MPMPM - Multiplayer Mod DLC-hack (Updated!)

I downloaded the premade DLC pack "Bacon Bomb's Ultimate Civ Modded MP Experience" and placed it in the right place. Now everytime I launch the game, it crashes at the main loading screen before the Main Menu pops up. I on a mac. Please help, ASAP. Thank you!:confused:

If it contains a dll, it won't work on macs. Is there one in the pack?
 
I'm getting this error I shouldn't be getting.

Problem 11 CreateMP() returns the error "Failed! Couldn't find folder for mod: {whatevermod}"
Should no longer occur. Obviously, post if it does.

When trying to make a modpack using the Rising Sun, Civilizations of Japan mod.

> CreateMP()
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Deleting previous ModPack if exist...
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Creating New ModPack folder...
Runtime Error: C:\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker.lua:178: Failed! Couldn't find folder for mod: Rising Sun: Civilisations of Old Japan
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Activated Mods...
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Barbarians - Unlimited Exp
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Coasts and Rivers Yield Gold Again
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying InfoAddict
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Like Moses
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Promotion Melee Ranged Correction
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Resource - Granary Includes Bison
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Ressource - Mint Include Copper
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Rising Sun: Civilisations of Old Japan

The game also errors out when reloading until I delete the modpack it creates.


EDIT: Well, I found THAT error, but now whenever I play test it, no buildings are showing up, buttons aren't working.. agggh..

EDIT2: Here is an image of what things look like. http://i.imgur.com/OYB46we.png Buttons don't work either and I'm at a loss as to what to do. I've renamed every file in the rising sun folder and modinfo file. I don't know what could be causing this.
 
I'm getting this error I shouldn't be getting.

Problem 11 CreateMP() returns the error "Failed! Couldn't find folder for mod: {whatevermod}"
Should no longer occur. Obviously, post if it does.

When trying to make a modpack using the Rising Sun, Civilizations of Japan mod.

> CreateMP()
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Deleting previous ModPack if exist...
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Creating New ModPack folder...
Runtime Error: C:\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker.lua:178: Failed! Couldn't find folder for mod: Rising Sun: Civilisations of Old Japan
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Activated Mods...
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Barbarians - Unlimited Exp
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Coasts and Rivers Yield Gold Again
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying InfoAddict
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Like Moses
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Promotion Melee Ranged Correction
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Resource - Granary Includes Bison
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Ressource - Mint Include Copper
\Users\Jeremy\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Rising Sun: Civilisations of Old Japan

The game also errors out when reloading until I delete the modpack it creates.


EDIT: Well, I found THAT error, but now whenever I play test it, no buildings are showing up, buttons aren't working.. agggh..

EDIT2: Here is an image of what things look like. http://i.imgur.com/OYB46we.png Buttons don't work either and I'm at a loss as to what to do. I've renamed every file in the rising sun folder and modinfo file. I don't know what could be causing this.

Okay, bear with me a little:

Go to ..\Documents\My Games\Sid Meier's Civilization 5
Open "Config.ini" with a text editor such as notepad
Change LoggingEnabled to 1
Save the file.
Start Civ 5, start the game, and then trigger the error a few times
Go to ..\Documents\My Games\Sid Meier's Civilization 5\Logs
Share with the thread Lua.log, Database.log, and xml.log

Hopefully it will make it clear what the problem is.
 
Okay, bear with me a little:

Go to ..\Documents\My Games\Sid Meier's Civilization 5
Open "Config.ini" with a text editor such as notepad
Change LoggingEnabled to 1
Save the file.
Start Civ 5, start the game, and then trigger the error a few times
Go to ..\Documents\My Games\Sid Meier's Civilization 5\Logs
Share with the thread Lua.log, Database.log, and xml.log

Hopefully it will make it clear what the problem is.

Okay, I attached the three logs you asked for to this post. Hopefully I did it right. I had already replaced the the renamed files with the originals, only keeping the fixed missing folder thing as I ran into missing .dds things when I simply tried to play the mod later in the night. It still made a working modpack with those same buttons/buildings/etc issues.
 

Attachments

Okay, I attached the three logs you asked for to this post. Hopefully I did it right. I had already replaced the the renamed files with the originals, only keeping the fixed missing folder thing as I ran into missing .dds things when I simply tried to play the mod later in the night. It still made a working modpack with those same buttons/buildings/etc issues.

