MODS compatible with Vox Populi (VP)

Will it conflict with JFD's WIP mods. One adds plaques.

Edit: I was correct. Cities in Development blocks Health & Plaque.

So, if you do not use CiD, it is still compatible with VP? I will keep it in the compatibile list then, ok?
 
So, if you do not use CiD, it is still compatible with VP? I will keep it in the compatibile list then, ok?
Exactly I am using both. I decided to not use EUI. I also edited the files for the resources so they do not depend on Health & Plaque.
 
If you edit the file so it just references Health & Plaque, you can enable CtD. Also you do not have to have Health & Plaque. I have tested this out again. I have not encountered any issues. I have seen all resources in my games.
 
While running VP (3-7) and after some trial and error, I have come to the conclusion that Ethnic Diversity (v. 29) is now causing CTDs. These CTDs do not manifest until some point after turn 100.
 
While running VP (3-7) and after some trial and error, I have come to the conclusion that Ethnic Diversity (v. 29) is now causing CTDs. These CTDs do not manifest until some point after turn 100.

Are you talking about the submod for RED (Just Ethnic Diversity), or RED as a whole ? Previously, the submod created graphical glitches (wrong or black buttons, piles of random pixels...) on some maps (TSL), or even CTDs (on Communitas). I'm playing a game on Planet Simulator right now, with both RED and Just Ethnic Diversity, and there's a lot of graphical glitches, plus I got a few CTDs as well. The game is still playable though, and it's a great game so I'm not going to quit, unless CTDs become too common.
 
The mod that causes my CTDs is Ethnic Diversity (R.E.D. Unofficial) by Nutty, which is neither RED (Just Ethnic Diversity) by Nutty nor the Original RED by Gedemon.
 
The mod that causes my CTDs is Ethnic Diversity (R.E.D. Unofficial) by Nutty, which is neither RED (Just Ethnic Diversity) by Nutty nor the Original RED by Gedemon.

Did you also experience real glitches damaging game experience ? On my side, a few turns after a reload, something gets odd with number calculations.
This is how I left the game (after a fairly long session):

After a reload, my happiness counts remains as it is there for a few seconds, then updates to this:


If you review the bookkeeping here, the second screen has it right. In the first one, the game apparently let me go into massive unhappiness, as a substantial amount of unhappiness is not taken into account, for some reason. Note also that, in the first screen, playing on King, I get 14 happiness from difficulty level.

Additionally, I found myself able to build more than 3 Writers' Guilds after a few turns into the game, but I didn't pay attention, until sh*t happened as you can see...
 
Is the list of incorporated mods up to date?
like
AI - No zero value trade item
Glodal - City working distance
UI - City Expansion
UI - Enhanced demographics
Global - Capture great people
Global - GA happiness
Global - greatfull settlers
Global - Local Generals
Units - Mounted Units
Units - Population
Improvment - airbase and Tunel
etc...
I want to be sur it wont make any conflict
 
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i tried this build:
- (1) Community Patch
- (2) Community Balance Overhaul
- (3) CSD for CBP
- (4) Civ IV Diplomatic features
- (5) More Luxurie
- (6c) 43 civs CP
- (7) Community Events (v3)
- AI - No Zero value trade items
- All Promotions description tooltip
- Barbarians - unlimited Exp
- Barbarians Evolved
- Buildings - Upgrade System
- Civ - Linked Great Generals
- Cultural Capitals ( Brave New World Edition )
- DLC - Unique Bonus Enhancements
- Fast Marathon train and Construct
- Global - 2units per fort
- Global - 3 units per city
- Global - Capture great people
- Global City Working Distance
- Global GA Hapiness
- Global Grateful settlers
- Global - Local Generals
- Global - Religious Settlers
- HNR Lite
- Improvement - Airbases
- Improvement - Tunnel
- Ingame Editor
- JFD's Cities in developpement
- Legion MOd
- Lumber mills on Jungles
- Minor Civs
- More City-States Luxuries
- New city penality Halved
- Overpowered ! ( this is the mod i made )
- Policy - Free warrior
- Promotions - all siege units indirect fire
- Promotions - Expansion Pack
- Promotions - Heli AirRecon
- Promotions - Terrain crossing
- Reforestation
- Religion - Bonus Beliefs
- Religion Fixed Pantheons
- Religion Fixed Prophets
- Remove Jungle gives production
- Scout's progress
- TreeGrowth
- UI - City Expansion
- UI - Enhanced Demographics
- Units - Brigantine
- Units - Galleon
- Units Mounted Units
- Units Population
- Units Railroad Artillery
- Units - Steampunk Airships
- Units - Sub Upgrades
- Units - Super Carrier
- War - Less Damaged Captured Cities
- Yet ( not ) Another Earth Maps Pack ( v22)


I have made the Change to Barbarians Evolved: BEsettings.lua ( (include) ( "BEsetCBP")
And also to the HNR Lite ( Change the Health and Plague Dependancy to Reference)

The Game CTD just Between Turn 0 and turn 1
I am not realy hopping that someone fix the problem, just posting so if it interest someone he can check.

** I sm not ebale to upload Database.LOg ( incorect extension )
 

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Is the list of incorporated mods up to date?
like
AI - No zero value trade item
Glodal - City working distance
UI - City Expansion
UI - Enhanced demographics
Global - Capture great people
Global - GA happiness
Global - greatfull settlers
Global - Local Generals
Units - Mounted Units
Units - Population
Improvment - airbase and Tunel
etc...
I want to be sur it wont make any conflict

Ummm, which list of incorporated mods are you referring to? These are not listed in the lists in the opening posts of this thread ...
 
