MPMPM - Multiplayer Mod DLC-hack (Updated!)

Have the

Community Patch

Community Balance Patch

CSD

C4DF

More Luxuries

been able to work with multiplayer? The title post says not, but the "CivAddiction’s Multiplayer Modpack – CP+CSD+C4DF+Serp’s+And More! (BETA)" manages to get them to work (albeit sans CBP).

Thanks in advance if anyone can answer.
 
@civaddiction

Is sharing opinions working in your modpack? It doesn't look like it does for me.
 
@BaneFire

DLimited got them working, you can get it here

PS: There's currently an issue with desyncs, try to play without barbarians and see if that helps.
 
I don't know if this has already been answered or not, and it might be me just being stupid, but I'll ask it anyway.

I've been trying to create a modpack for a while now. I have the modpack creator mod enabled, and also all of the mods I want. My game is in fullscreen mode, and I alt-tab out of the game and go to the live tuner. I select the modpack creator option (can't remember the name right now), but when i type "CreateMP()" and press enter, nothing happens. There is no response text, the game is not frozen, nothing happens at all. I've tried doing this with my anti-virus on and off, and it made no difference. I have no idea what to do now. Thanks in advance.
 
hi there,
i'm currently playing a LAN multiplayer game with Serp's Multiplayer Improved Experience pack and EUI. What's bugging me is that all new buildings and resource descriptions are broken (they're all BLA_TEXT_DESC_BLA...you get the drift i guess). any fast way to fix this? clearing the cache didnt help.
 
hi there,
i'm currently playing a LAN multiplayer game with Serp's Multiplayer Improved Experience pack and EUI. What's bugging me is that all new buildings and resource descriptions are broken (they're all BLA_TEXT_DESC_BLA...you get the drift i guess). any fast way to fix this? clearing the cache didnt help.

Hi, thank you for reporting this bug! :)
Which language are you playing? My pack should support german and english, but I had no chance to check, if english works. I assumed english works, since over 70 downloaders did not report anything back.

I will set steam and my game to english, to test if english works here.
 
I'm not sure if it's a real bug or just some error on my part. Thx for the fast reply btw.
my steam is set to english.
 
I'm not sure if it's a real bug or just some error on my part. Thx for the fast reply btw.
my steam is set to english.

I tested it here and the english texts work. Also if you have any other language than english or german, the english language is displayed as standard.

So it seems to be a problem at your side. The only thing I can imagine, is that you have additional mods enabled, which are packed like a MP_modpack?

Also please check your Serps modpack folder, if it is complete. Go to the Override and sort the list by file size. There should be 3 files, which are alot over 1 KB. In the one called "CIV5Units_Mongol.xml" are the english textes. If you have this file, the textes should work, except it is override by another modpack or simular.
 
i have only one MP_modpack and that's yours. I have it in the DLC folder inside the Civ5 main folder and just tried putting it into the mygames/mods/ folder too, but that didnt change anything. when i mouseover a tea resource, it says TXT_KEY_RESOURCE_TEA. Same with new buildings. maybe I'll try a fresh install tomorrow, with no mods whatsoever except for your modpack.
 
Is there any particular reason why these two civilizations never get copied to the modpack while creating?

Colonialist Legacies Canada
Colonialist Legacies Philippines

It happened to me every time I was adding them to the mix.
They must have registered though, because they are pickable from the civs list (creating a missing icon error) and moving them manually to the modpack allows you to play with no problems.

Anybody had this issue before? Any chance I will run into trouble?
I'm getting a bit sick of testing full playthroughs with various civs, and on top of that no friends want to test with me any more, they just want to play and actually finish games ;)
And unfortunately single player tests hide a lot of bugs...
I don't fully understand why those two civs always get cut off. It's likely a mismatch between the internal game name and the actual folder name, but a long time ago a poster here provided a code fix to deal with that, and it seemed to work for most cases (it used to be that *none* of the Colonialist Legacy civs copied right). There's probably something specific it's missing with Canada and the Phillipines, but I'd have to go dig through it myself to find out (since I didn't write it...).

@ cicero:

Your latest version of MPMPM does not work. At least not the multi language thing ;)
Since today I just used my version of multi language. But I wanted to test your latest version :)

You use the Civ5_Dialog_Adolphus.xml file twice. One time for german translation and one time for AudioMiscName.

I fixed this by changing the textfile list to:
Code:
local textFileNameList = {  
	"CIV5Units_Mongol.xml", 
	"Civ5_Dialog_Alexander.xml",
	"Civ5_Dialog_alMansur.xml",
	"Civ5_Dialog_Ashurbanipal.xml",
	"Civ5_Dialog_Askia.xml",
	"Civ5_Dialog_Attila.xml",
	"Civ5_Dialog_Augustus.xml",
	"Civ5_Dialog_Bismarck.xml",
	"Civ5_Dialog_Boudicca.xml",
    "Civ5_Dialog_Casimir.xml"
}
(so deleted Adolphus and added Casimir)

Now all the german texts are added to Civ5_Dialog_Alexander.xml correctly, but unfortunately they are not used ingame. When I start with the created modpack, all mods are english. The game is still german.

