MPMPM - Multiplayer Mod DLC-hack (Updated!)

Civ crashes if I rename the folder.

Are you sure it's the renaming that causes the crash? I've renamed folders several times (heck I did it just now to test) without causing any changes. It really should not matter...

Hello everybody,

i tried to install the MP Modpack and i can see it in the game, but when i start a game i get several error messages:

Code:
Unable to load texture CivSymbolsColor32_DLC_D.dds

It seems that i could play the game, but those messages are annoying. What can i do about this issue?

CivSymbolsColor32_DLC_D.dds is from the Civ 5 DLC that contains Babylon. Do you have this DLC? If you do, then try verifying your local files on steam.
 
You can try Serp's or civaddiction's modpacks.
Or when you want to try the Community Balance Patch, I've created modpacks for it over here.

Thank u. I will.


CivSymbolsColor32_DLC_D.dds is from the Civ 5 DLC that contains Babylon. Do you have this DLC? If you do, then try verifying your local files on steam.

No i did not have this DLC. I just buy it and then i'll try it again. Thanks for the hint!
 
Are you sure it's the renaming that causes the crash? I've renamed folders several times (heck I did it just now to test) without causing any changes. It really should not matter...

If you say so I will take your word for it. I'll see if it was something else causing the crash. Granted it seemed pretty reproducable at the time but it's been quite a while since I last tried it.
 
So, I know with the previous version of this mod/tool/etc, just like with the JdH tool, there were still issues with SQL mods. But the first post in this thread doesnt actually mention anything about what kinds of mods are NOT compatible with your process. (Well, or I missed it, but I read the whole first page, before asking).

Basically, I'm looking to create a fairly decent sized modpack with lots of silly leaders/civs (not unlike the anime themed one in your premade list), throw in some of my other favorite mods that just expand some things - I'm a fan of Strange Religions mod and some of the other related stuff by the same guy.

Thing is, my friends and I haven't played Civ in about a year and half now, and a lot of my fav mods no longer seem to work with the JdH modmanager, so I was looking into alternatives. Seems like a lot of mods that add leaders are either using SQL stuff or that JdH's tool isnt really useable anymore for w/e reason.

Unfortunately, my knowledge of any coding at all is pretty much nil these days. I know enough of the basics to be able to follow along with guides and such, and make use of utilities, but digging into the code and mucking about with things at a complex level is beyond me. I could handle some of the troubleshooting section you have, but thats about the extent of it. So I'm kinda hoping that most mods would turn out to work with this.

Got any guidelines about what kinds of mods work well with your process? I'm not looking for huge overhaul type mods - mainly leaders/civs, and some quality-of-life stuff like expanding religion options, or tile improvement balancing.
 
So, I know with the previous version of this mod/tool/etc, just like with the JdH tool, there were still issues with SQL mods. But the first post in this thread doesnt actually mention anything about what kinds of mods are NOT compatible with your process. (Well, or I missed it, but I read the whole first page, before asking).

Basically, I'm looking to create a fairly decent sized modpack with lots of silly leaders/civs (not unlike the anime themed one in your premade list), throw in some of my other favorite mods that just expand some things - I'm a fan of Strange Religions mod and some of the other related stuff by the same guy.

Thing is, my friends and I haven't played Civ in about a year and half now, and a lot of my fav mods no longer seem to work with the JdH modmanager, so I was looking into alternatives. Seems like a lot of mods that add leaders are either using SQL stuff or that JdH's tool isnt really useable anymore for w/e reason.

Unfortunately, my knowledge of any coding at all is pretty much nil these days. I know enough of the basics to be able to follow along with guides and such, and make use of utilities, but digging into the code and mucking about with things at a complex level is beyond me. I could handle some of the troubleshooting section you have, but thats about the extent of it. So I'm kinda hoping that most mods would turn out to work with this.

Got any guidelines about what kinds of mods work well with your process? I'm not looking for huge overhaul type mods - mainly leaders/civs, and some quality-of-life stuff like expanding religion options, or tile improvement balancing.

