MODS compatible with Vox Populi (VP)

What about these mods? After I dropped EUI (it was causing CTDs, especially with JFD's mods), I'm looking for some UI improvements mods.

http://scr.hu/91kj/bmtdg

But after I enabled them, I can't start a game - CTD. I'm wondering if it's because of these mods or maybe YnAEMP, which I wanted to play today still doesn't work with CBP :(

Edit: Yes, YnAEMP still doesn't work :(
 
What about these mods? After I dropped EUI (it was causing CTDs, especially with JFD's mods), I'm looking for some UI improvements mods.

http://scr.hu/91kj/bmtdg

But after I enabled them, I can't start a game - CTD. I'm wondering if it's because of these mods or maybe YnAEMP, which I wanted to play today still doesn't work with CBP :(

Did you follow the ynaemp guide for the CP?

G
 
This guide? http://forums.civfanatics.com/showthread.php?t=542560

Yes and no. I mean, I don't need wkey's fix anymore, because it's implemented in the newest version (V24).

I just started the game on Europe map (Large), so it works.
But Eastern Europe and North Sea by Lungora causes CTD. So I think I'll report it in the YnAEMP thread.

Edit: Hmm, it seems that it's not actually. I mean, according to the guide it should be like this:
Code:
	-- check if there's not a ressource of another type on the surrounding tiles
	for direction = 0, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do
		[B]local otherPlot = Map.PlotDirection[COLOR="Red"](plotY, plotX[/COLOR], direction)[/B]
		if (otherPlot ~= nil) then
			if ((otherPlot:GetResourceType() ~= -1) and (otherPlot:GetResourceType() ~= resourceID)) then
				return false
			end
		end
	end

And in V24 is still like this:
Code:
	-- check if there's not a ressource of another type on the surrounding tiles
	for direction = 0, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do
		[B]local otherPlot = Map.PlotDirection([COLOR="red"]plotX, plotY,[/COLOR] direction)[/B]
		if (otherPlot ~= nil) then
			if ((otherPlot:GetResourceType() ~= -1) and (otherPlot:GetResourceType() ~= resourceID)) then
				return false
			end
		end
	end
	return true

I'll try to swap them and see if this works.

Edit 2: Thx Gazebo! I had to swap these plotX and plotY to be plotY and plotX and it's working now!
 
I grabbed the latest version of YnAEMP v24 and CPP April 23rd. The result is pretty bad. From my research I had a CTD if I activated:
  • Add major deposits of strategic resources
  • Use true geographic resource placement
  • Add specific resources at starting positions
This is the same behavior like in the old days where I wrote a guide how to play YnAEMP without crashes.. Has someone an idea?

Oh I used the Earth (Giant) map.
 
I grabbed the latest version of YnAEMP v24 and CPP April 23rd. The result is pretty bad. From my research I had a CTD if I activated:
  • Add major deposits of strategic resources
  • Use true geographic resource placement
  • Add specific resources at starting positions
This is the same behavior like in the old days where I wrote a guide how to play YnAEMP without crashes.. Has someone an idea?

Oh I used the Earth (Giant) map.

There is an issue with v24 and its LUA. I still had to use the fix for it to work.
 
There is an issue with v24 and its LUA. I still had to use the fix for it to work.
Ok thank you. Does JFD know of the issue?
 
Emigration mod version up on Mar 29, and it works fine with CPP just by deleting UI folder.

So I think that now it should be categorized in 'Compatible after tweaking some files / need special CBP version'
 
Ok thank you. Does JFD know of the issue?

I'd incorporated the fix for v24 (says so in the patch notes), but had forgotten that I'd partially lost my work on it, and so did not re-add it before release. It will be in an upcoming v25, however.
 
Ah ok, thank you! This is still one of the best maps out there, despite playing Greece for years with TSL ^^
 
Okay, I'm a bit confused about the compatability list. The lists of compatable "out of the box" mods; is this 100% all of the mods that are compatible or just all the known ones, because that makes a huge difference?
 
Okay, I'm a bit confused about the compatability list. The lists of compatable "out of the box" mods; is this 100% all of the mods that are compatible or just all the known ones, because that makes a huge difference?

Umm, how do you think we would keep track of all the mods there are in the world? The list is updated as people report their experience with mods, so unfortunately no, the list isn't and won't ever be complete - this would be an impossible task. Moreover, as mentioned in the opening post, as this project and other mods develop, some mods might eventually become incompatible, so please do not take these lists as 100% guaranteed to be correct. If you know any additional mods worth mentioning, please let me know and I will update the list. Thanks!
 
Umm, how do you think we would keep track of all the mods there are in the world? The list is updated as people report their experience with mods, so unfortunately no, the list isn't and won't ever be complete - this would be an impossible task. Moreover, as mentioned in the opening post, as this project and other mods develop, some mods might eventually become incompatible, so please do not take these lists as 100% guaranteed to be correct. If you know any additional mods worth mentioning, please let me know and I will update the list. Thanks!

Well, the main reason I ask is because I had my own little collection of mods that I used and I wasn't sure if it'd work. For example, I had a good amount of mods that added world wonders as well as world congress resolutions and I wanted to be sure they'd work.
 
Any chance any of the colonialist legacy civs or LS's civs will eventually be fully integrated? This is awesome by the way!
 
Just so it's known, I've been testing mods I use and I have a small list of functional mods for the compatible as is list I'm working on. I'll share it once I finish testing but I wanted to mention outright that the "Promotions - Expansion Pack" mod in the incompatible list is wrong and works perfectly fine with CBP.
 
Just so it's known, I've been testing mods I use and I have a small list of functional mods for the compatible as is list I'm working on. I'll share it once I finish testing but I wanted to mention outright that the "Promotions - Expansion Pack" mod in the incompatible list is wrong and works perfectly fine with CBP.

Good catch! I moved it to the compatibles - thanks!

Just to be sure - have you played long enough to get several of these new promotions?
 
Sorry if this has already been covered, could not see it in the first posts but how about 3 & 4 UC? Are they compatible?
 
Can someone please tell me can i use mods that ad wonders with CBP ? Also i like PDMX map Extrended Europe + Asia can i play that map with CBP ?
 
Can someone please tell me can i use mods that ad wonders with CBP ? Also i like PDMX map Extrended Europe + Asia can i play that map with CBP ?

You might be able to use mods that add wonders. CBP makes changes to the technology tree so if a wonder is tied to a revised technology it can become available to build on turn one. Not sure how added wonders will affect gameplay though.
 
Thanks Xaragas. I have one more question. Can i use city state diplomacy mod with Community Patch? Without the balance patch.
 
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