MODS compatible with Vox Populi (VP)

Maybe I don't get some obvious solution :-) All Whoward's DLL mods have reference/requirement for main DLL mods - should I simply remove this reference from mod file?
 
Maybe I don't get some obvious solution :-) All Whoward's DLL mods have reference/requirement for main DLL mods - should I simply remove this reference from mod file?

It should work with CPP (at least alle the ones I've tried do). I think the CP uses the same mod ID or something.

\Skodkim
 
Maybe I don't get some obvious solution :-) All Whoward's DLL mods have reference/requirement for main DLL mods - should I simply remove this reference from mod file?

The CP shares its ID with whoward's DLL, so all his mods are compatible out of the box.
G
 
Getting some kind of conflict with one of the custom civs I'm using which is causing an issue with the city planning social policy in the liberty tree. The tooltip at least shows it as reverting back to the original social policy. It doesn't actually work granting you the settler, and all the other policies and trees are unaffected. I'm not sure if the actual city planning policy is working but just showing the wrong tooltip, been too obsessed with trying to narrow down the conflict to remember to test that. Wondering if any of you guys can confirm which civs you're using without any issues?

I'm mainly trying to use the big civ mod collections. Lastswords, tomateks, jfds, more civilizations, colonialist legacies, forgotten civs.

Edit: After more testing it's definitely one of the jfd civs. I'm going to have to try and figure out which one it is exactly now. I can confirm that none of the other mods/civs I'm using are causing the problem. Colonialist legacies, more civilizations, asoiaf, tomatekhs, sukritacts, forgotten civs, all seem to be fine.
 
I just figured that out actually! Haha. I figured out it had to be one of your civs, so I was turning them on 5 at a time until I got the error. It popped up in the group of 5 containing the holy roman, kept going to make sure none of the others were doing it then went back and figured out which it was of those 5. It's so satisfying to troubleshoot something haha, I should really get into programming or something . I've never even played with the civ, but for some reason I just thought it was going to be that one. I wish I had mentioned that sooner though in a thread, I've spent more than a few hours narrowing it down to that mod, haha.

What causes the conflict with that mod out of curiosity? Does it have some sort of tie in or reference to that social policy?
 
What causes the conflict with that mod out of curiosity? Does it have some sort of tie in or reference to that social policy?

Because HRE, like Venice, cannot train Settlers, that policy grants a free Great Ambassador instead of the Settler. I'll make some accomodations for CBP when I update the HRE.
 
America (Roosevelt) works however there is some conflict with CBP Washington. Observations added to the JFD leaders subforum.
 
America (Roosevelt) works however there is some conflict with CBP Washington. Observations added to the JFD leaders subforum.
It ends up adding an extra unique yeah? I haven't played as it, but scrolling through the civ selection if I remember right it shows the standard America with the minutemen, ranch, and I think resort?
 
How about mods that adjust the tech tree?
Mods like
Corporations (By Envoy)
Tech Tree Overhaul (By TofuSojo)
Future Tech Does Something (By Cecil Lizard)

Please clarify: Do you mean you have tried these mods and they worked or are you just asking if anyone has tried them?

I would be surprised if the mods touching techs worked as CBP shuffles techs around the tree ...
 
Well- as i suppose a complete overhaul would be incompatible-
But as i've seen, mods that add new techs make them researchable from start-
I.E. Corporation's Corporation tech is researchable from the start of the game.
 
Well- as i suppose a complete overhaul would be incompatible-
But as i've seen, mods that add new techs make them researchable from start-
I.E. Corporation's Corporation tech is researchable from the start of the game.

That's because CBP nukes the prereqs for techs - you can fix this is you make that mod dependent on the CBP so that it loads after the CBP.
G
 
Russia (Nicholas II) works however there is some conflict with CBP Catherine. Observations added to the JFD leaders subforum.
 
My ExCE mod is currently compatible with the CBP "out-of-the-box", and I will update on compatibility as each component is (re) added to the mod. If the policy changes from CBP are enabled, the Exploration tree changes in ExCE will automatically disable, and the Explorer unit in the CBP will be automatically removed.
 
Great. Can ExCE be updated to incorporate the new monopoly system in CBP? This will keep the new luxuries on par with CBP.
 
My ExCE mod is currently compatible with the CBP "out-of-the-box", and I will update on compatibility as each component is (re) added to the mod. If the policy changes from CBP are enabled, the Exploration tree changes in ExCE will automatically disable, and the Explorer unit in the CBP will be automatically removed.

I added ExCE to the compatible list and the original ExC to the "need special CBP version" list with short descriptions.

If you want me to change anything, just let me know.
 
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