Ummm, which list of incorporated mods are you referring to? These are not listed in the lists in the opening posts of this thread ...
Exactly, But i was wondering if the list was complete. Maybe the mods i have mention could've been added to CBP but not on the list of incorporated.
I've seen in the thread somewhere You saying its unreal to keep the list updated (maybe you wer talking about the other lists) , so i was asking if those mod were added but not put on the list, so i dont get any conflicts from them.
I am not very good at modding and the data.logs doesnt tell me very much
 
Oh, I see. Out of the 4 lists, the one with the incorporated ones should be the most up to date. Whenever Gazebo incorporates anything new he always mentions it in the change log, so it is easy to spot.

Moreover no new mods are being incorporated at this stage.

So you can trust this 1 list 99%.

You should try with less mods (especially the ones listed here as compatible) and then you can start adding more bit by bit - then you will find out which ones are causing problems. If you do so, please report back and I will update the lists. Thanks!
 
Thank you very much for clarifying this point for me.
So most of Whoward's pick and mix mods that arent on the List should work without problem?!
My problem must be from another one i Added.
I might do what you suggested and try many games with just one new mod at the time, and then make my reports.
But i will probably try a different build with fewer mod, then fewer, then fewer until i can play correctly, then make my report.
i supose that list of mods ( compatible out of the box) doesnt specify if those mods are compatible with each others
So ill try again
 
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I have found that any of the Barbarian XP mods that I have tried (such as Global - Barbarian XP Level 4 (v2) or No XP Cap for Barbarians) have zero effect in VP: XP is still capped at 45 and the mods do not override the XP limit.
 
I have found that any of the Barbarian XP mods that I have tried (such as Global - Barbarian XP Level 4 (v2) or No XP Cap for Barbarians) have zero effect in VP: XP is still capped at 45 and the mods do not override the XP limit.
Cuz those mods need to be loaded after VP does its effect, but usually all mods without dependencies are loaded first.
 
i made a few changes in my build.
I play Ynaemp Giant earth with 43 civs ( the 43 civs from VP not Ynaemp43civs) , King, Marathon, I enabled none of ynaemp ressources options.
All ressources seem to be present on the map and most of mods features look to be working fine.
Now at turn 153 and everything seems good.

Except for
I think Faster Plot Expansion isnt working. Not sur about this one.
DLC - Unique Bonus Enhancements : ( I play Roman with Overpowered ! mod and only 2 uniques apear on loading screen.)
Overpowered ! : ( Only issue is the Javelineer Goody Hut Picker promotion is changed for a new promotion that gives 10 hp when killing ennemy, Other promotions and other units looks good for now.)
Flagpromotions : ( I dont see any promotions over units on the map )

I'll keep playing this game until it crashes and check to see if the mods seem to be working fine, like the Barbarian xp that doesnt work for Tadhg.

so here is the new list:

- (1) Community Patch
- (2) Community Balance Overhaul
- (3) CSD for CBP
- (4) Civ IV Diplomatic features
- (5) More Luxurie
- (6c) 43 civs CP
- (7) Community Events (v3)
- AI - No Zero value trade items
- All Promotions description tooltip
- Barbarians - unlimited Exp
- Barbarians Evolved
- Buildings - Upgrade System
- City States Evolved
- Cultural Capitals ( Brave New World Edition )
- DLC - Unique Bonus Enhancements
- Fast Marathon train and Construct
- Faster Plot expansion
- Flagpromotions
- Global - 2units per fort
- Global - 3 units per city
- Global - Capture great people
- Global - City Working Distance
- Global - GA Hapiness
- Global - Grateful settlers
- Global - Local Generals
- Global - Religious Settlers
- HNR Lite
- Improvement - Airbases
- Improvement - Tunnel
- Ingame Editor
- JFD's Cities in developpement
- Legion MOd - alternate
- Lumber mills on Jungles
- New city penality Halved
- Overpowered ! ( this is the mod i made )
- Policy - Free warrior
- Promotions - all siege units indirect fire
- Promotions - Expansion Pack
- Promotions - Heli AirRecon
- Reforestation
- Religion - Bonus Beliefs
- Remove Jungle gives production
- Scout's progress
- Trading Post grow into towns
- TreeGrowth
- UI - City Expansion
- UI - Enhanced Demographics
- Units - Brigantine
- Units - Galleon
- Units Mounted Units
- Units Population
- Units Railroad Artillery
- Units - Steampunk Airships
- Units - Sub Upgrades
- Units - Super Carrier
- War - Less Damaged Captured Cities
- Yet ( not ) Another Earth Maps Pack ( v22)

I'll updtae either if game crashes or if i manage to keep playing, in this case i'll report my findings
 
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You would think with the brazilwood camp improvement change, someone would add lumbermills to produce lumber.
 
You would think with the brazilwood camp improvement change, someone would add lumbermills to produce lumber.
I just made a few test with IGE and looked at Civilopedia, and lumber needs oak and sawmill.
Thanks for the info
Maybe you could help me figure how to get Metalwork?
I've check a bit but wasnt able to get metalwork resource, i guess it need a building or something and its not supose to spawn on mao
 
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@Enginseer: Thank you for the heads-up concerning lack of mod-dependencies causing some mods to load too early and having their effects wiped out but subsequent VP modules in the mod load order.

I added/copied dependencies for the VP modules into @whoward69's Global - Barbarian XP Level 3 (v2) and it is now effective.
 
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