MODS compatible with Vox Populi (VP)

Hi, I had a thought which may help new users. How about a stickied "Recommended Mods" thread, it could have mods that work especially well with the project like Exploration Continued Enhanced and Cultural Diversity or Useful Oil or Improved Aircraft Animations and other mods that both play nicely together and with the project
Personally when I first started using the project it was quite confusing trying to figure out exactly what would work the best with both the project and each other, so having one succinct list in its own thread I think would really help out the newbies and maybe also the veterans as well with new and exciting mods to try out.
 
For anybody that uses Hulfgar's Modpack, Industrial and Complete Edition. I can confirm it's incompatible, not a surprise, considering the extensive changes. It's a shame though, as Hulfgar's modpack touches on things at are really needed, just a bit of extra units, more to fill immersion breaking tech gaps.
Some examples:
- More Jet fighter generations, P-51 -> F-22 is just odd to me as an aviation fan. Maybe two more steps? Not sure how much trouble it would be though.
- Line Infantry
- Refineries, maybe they would add a little more oil.

Just my personal opinions. Other than that, this mod, joined up with JFD's work are pretty much all I need. Good work guys.
 
For anybody that uses Hulfgar's Modpack, Industrial and Complete Edition. I can confirm it's incompatible, not a surprise, considering the extensive changes. It's a shame though, as Hulfgar's modpack touches on things at are really needed, just a bit of extra units, more to fill immersion breaking tech gaps.
Some examples:
- More Jet fighter generations, P-51 -> F-22 is just odd to me as an aviation fan. Maybe two more steps? Not sure how much trouble it would be though.
- Line Infantry
- Refineries, maybe they would add a little more oil.

Just my personal opinions. Other than that, this mod, joined up with JFD's work are pretty much all I need. Good work guys.

Thanks for the report, I have added the mod to the list of the incompatibles. If it does not use a DLL, it could be compatible with CP, but it is definitely conflicting with changes in CBOP.

I am afraid there are no gameplay reasons to add more aircraft in between the propeller planes and jets. If you stuff the unit tree with too many units, the upgrades won't scale well compared to their predecessors and you will not have much time to produce/use them. In order to fix this, you would need to space the units by either adding more techs in between them or moving their techs further apart from each other in the tech tree, rebalance the stats of the units not only between each other (e.g. making F-22 stronger than F-15 significantly enough => Me-262 => P-51 => Sopwith Camel (or whatever the triplane is)), but you would also have to consider their relative strengths compared to land / naval units. "Spacing" the units in the tech tree is a pain - I have learnt the hard way when I was modding Civ3 and adding all sorts of WWII tanks and planes. So I am afraid that unless the gap between the propeller fighter and jet fighter is too big gameplay-wise, the realism won't be considered by the devs.

Oh and unless you are playing with a mod changing the units' appearance, it's Bf 109 -> F-22, not P-51 -> F-22 ;)
 
:( awww well it deeply saddens me to hear that it would require so much effort. Although I should've considered that from the beginning. Thanks for the response. Now I'm left with a heartbreaking dilemma, which mods to use. I will however keep using the CBP for a good while. Probably the one I'm going to stick with until maybe there are a little more units added, or hulfgar pulls off a compatibility thing. Either way thanks for the help and for this great expansion scale patch.

Yeah thanks for the correction, I just had to right some WWII example down from the top of my head. Still you should check out Hulfgar's work as well if you're into more units.
 
Alt Gamespeed from the OP doesn't seem to be available anymore. Can't find an alternative download source. Are any equivalents just as compatible?
 
Alt Gamespeed from the OP doesn't seem to be available anymore. Can't find an alternative download source. Are any equivalents just as compatible?

I'd also really like an alternative download source for this mod.
 
I'd also really like an alternative download source for this mod.
I don't know if this is something for you. I searched the internet for alternatives, but most of them have a lot of changes and I don't think that it will be compatible with VP.

Slower Science Longer Eras
 
I haven't been able to get the Future Worlds compatibility instructions to work, It loads just fine and all but two of the new techs are connected to the tree, but actually trying the queue any of the later ones for research causes a crash. (One of the prerequisites for training mutants, not sure which one.)
 
I haven't been able to get the Future Worlds compatibility instructions to work, It loads just fine and all but two of the new techs are connected to the tree, but actually trying the queue any of the later ones for research causes a crash. (One of the prerequisites for training mutants, not sure which one.)

Future Worlds has been updated recently but the compatablity file was released on January.
 
I might have overlooked it, but Historical Religions Complete works. I have not had any issues using all the Community Patch downloads.
 
Has anyone tested thecrazyscotsman's Omnibus Mod to see if it is compatible?

Nevermid, I found my answer.
 
I've been getting this black screen on all my leader diplomacy screens, and someone mentioned it might be a mod conflict.

Spoiler :
GZNx9hM.png


Before I go trawling through my mods disabling them one by one, can anyone notice any glaring conflicts in my mod list that might save me some time fixing this?

http://pastebin.com/2Sj0HgrD
 
Before I go trawling through my mods disabling them one by one, can anyone notice any glaring conflicts in my mod list that might save me some time fixing this?

Wow! That's a lot of mods!!! Do you activate all these civs when playing??? I do not play with custom civs myself, but I would recommend to use only customs civs which have been reballanced against VP/CBO. Even if the custom civs do not break the game, they might not be ballanced. I think you can find more info about the tweaked civs in this thread:

http://forums.civfanatics.com/showthread.php?t=572429

JFD is working on his civs and reballancing them for VP. Not sure which one could be causing the black diplo screens, but I doubt anyone will help you with this many mods, sorry.
 
JFD's alternate civs link to the Enlightenment Era civs in the 1st page

Ah, ok, thanks, no idea what this was. I suppose these JFD's civs are playable, but not sure if balanced with VP. I removed the link from the list. Thanks for spotting & reporting it!
 
Unique Cultural Influence will work with a tweak , here's Xony's modmod.

Enlightenment Era also
.

On the Special Tweaks:
Exploration Continued no longer exists so delete it to avoid confusion
More Luxuries should be grouped along with CSD and C4DF
Piety and Prestige is now Rise to Power and is compatible out of the box.


Question time:
How do you make Communistas Map Script compatible with Reseed!
 
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