First I thought it is because you use "DE_DE" instead of "de_DE"... but changing this did not help =/

So for now I'm not able to say, why it still does not work. You?

edit:
not a problem of latest version, but of all versions I know:
Some mods are not copied into the modpack. They are not in the modfolder, but I in the Overrides. I have to manually add them. Why?
(one mod is neither in mods nor in overrides -> was because of an error in xml file)
Hmm, I don't know why it doesn't work then. I find the languages thing hard to test because I don't have more than one language installed. I think I might jsut have to tell steam to download the different language versions. I jsut haven't really had the time...


I do have a general question however, is it possible to basically overload the mod file which can lead to desyncs? I find my civ is starting to use really high CPU / RAM usage. in the 30-50% CPU usage as an example. Not sure if it's a specific mod, combination of mods, or the factor of HOW many I'm running. Any thoughts?
Do you mean while playing the game? This is a function of the efficiency of the lua in the various mods, which really goes back to the coding skills of the modder/how much they're paying attention to the efficiency. JFD, for instance, does well, whereas some of the colonialist civs seem to do some really inefficient things. There's not terribly much to be done other than excluding civs or rewriting them yourself...
 
Hmm, I don't know why it doesn't work then. I find the languages thing hard to test because I don't have more than one language installed. I think I might jsut have to tell steam to download the different language versions. I jsut haven't really had the time...
Yes, steam is horrible regarding language settings.
First I was not able to set a new game language for civ in steam. I had to change the steam language to english, before I was able to choose english for Civ. (after I changed steam back to german I was still able to choose english for Civ).
But the really annoying thing is, if I choose english for Civ, steam will delete all other languages! I hate steam for doing things like this (also I don't like the subscribe thing for mods).
But english is a standard language, so if you choose german, you will still have english and german files.

About missing mods in MP_Modpack:
Just a guess, but could it have to do with the md5 values in modinfo ? Maybe they are not copied, if md5 is wrong?
 
@all:

had anyone issues with the modpack included UI files ?
In every modpack is a UI directory with CityView.lua, InGame.la and LeaderHeadRoot.lua.

I already made "thousand" modpacks and played them with EUI without problems. But suddenly I have problems with them, because the files in UI from modpack overrides the files from EUI ?!
When I delete the CityView.lua from UI directory, it seems it uses the one from EUI... but one of my mods, which did work before without problems also in previous modpacks, does not work anymore.
Why this UI directory is needed? How comes, that CityView overrides EUI files and did not do that before?

All in all, I wonder how lua files are handled in modpack. Because I also noticed, that lua files were active, which I deleted from modinfo. So it seems, modinfo does nothing in modpacks and all lua files are active?

edit:
Ah, I found out, that in working modpacks, the CityView.lua in UI from modpack is the one that is also in EUI, but with one additional line at the end:
ContextPtr:LoadNewContext("UICityExpansion") UICityExpansion is the mod I talked about, which had also a CityView in it, but I deleted the files. In my working modpack I had the modinfo untouched. In my not working modpack I deleted the CityView Files also from modinfo.
So I guess I solved the problem... I will try to create a working modpack again...
edit2:
Not the modinfo was the reason, but the EUI itself, I changed some things...
 
@ Serp

The only time I had issues was when I forgot to create modpack with EUI already in the assets folder. I added it later, and I had problems. Another attempt was with EUI installed first, and no problems. I know it sound simple, but if you create so many modpacks and focus on a lot of stuff, I wouldn't be surprised if you forgot an easy thing ;)
 
@ Serp

The only time I had issues was when I forgot to create modpack with EUI already in the assets folder. I added it later, and I had problems. Another attempt was with EUI installed first, and no problems. I know it sound simple, but if you create so many modpacks and focus on a lot of stuff, I wouldn't be surprised if you forgot an easy thing ;)

yes, i edited my post the second time... I deleted citystatediplo.lua from EUI and renamed the folder of EUI. It seems this causes the problem... I have no clue why...
I will test more... =/
edit:
it seems the renaming was the problem O.ô Wasted hours to find that issue >.<
 
I couldn't find it in the thread, is it possible to add or remove singular mods from the mpmodpack without having to recompile it? My modpacks in the 2.5 - 3 gig range, to reallocating it to my players is a bit tedious.

I remember reading it should be possible. Just hoping for some guidance to do so.
 
Hi, I'm trying to get Communitas to work (the whole pack, but nothing else), and I keep getting a Runtime Error: "...MPM_Maker.lua:224: attempt to compare with nil" followed immediately by "...MPM_Maker: InGame.lua has been overwritten!"

Any ideas what might be causing it? has anyone gotten Communitas pack to work? I really like how it rebalances the game; specifically the factions and structures/ecconomy. I really want to play with my friends, but one friend takes eons on his turns, so playing sequential turns would be excruciatingly painful....

Any help would be much appreciated! I already checked for dlls and found none, and made sure that all mods had multiplayer set to 1 in the xml. Thanks!
 
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