Mods not working on save load? But they work on game creation.

efficiencist

Chieftain
Joined
Feb 26, 2025
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Anyone having an issue with mods? It started today with me.

- Mods are installed correctly and worked fine last week (list attached)
- Mods are updated (spot checked, not exhaustive)
- Mods are all enabled in the Additional Content menu
- Mods are functional when I create a new game, and on subsequent turns
- As soon as I save and then load, mods are no longer functioning.

This is happening to all mods, so I do not believe it's a problem with an individual file.
 

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For me I am trying to run two mods at the same time but can't. I have a save game with one mod (that I started the game with) and now want to add a 2nd mod to that existing game (2nd row below) , but it's not loading the new mod (even though it's enabled).

I am hearing it is not possible?

@PoundedChicken

1740865554783.png
 
- As soon as I save and then load, mods are no longer functioning.

I had the exact same issue. Try removing the Civ7_CenterCapitalMod. I removed that one (and Treasure Lens which I don't spot in your mod list) and now it works fine for me. With that mods active all of my mods would also all be disabled when loading a save. See this reddit post for more details.


For me I am trying to run two mods at the same time but can't. I have a save game with one mod (that I started the game with) and now want to add a 2nd mod to that existing game (2nd row below) , but it's not loading the new mod (even though it's enabled).

I am hearing it is not possible?
Mods that don't affect save game, like UI mods, won't appear in the list on the right of your screenshot. Because they are not essential for loading that save. And adding such a UI mod to an existing save is possible. It should be available when load that save, unless the first mod changes something similar and they conflict.
 
I had the exact same issue. Try removing the Civ7_CenterCapitalMod. I removed that one (and Treasure Lens which I don't spot in your mod list) and now it works fine for me. With that mods active all of my mods would also all be disabled when loading a save. See this reddit post for more details.



Mods that don't affect save game, like UI mods, won't appear in the list on the right of your screenshot. Because they are not essential for loading that save. And adding such a UI mod to an existing save is possible. It should be available when load that save, unless the first mod changes something similar and they conflict.
I am 100% sure the Bugfix mod (on left it appears enabled) is NOT active on my current game, because I can tell from in-game. (e.g. it fixes civilian movement w/ Evanglism card, but I see no change so I conclude that mod is not on. I can double check log files etc if further proof needed)

Neither mod changes UI. You're saying I SHOULD be able to load the second mod, but it's not doing it.. I am OK if it doesn't appear on right hand side, I just want it to load at the same time with the other mod.

(P.S. I'll be grateful if anyone can help fix this because my last game I had to drop because of a game breaking bug in Exploration age. (which is why I need this other mod). I am not talking about some little annoying bug - talking about culture skyrocketing to 1,000 a turn in one turn that breaks the game... don't want same thing to happen to this game too.. link to details available if interested)

To summarize, here's the issue I'm trying to solve:

1. Started a game with AI mod, shows and loads fine, no issues

2. Also want to combine/add the Bug fix mod (super simple mod) to ongoing game. (in other words have two mods on at same time) Installed but won't load when I load a saved game. Only the AI mod will load. (see screenshots above) I can verify in-game that the Bug fix mod is not loaded.

(if I start a NEW game it does list both mods so it works, but that is not my issue of focus. I want to enable to mod on an EXISTING game)

3. Someone suggested changing <AffectsSavedGames>1</AffectsSavedGames> from 0 to 1 in the modinfo files for both mods, which I did. Made no difference. (also set both to 0, no difference)

4. What to try next?

If what I'm trying to do is not possible then that's OK, I’ll just give up. Just want to know what's possible - heard conflicting sound bites

@PoundedChicken
 
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If you want to add new gameplay mods to an ongoing game, you can do so on age transitions. Transitions effectively start a new game and the new age will be loaded with the mods enabled in Additional Content at that time.

I have also done some troubleshooting with a modder who had this issue reported to them. While they were able to reproduce it, I was not. Eventually, they were no longer able to, either. Chances are there's something buggy going on behind the scenes, the involved mods did not seem to have any errors. It's possible that disabling and re-enabling all the mods used helped.

However, it should be standard practice to set "AffectsSavedGames" to 1 for any mod that affects the gameplay database (or just leave it out, it seems to be the default setting for a mod if the value isn't defined in the modinfo at all).
 
If you want to add new gameplay mods to an ongoing game, you can do so on age transitions. Transitions effectively start a new game and the new age will be loaded with the mods enabled in Additional Content at that time.

I have also done some troubleshooting with a modder who had this issue reported to them. While they were able to reproduce it, I was not. Eventually, they were no longer able to, either. Chances are there's something buggy going on behind the scenes, the involved mods did not seem to have any errors. It's possible that disabling and re-enabling all the mods used helped.

However, it should be standard practice to set "AffectsSavedGames" to 1 for any mod that affects the gameplay database (or just leave it out, it seems to be the default setting for a mod if the value isn't defined in the modinfo at all).
Thanks for the insights - yes should add to above that I also tried disabling/enabling both mods with no help.

At next age transition into Modern I will keep watch and see if both mods are indeed loaded. Then I'll come back and report.

FYI @notque
 
Thanks for the insights - yes should add to above that I also tried disabling/enabling both mods with no help.

At next age transition into Modern I will keep watch and see if both mods are indeed loaded. Then I'll come back and report.

FYI @notque
Yeah its a tough one. I flip flop either way on whether or not to enable AffectsSaveGames. My understanding was that if you set it 1, the impact is simply that if you started a game with the mod, then disable it and load the savegame, it pushes that error message. I agree with @JNR13 that having it set to 0 is really best only for UI mods. The dilemma is partly why I posted this awhile back.
 
Yeah its a tough one. I flip flop either way on whether or not to enable AffectsSaveGames. My understanding was that if you set it 1, the impact is simply that if you started a game with the mod, then disable it and load the savegame, it pushes that error message. I agree with @JNR13 that having it set to 0 is really best only for UI mods. The dilemma is partly why I posted this awhile back.

The odd thing is, when I turned on ASG for your mod, the problem went away. Same for every mod. It started immediately working. But again, I have no consistency to prove one way or another what the actual problem is.

I know for a fact if I turn it on for both our mods, they always work properly with each other.

Something is happening we aren’t seeing. It’s too flakey to know for sure.
 
I had the exact same issue. Try removing the Civ7_CenterCapitalMod. I removed that one (and Treasure Lens which I don't spot in your mod list) and now it works fine for me. With that mods active all of my mods would also all be disabled when loading a save. See this reddit post for more details.



Mods that don't affect save game, like UI mods, won't appear in the list on the right of your screenshot. Because they are not essential for loading that save. And adding such a UI mod to an existing save is possible. It should be available when load that save, unless the first mod changes something similar and they conflict.
Thank you. It was CenterCapitalMod that was the issue.
 
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