MPMPM - Multiplayer Mod DLC-hack (Updated!)

I swear, I put up a EUI version, everyone has problems. I put up a non EUI verison, everyone has problems. xD Such is the life of Civ 5 Multiplayer Modding.

I will have to put up a version of each. Perhaps tomorrow, since I leave for vacation for a week and I would like to leave everyone happy.

Hi, so I created a modpack that uses the Community Patch DLL (based on Whowards DLL) along with a number of other mods. I wanted to include your JFD Civ Pack but I discovered some of the mods do not play nice with Whowards DLL and will cause desyncs. This is due to the fact that any decision made in a popup (such as the choose production boost for Poland's Brick to Wood trait) will cause a multiplayer game to desync. Serp discovered that it has to do with popups only effecting change for the active player.

Anyways, I was just wondering if you know which civs in your mod pack utilize popups and which do not.
 
For the first one, for your mod that does use .dll, have you temporarily edited the line

Code:
<File md5="{Your md5 will vary}" import="0">CvGameCore_Expansion2.dll</File>

out of the .modinfo for that mod? It might be tricking civ 5 into looking for a dll that's not there.

(Remember to put the line back after you're done, ii that fixes it.)

I tried that, doesn't work. The MPMPM just isn't showing up in Firetuner.
 
Hi, so I created a modpack that uses the Community Patch DLL (based on Whowards DLL) along with a number of other mods. I wanted to include your JFD Civ Pack but I discovered some of the mods do not play nice with Whowards DLL and will cause desyncs. This is due to the fact that any decision made in a popup (such as the choose production boost for Poland's Brick to Wood trait) will cause a multiplayer game to desync. Serp discovered that it has to do with popups only effecting change for the active player.

Anyways, I was just wondering if you know which civs in your mod pack utilize popups and which do not.

Now that would make sense. I'm afraid I have not played through all of JFD's mods, however, by reading the descriptions or asking the man himself, we can probably figure out which ones have pop ups. Feel free to edit my current pack because I am sadly busy these days :/
 
Does anyone know if any of these mod packs include something that makes multiplayer AI actually try to contact you for diplomacy, and actually have leader interaction animations? Like they actually want to trade or discuss something, and they actually show the character talking to you like they do in single player.
 
Does anyone know if any of these mod packs include something that makes multiplayer AI actually try to contact you for diplomacy, and actually have leader interaction animations? Like they actually want to trade or discuss something, and they actually show the character talking to you like they do in single player.

https://steamcommunity.com/sharedfiles/filedetails/?id=215112942

It can also be used with MPMPM just by copy-pasting the dll into the folder. However, it isn't compatible with any other dll mods. Also, it doesn't restore the animations--the AIs will behave like single player again, but no animations.
 
I tried that, doesn't work. The MPMPM just isn't showing up in Firetuner.

I really don't know then, especially if it works on your laptop. The usual answer when this problem occurs is what I described, or else the person is using a mac/doesn't have Brave New World, or something weird like that.

Make modpacks on your laptop only? :sad:

I suppose you could try verifying the files of civ 5 on steam. Also, are you sure the dll hasn't been renamed? It has to match the lines in the .modinfo:

Code:
<Files>
    <File md5="1EA44DC5468033684584E16CBD63F466" import="1">CvGameCore_MPMPMaker.dll</File>
    <File md5="8EB099F306AA6361D0D6179DBD0D4C13" import="1">MPMP_Maker.lua</File>
  </Files>
  <Actions>
    <OnGetDLLPath>
      <SetDllPath>CvGameCore_MPMPMaker.dll</SetDllPath>
    </OnGetDLLPath>
  </Actions>

You should also check that those lines are actually in your .modinfo.
 
trying to use this with the community balance patch and all extras but I get the error for deletempmp etc so remove the line of code that the faq suggests but can no longer find the mod in the completed mod pack to put the line back in :D

There is a subtle problem in the mpmpm where it occasionally fails to copy folders. It should be acceptable to just copy the mod yourself into the folder, provided you did the other steps correctly.

That being, depending on what version of the the Community Balance Patch you're using, it might have other issues that show up during gameplay. It's not fully compatible...
 
well I was trying to use the latest versions of CP CBP CSD C4DF

so I can use mpmpm to get as many working as possible then copy the other mods into the created folder?
 
I really don't know then, especially if it works on your laptop. The usual answer when this problem occurs is what I described, or else the person is using a mac/doesn't have Brave New World, or something weird like that.

Make modpacks on your laptop only? :sad:

I suppose you could try verifying the files of civ 5 on steam. Also, are you sure the dll hasn't been renamed? It has to match the lines in the .modinfo:

Code:
<Files>
    <File md5="1EA44DC5468033684584E16CBD63F466" import="1">CvGameCore_MPMPMaker.dll</File>
    <File md5="8EB099F306AA6361D0D6179DBD0D4C13" import="1">MPMP_Maker.lua</File>
  </Files>
  <Actions>
    <OnGetDLLPath>
      <SetDllPath>CvGameCore_MPMPMaker.dll</SetDllPath>
    </OnGetDLLPath>
  </Actions>

You should also check that those lines are actually in your .modinfo.