Can I ask you which mods you are using precisely? Because there are two errors in this log:

[1125880.462] Runtime Error: Assets\DLC\MP_MODSPACK\Mods\Like Moses (v 3)\LoadScreen.lua:92: attempt to index field 'BonusUnit' (a nil value)

and

[1125884.674] Runtime Error: Assets\DLC\MP_MODSPACK\UI\CityView.lua:21: attempt to index field 'ProductionPortrait' (a nil value)
[1125884.674] Runtime Error: Error loading Assets\DLC\MP_MODSPACK\UI\CityView.lua.

Of these, it's almost certainly the second one causing the error, but I can't know easily which mod it's from. It looks like you're using Enhanced UI, so that may be causing a conflict.
 
Can I ask you which mods you are using precisely? Because there are two errors in this log:

[1125880.462] Runtime Error: Assets\DLC\MP_MODSPACK\Mods\Like Moses (v 3)\LoadScreen.lua:92: attempt to index field 'BonusUnit' (a nil value)

and

[1125884.674] Runtime Error: Assets\DLC\MP_MODSPACK\UI\CityView.lua:21: attempt to index field 'ProductionPortrait' (a nil value)
[1125884.674] Runtime Error: Error loading Assets\DLC\MP_MODSPACK\UI\CityView.lua.

Of these, it's almost certainly the second one causing the error, but I can't know easily which mod it's from. It looks like you're using Enhanced UI, so that may be causing a conflict.

I was looking to use the Like Moses, Eras - Medieval Era, Barbarians - Unlimited EXP, Coasts and Rivers Yield Gold Again, InfoAddict, Promotion Melee Ranged Correction, Granary includes Bison, Mint includes Copper, Motte and bailey Fort, and Rising Sun Civilizations of Old Japan.

I do have Enhanced UI installed as well. Does Enhanced UI not play nice with these home made map packs?
 
I downloaded the premade DLC pack "Bacon Bomb's Ultimate Civ Modded MP Experience" and placed it in the right place. Now everytime I launch the game, it crashes at the main loading screen before the Main Menu pops up. I on a mac. Please help, ASAP. Thank you!:confused:

Hey guys, anyone else using this pack? I can't quite get it to work on my win 7, crashing like for him on mac.
As for mac, I got nothing, macs are foreign to me

EDIT: seems i missed some files form dropbox. Nevermind.
 
I was looking to use the Like Moses, Eras - Medieval Era, Barbarians - Unlimited EXP, Coasts and Rivers Yield Gold Again, InfoAddict, Promotion Melee Ranged Correction, Granary includes Bison, Mint includes Copper, Motte and bailey Fort, and Rising Sun Civilizations of Old Japan.

I do have Enhanced UI installed as well. Does Enhanced UI not play nice with these home made map packs?

I don't know, but it might not. I've never tried it. Sorry; didn't remember to look at this again yesterday. Going by the list of mods, the only likely possibility is InfoAddict, or some sort of conflict between the InfoAddict here and Enhanced UI. I can't think of a reason any of the others would have a custom CityView.lua.

But, it's going to have to wait until I get home for me to take a more detailed look.
 
I was looking to use the Like Moses, Eras - Medieval Era, Barbarians - Unlimited EXP, Coasts and Rivers Yield Gold Again, InfoAddict, Promotion Melee Ranged Correction, Granary includes Bison, Mint includes Copper, Motte and bailey Fort, and Rising Sun Civilizations of Old Japan.

I do have Enhanced UI installed as well. Does Enhanced UI not play nice with these home made map packs?

I have downloaded every single one of those mods off of steam, and not a single one uses overrides CityView.lua. You say you used Enhance UI - which version of it do you use? the old one you get off of steam, or the new one you have to download manually and isn't a mod?

Or you can upload the modspack you made somewhere and I can look at it directly instead of guessing by downloading the mods.
 
I have downloaded every single one of those mods off of steam, and not a single one uses overrides CityView.lua. You say you used Enhance UI - which version of it do you use? the old one you get off of steam, or the new one you have to download manually and isn't a mod?

Or you can upload the modspack you made somewhere and I can look at it directly instead of guessing by downloading the mods.

I kiiiinda fixed it by removed the cityview.lua from the modpack folder? No idea if that is going to things over down the line, as I'm sure it is not the correct way of fixing this.

I put it back in and uploaded it here: https://www.dropbox.com/s/ysmoph001fa98ls/MP_MODSPACK.7z?dl=0

I do use the EUI you get from here at civfanatics, not the one from steam.
 
I kiiiinda fixed it by removed the cityview.lua from the modpack folder? No idea if that is going to things over down the line, as I'm sure it is not the correct way of fixing this.