It sounds like the kind of thing you're looking to do is very likely to work. SQL also entirely works with MPMPM. The principal thing that trips up mpmpm is too much or too fancy lua. Many of the built in civ 5 lua functions only work in single-player, and most modders don't consider multiplayer when designing their civ.

To give an example, a very common sin is do things only on the human player's turn, and detect the human player with GetActivePlayer--the problem is, in multiplayer games, GetActivePlayer will only turn up the human player on that specific computer. If one computer then sets that player's gold to 500 based on that, none of the other computers will do the same, and that triggers a desync, broken game mechanics, and possibly even a crash.

Anyway, the mod as it currently is has almost no problems with XML or SQL changes, and is well-optimized for custom civs and small quality of life changes--it tends to choke more on complex overhauls with custom menus, etc. If you just glance through the mods you're considering to look for .lua files, the less .lua filles involved, the more likely it is to just work out of the box.
 
It sounds like the kind of thing you're looking to do is very likely to work. SQL also entirely works with MPMPM.

Awesome, thanks for the feedback. We'd actually started to test a few things at random to see if they'd work. Ran into one that didnt, that randomized leader's preferred religion picks - but we were able to narrow the problem down pretty fast due to what I knew about how it worked.

I don't suppose you'd know a quick and dirty way to merge modpacks? I realize its a.. well borderline taboo subject. I'd like to include like about 70% of Serb's pack from the link you have on the first page, without needing to go and manually DL each one - plus I like some of his changes. I posted in his thread, and someone else asked the same thing about a week ago, but no reply as of yet. Basically I'd just like to avoid having to do them all manually. I'm ok with having two DLC packs, so to speak, though - my friends wont care about an extra step, there. And its just for me.
 
Awesome, thanks for the feedback. We'd actually started to test a few things at random to see if they'd work. Ran into one that didnt, that randomized leader's preferred religion picks - but we were able to narrow the problem down pretty fast due to what I knew about how it worked.

I don't suppose you'd know a quick and dirty way to merge modpacks? I realize its a.. well borderline taboo subject. I'd like to include like about 70% of Serb's pack from the link you have on the first page, without needing to go and manually DL each one - plus I like some of his changes. I posted in his thread, and someone else asked the same thing about a week ago, but no reply as of yet. Basically I'd just like to avoid having to do them all manually. I'm ok with having two DLC packs, so to speak, though - my friends wont care about an extra step, there. And its just for me.

Sadly, not really, not under the standard definition of quick and dirty. The closest you could get is to load the various mods (including Serb's) yourself, make a modpack, then copy over every folder except Override from Serb's pack, deleting the mods you didn't include. The main issue is that the Override folder.
 
What, if anything, can cause a scenario in which some of the selected Mods are added to the pack, while others are not?

I'm encountering an odd problem were 3 of my 9 mods are not being added when processed.

Edited to add list of mods being processed:

(1) Community Patch
(2) Community Balance Patch
(3) CSD for CBP
(4) Civ IV Diplomatic Features
(5) More Luxuries
(6a) Community Balance Patch - Compatibility Files (EUI)
Quick Turns (v 10)
R.E.D. Modpack (v 27)
Reforestation (v 8)

The following are not added, no matter how I modify the rest of the pack:
(3) CSD for CBP
(4) Civ IV Diplomatic Features
(5) More Luxuries
 
What, if anything, can cause a scenario in which some of the selected Mods are added to the pack, while others are not?

I'm encountering an odd problem were 3 of my 9 mods are not being added when processed.

Edited to add list of mods being processed:

(1) Community Patch
(2) Community Balance Patch
(3) CSD for CBP
(4) Civ IV Diplomatic Features
(5) More Luxuries
(6a) Community Balance Patch - Compatibility Files (EUI)
Quick Turns (v 10)
R.E.D. Modpack (v 27)
Reforestation (v 8)

The following are not added, no matter how I modify the rest of the pack:
(3) CSD for CBP
(4) Civ IV Diplomatic Features
(5) More Luxuries

When you say they're not added, do you mean they don't appear to work, or that there are no folders for them in MP_MODSPACK\Mods?