I just did a quick visual check before going to bed, and I actually have a different md5 in the .modinfo for MPMP_Maker.lua, I'm going to copy-paste this code into the .modinfo when I wake up and see if that works. I have a feeling that's what the problem is. I have no idea how it happened though, it just downloaded through the Steam workshop like normal, same as on my laptop, and I haven't messed around with manually until now. Oh well.
 
So is there any method of getting more than 12 civs for MP with this? I know normally you can edit "CIV5Worlds.xml" to allow it, but edits to that file make no difference here. I assume that is because of the overrides folder as it has a copy of the file as well. However the file is blank.

I've tried everything I could think of from adding the information to the override version of the file to deleting it entirely. The former crashes the game, the latter caused all the setup options to appear blank in game. At one point I deleted the ENTIRE overrides folder just to see what would happen. It actually worked, but it broke at least one mod, quite possibly some others too.

I've been messing with this for 2 hours now trying to get it to work with no luck. Anybody else got any ideas?

EDIT: Looks like I got it working. I had to recreate the modpack after editing "CIV5Worlds.xml". If you edit after modpack creation, you run into the problems that I hit.
 
so apparently the mpmpm compiler fails to find the folder of the mods C4DF and the CSD and solution as copying the folders manually creates a new problem of me being 'unable to join the multiplayer session' even if I'm hosting
(pm if you want my mp_modspack and the eui to go with it to test and see for yourself)
 
Unfortunately, replacing the md5 still doesn't work. I'll try to see if I can get it to work with a bit more tinkering, otherwise I'll try my laptop again. Oh well.
 
@Amightymuffin and Strategia:

Have you tried to use Various Mod Components instead of the CP?

From my experience, it's currently working a bit better with MPMPM:
-no need to remove the md5 (just remove the DLL and let MPMPM create the MP)
-no missing mod folders
-properly working Load-Button during SP, no crashes

You could try whoward's modified C4DF and the CSD (as civaddiction already proposed in another thread) but would have to do without CBP.

I'm using whoward's version of C4DF + Various Mod Components in my modpack for a very long time now, and it's working fine! Can't say anything about CSD though.
 
So is there any method of getting more than 12 civs for MP with this? I know normally you can edit "CIV5Worlds.xml" to allow it, but edits to that file make no difference here. I assume that is because of the overrides folder as it has a copy of the file as well. However the file is blank.

I've tried everything I could think of from adding the information to the override version of the file to deleting it entirely. The former crashes the game, the latter caused all the setup options to appear blank in game. At one point I deleted the ENTIRE overrides folder just to see what would happen. It actually worked, but it broke at least one mod, quite possibly some others too.

I've been messing with this for 2 hours now trying to get it to work with no luck. Anybody else got any ideas?

EDIT: Looks like I got it working. I had to recreate the modpack after editing "CIV5Worlds.xml". If you edit after modpack creation, you run into the problems that I hit.

I'm glad to hear you figured out a solution. I would have said that the Overrides folder compacts most of the game database into just a few .xml files (if you sort the files by file size, they'll jump right out as the files that are not 0 kb in size). So, if you opened the right one and ctrl+f'd for what you usually change in CIV5Worlds.xml and change it there, it should work.

But your solution works as well.
 
well I was trying to use the latest versions of CP CBP CSD C4DF

so I can use mpmpm to get as many working as possible then copy the other mods into the created folder?

stop trying to add CBP. It's not worth your time, because it has hundred of mutliplayer incompatible things in it ;)
Just see this project:
http://forums.civfanatics.com/showthread.php?t=547732

You have to wait until Gazebo himself made it compatible for mutliplayer. But of course you can contribute bugs there, to help.

Does anyone know if any of these mod packs include something that makes multiplayer AI actually try to contact you for diplomacy, and actually have leader interaction animations? Like they actually want to trade or discuss something, and they actually show the character talking to you like they do in single player.

The "Gothic Empire's Light Pack" does include the AI active mod from JaiderHerr. I don't know who deleted my upload -.- I uploaded it again here:
http://www.file-upload.net/download-10872615/ramen_empire_immersion_lite.zip.html
Be quick, before someone delete it again >.<

But JaiderHerr is working to make his mod compatible to CP. So maybe in a year or so, you will have active AI there ;)

@Cicero: please add this working link to your OP.
 
stop trying to add CBP. It's not worth your time, because it has hundred of mutliplayer incompatible things in it ;)
Just see this project:
http://forums.civfanatics.com/showthread.php?t=547732

You have to wait until Gazebo himself made it compatible for mutliplayer. But of course you can contribute bugs there, to help.



The "Gothic Empire's Light Pack" does include the AI active mod from JaiderHerr. I don't know who deleted my upload -.- I uploaded it again here:
http://www.file-upload.net/download-10872615/ramen_empire_immersion_lite.zip.html
Be quick, before someone delete it again >.<

But JaiderHerr is working to make his mod compatible to CP. So maybe in a year or so, you will have active AI there ;)

@Cicero: please add this working link to your OP.

It is added. We'll see how long that lasts.
 
Has someone already produced a pack containing Colonialist Legacies, More Civilizations or Tomatekh like the JFD one?

I have issues creating one myself because half of the mods don't load.
 
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