I put it back in and uploaded it here: https://www.dropbox.com/s/ysmoph001fa98ls/MP_MODSPACK.7z?dl=0

I do use the EUI you get from here at civfanatics, not the one from steam.

Believe it or not, having finally found the root issue, that is almost the right thing to do, and will work fine in your case. Looking into it, MpMaker dll copies the base BNW version of CityView.lua into MPMP, then adds specific lines to the end of the file based on which mods have lua files they need to add the CityView. The lines look like:

Code:
ContextPtr:LoadNewContext("InfoAddictInit")

(although this line is from InGame.lua instead)

It looks like the current version of the MPMaker doesn't expect any mods to override CityView.lua...nor does it expect another dlc such as the EUI dlc to override it.

However, in your case, you have no mods that need to load in CityView, so just deleting it is fine. Otherwise, the fix would be to copy the CityView.lua from EUI and then copy the necessary lines at the bottom from the MPMP version.

So, you're fine. Will need to be addressed in the next set of MPMP updates though.
 
Believe it or not, having finally found the root issue, that is almost the right thing to do, and will work fine in your case. Looking into it, MpMaker dll copies the base BNW version of CityView.lua into MPMP, then adds specific lines to the end of the file based on which mods have lua files they need to add the CityView. The lines look like:

Code:
ContextPtr:LoadNewContext("InfoAddictInit")

(although this line is from InGame.lua instead)

It looks like the current version of the MPMaker doesn't expect any mods to override CityView.lua...nor does it expect another dlc such as the EUI dlc to override it.

However, in your case, you have no mods that need to load in CityView, so just deleting it is fine. Otherwise, the fix would be to copy the CityView.lua from EUI and then copy the necessary lines at the bottom from the MPMP version.

So, you're fine. Will need to be addressed in the next set of MPMP updates though.

Hah! Well how about that. Can't believe I stumbled into it.

I'll keep my eye out for those updates then. Thank you for all your help!
 
Hi, I'm new to this so bare with me.

I want to use the Smart AI mod and the Active Diplomacy mod in MP, but they both have their own dlls. Is it possible for me to use both of them in multi? I really want AI just to be smart while being active like they are in singleplayer.

It is not possible if they are two different DLLs. This is a limitation that can't be overcome via MPMPMaker. The only way to get around it is to make a new dll with the same code as both.
 
I've been reading the thread and Events and Decisions seems to sketchy? Has anyone played multiplayer with success with it?
 
Thanks for quick replay, think i'll skip on it for now =(

The current version of E&D is far too incompatible with Multiplayer to address easily, unfortunately. It makes extensive use of functions from the Events table, many of which cause desyncs. I looked at this recently, and it seemed to me that several E&D parts would have to be rewritten.

As it is now, it desyncs every turn after the first event decision, and the event effects don't happen. :sad:
 
So I'm trying to create a download pack/mod pack, and I want to cram in as much compatible custom content as allowable. I'm noticing the game tends to crash when exiting to main menu or desktop at a certain point when testing new Civs. This will occur when the mods are loaded simply as mods, or packed into MP_MODPACK folders.

Is it safe for me to assume there's a size limit for currently active mods/custom civs, beyond which the game is simply unstable or bound to crash, or is it more likely I'm just running into conflicts with compatibility among mods?
 
So I'm trying to create a download pack/mod pack, and I want to cram in as much compatible custom content as allowable. I'm noticing the game tends to crash when exiting to main menu or desktop at a certain point when testing new Civs. This will occur when the mods are loaded simply as mods, or packed into MP_MODPACK folders.

Is it safe for me to assume there's a size limit for currently active mods/custom civs, beyond which the game is simply unstable or bound to crash, or is it more likely I'm just running into conflicts with compatibility among mods?

In my expeirence Civ 5 just has a crash to desktop when exiting the game, especially when the game database is large. I'm not sure this actually matters in any way since it's a crash on exit...I'm pretty sure it's why Firaxis has never fixed it.
 
I expect random CTD, but it seems as though there's a threshold to mod pack size such that, when it's exceeded, a CTD is virtually guaranteed when you try to exit a game via: Reloading, exiting to main menu, or exiting to desktop. The database size you mentioned appears to be a promising angle though.

There is one important reason it matters. If you intend to use MPMPM packs for multiplayer, and the database is too large, then the game also crashes on re-syncs. Given how often resyncs occur in standard or larger games, especially with specific connection or slow computer issues, this renders large packs a liability.
 
Back
Top Bottom