If the folders themselves are missing, are you sure you are using the most recent version of MPMPM?
 
I discovered a broken set of text references post-copile, related to one of my Civs. It appears all the TXT tags were created correctly, but the MPMPM compiler didn't grab them?

Anyway, is there a way to manually correct this post-compile? I tried editing the XML file containing text (Mongol?) in the override folder, as well as correct the references in Civ5Units.xml, but the changes don't seem to be taking.

All I see is stuff like TXT_KEY_LEADER_HENRY_MORGAN and TXT_KEY_CIV_BUCCANEERS_SHORT_DESC

Also, Post-compile the CBP UI compatibility mod is throwing out an error on CultureOverview.lua for 'OptimizeButton'.
 
I discovered a broken set of text references post-copile, related to one of my Civs. It appears all the TXT tags were created correctly, but the MPMPM compiler didn't grab them?

Anyway, is there a way to manually correct this post-compile? I tried editing the XML file containing text (Mongol?) in the override folder, as well as correct the references in Civ5Units.xml, but the changes don't seem to be taking.

All I see is stuff like TXT_KEY_LEADER_HENRY_MORGAN and TXT_KEY_CIV_BUCCANEERS_SHORT_DESC

Also, Post-compile the CBP UI compatibility mod is throwing out an error on CultureOverview.lua for 'OptimizeButton'.

Do you have logging enabled? It could be an error in the file, in which case xml.log or database will probably show it. Otherwise, it might be an issue with multiple languages (it turns out, all the language data needs to be in the same file as Language_en_US or it will just be ignored).
 
No errors linked to the missing text that I can find in XML or Database, though the CultureOverview.lua one spits out this-

Code:
 Runtime Error: Assets\DLC\MP_MODSPACK\Mods\(6b) Community Balance Patch - Compatibility Files (No-EUI) (v 1)\LUA\CultureOverview.lua:451: attempt to index field 'OptimizeButton' (a nil value)
 
Do i need to recreate (CreateMP()) the folder if I wanna remove one mod from my pack or can I just delete the folder? also I think we need a list with all known working/nonworking mods
 
Eh, it ended up being easier to go back and recompile after checking all the tags in the mods.

Weirdest thing happening though. The modpack is stable for the most part, but if I go back to the main menu, and attempt to start another game, there's like a 90% chance of crashing for each successive start afterward when I click 'start game'- but reloading the same game seems to work just fine. I've had similar things happen before, typically with larger mod packs. Perhaps some mod is not unloading properly? It doesn't even spit anything out in any of the regular error logs
 
Eh, it ended up being easier to go back and recompile after checking all the tags in the mods.

Weirdest thing happening though. The modpack is stable for the most part, but if I go back to the main menu, and attempt to start another game, there's like a 90% chance of crashing for each successive start afterward when I click 'start game'- but reloading the same game seems to work just fine. I've had similar things happen before, typically with larger mod packs. Perhaps some mod is not unloading properly? It doesn't even spit anything out in any of the regular error logs

Which DLL mod are you using?
 
Either I got lucky or I figured it out.

Which DLL mod are you using?

CBP. Note to self- only copy over the missing folders to MP_Modpack (CSD, Civ 4 Diplo, etc.) after the compile, do not over-write the other CBP folders that did transfer.

I swear sometimes I wrestle with this stuff for days then literally 10 minutes after I post it clicks.
 
Crashes on map generation unfortunately are very common with the CP.
It usually only happens with the second or third map you try to create without restarting the game.
 
Crashes on map generation unfortunately are very common with the CP.
It usually only happens with the second or third map you try to create without restarting the game.

Ahh, so it's map generation. I figured it was more related to unloading information from an old mod but that makes more sense. I'm not so sure that's the issue that was causing my earlier crashes however- they seem to have been dealt with.

Only issue I have now is Firetuner crashes when I return to main menu or exit a game- which as far as I'm concerned is fine. I managed to pack 90 Civs with CBP and Info Addict. I'm happy.
 
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