods and the ones that were not crossed off (maybe then, I can figure out if it's actually a problem with the mod itself, rather than the others I downloaded).

In the end, I'm hoping I can get the game experience from both of these, or at least something similar to what I wanted when I chose those mods. Thank you for the response!

:goodjob:
 
Holy balls that's a lot of mods. No wonder. I'm scratching out bad ones off the top of my head.



G

Welp, I tried taking away all of the mods you crossed off, and it still closes instantly after starting a game, which leads me to believe that it's not these mods that are causing the problem, but maybe something happening with the balance patch (I have no idea why, I put it into the right file location and deleted the LUA folder).

I'll keep troubleshooting, maybe I'll try just the CB mods to make sure this is the case

:undecide:
 
Holy balls that's a lot of mods. No wonder. I'm scratching out bad ones off the top of my head.

Okay, after disabling the community balance patch it is working, but I'll see if there's any other ways to fix it without having to disable that. And yep, that is indeed a "holy ball"s that's huge!" amount of mods! Most of them are just minor building and unit buffs/changes though (but I may not need them if the balance patch does similar balances!).

That then leaves me with some questions regarding the balance patch: other than the extra eras, does the balance pack do similar things to the mods I downloaded (I'm trying to make it so that players and AI can manage very large empires with many units, so that's why I have a lot of those border/resource buff/output modifiers, as well as changes that make the game fair and more strategic AKA no cheating AI)? Because if so, then there shouldn't be much of an issue with me playing with mostly just the community project mods (although I would like to have those additional eras from the enlightenment and steampunk mod).

I'll try playing with just the community mods and the ones that were not crossed off (maybe then, I can figure out if it's actually a problem with the mod itself, rather than the others I downloaded).

In the end, I'm hoping I can get the game experience from both of these, or at least something similar to what I wanted when I chose those mods. Thank you for the response!

:goodjob:

Welp, I tried taking away all of the mods you crossed off, and it still closes instantly after starting a game, which leads me to believe that it's not these mods that are causing the problem, but maybe something happening with the balance patch (I have no idea why, I put it into the right file location and deleted the LUA folder).

I'll keep troubleshooting, maybe I'll try just the CB mods to make sure this is the case

:undecide:

I crossed off the mods that - on the top of my head- are incompatible. May be more. You don't need any balance-related mods if using the CBP- that's the point of the CBP.

G
 
I crossed off the mods that - on the top of my head- are incompatible. May be more. You don't need any balance-related mods if using the CBP- that's the point of the CBP.

G

Thanks! I figured out that it was the bloody steampunk mod that was causing so much trouble (too bad really, I enjoyed that the most). In fact, most of the mods that seemed like they would not be applicable worked fine!

Thank you both for your replies (and being patient with my inexperience!), and I hope the developing cities mod comes along well!

:hatsoff:
 
Thanks! I figured out that it was the bloody steampunk mod that was causing so much trouble (too bad really, I enjoyed that the most). In fact, most of the mods that seemed like they would not be applicable worked fine!

Thank you both for your replies (and being patient with my inexperience!), and I hope the developing cities mod comes along well!

:hatsoff:

You got Enlightenment Era to work with CBP? I want to try that mod so bad but dont want to lose all the CBP stuff for it :(
 
You got Enlightenment Era to work with CBP? I want to try that mod so bad but dont want to lose all the CBP stuff for it :(

I got it to work by gutting the tech changes and most of the unit changes. Otherwise everything else seems to work with it.
 
Tomatekh's Historical Religions Edit (BNW or GK) mod doesn't seem to work. It still says at the start that only 6 religions can be founded. Any idea why this isn't compatible?
 
New to patch, have a question:


Can you override the number of military units allowed per tile ?


Thanks very much
 
Hello. I've been playing with this patch for quite some time, and indeed this patch makes the game better than the standard (all DLC) version of Civ V. Great work.

I have a question - are the list of "mods integrated into CBP" enabled with the Community Patch element, or the Community Balance Patch? I'm currently trying to set up a game with just the former and several mods from Whoward, so I just want to make sure there are no conflicting mods.
 
New to the patch and am LOVING it, huge congrats but could we possibly get a compatible (and recommended) mod list as of right now? I have gone back a few pages but can't see anything.
Cheers.
 
Hello. I've been playing with this patch for quite some time, and indeed this patch makes the game better than the standard (all DLC) version of Civ V. Great work.

I have a question - are the list of "mods integrated into CBP" enabled with the Community Patch element, or the Community Balance Patch? I'm currently trying to set up a game with just the former and several mods from Whoward, so I just want to make sure there are no conflicting mods.

Did you look at the unified changelog? Most non-bugfix minimods from Whoward are integrated into the CBP. In any case, duplication of a minimod does not, in the vast majority of cases, have any deleterious effects.

New to the patch and am LOVING it, huge congrats but could we possibly get a compatible (and recommended) mod list as of right now? I have gone back a few pages but can't see anything.
Cheers.

I believe there is one on the first page, no?

G
 
So that is the up to date list? I thought it was the one from the start of the patch hahaha m'uh. Cheers for the reply

I haven't tested most of the mods, but I've seen that Pontoon Bridges (which is really useful on the types of map I play) works fine for me with CBP. The AI spams the bridges wherever they can for no useful reason, but other than that it works fine.
 
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