MPMPM - Multiplayer Mod DLC-hack (Updated!)

Help, if i install bnw fix for ynaemp
ynaemp (43)
and 43 civs dll,
all of those mods have a dll, and if i put all of them in the mod pack folder by copying, it asks for if i should overwrite. What should i do?

You can't use more than 1 DLL-mod at the same time.
 
I installed the tsl mods, and put the dlls back in the modpack folder, but i cant find the map for tsl in singleplayer? the description says that tsl confirmed works
 
Spoiler Mr. K's posts :

Hi there!
So I'm trying to convert the Comunity Patch and "JFD's Cities in Development (v 24)" into a multiplayer modpack. I'm also using EUI and keep it in the DLC folder while converting with MPMPM as suggested before in this thread. I made good progress, even "fixed" an error that occurs in JFD_CID_ProvincesUtils.lua and it seemed to work at least in singleplayer.

However whenever I open a city screen and remove a worker from a field (and moving him to enemployed workers) I get a "unable to load texture [null]" error. In firetuner I get no (related) error for that and the picture for the unemployed worker doesn't load. I also get that error while assigning a specialist to any building, those images won't load as well.

Screenshots
Spoiler :

attachment.php
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Any idea how I can fix that? Help would be much appreciated!


More Details
Spoiler :

I ruled out the Community Patch as it works fine, if I just convert that. The culprit seems to be Cities in Development.

If I just use both mods as mods I don't get that error.
When I add the MPMPM the UI is messed up and I get the following errors in fireturner:

Runtime Error: C:\Users\Sebastian\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 24)\Components\Provinces\Lua\Utilities\JFD_CID_ProvincesUtils.lua:55: attempt to call method 'GetGovernment' (a nil value)
Runtime Error: C:\Users\Sebastian\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 24)\Shared\Lua\Utilities\JFD_CIDUtilities.lua:152: attempt to call method 'HasBuilding' (a nil value)
Runtime Error: C:\Users\Sebastian\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 24)\Shared\Lua\Utilities\JFD_CIDUtilities.lua:152: attempt to call method 'HasBuilding' (a nil value)
Runtime Error: C:\Users\Sebastian\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 24)\Shared\Lua\UI\Overrides\PlotHelpManager.lua:993: attempt to call method 'GetPlayerThatBuiltImprovement' (a nil value)



While converting I get this warning, the rest is fine:

\Users\Sebastian\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: LeaderHeadRoot.lua has been overwritten! If you are using Enhanced UI, this WILL cause errors.

When converted and putting back the dlls the game runs fine and the UI works as well. When I start a game I get the following errors but they don't seem to be related:

Runtime Error: Assets\DLC\MP_MODSPACK\Mods\(1) Community Patch (v 72)\LUA\DiploList.lua:39: attempt to index field 'OuterGrid' (a nil value)
Runtime Error: Error loading Assets\DLC\MP_MODSPACK\Mods\(1) Community Patch (v 72)\LUA\DiploList.lua.


So I did the whole thing again without the EUI in the DLC folder. I got an error directing me to the "Enhanced User Interface" folder JFD provides with Cities in Development.

Runtime Error: Assets\DLC\MP_MODSPACK\Mods\JFD's Cities in Development (v 24)\Shared\Lua\UI\Overrides\Enhanced User Interface\CityView.lua:56: attempt to index global 'EUI' (a nil value)

According to JFD you should not delete that folder:


Seems as if the files in this folder still try to execute commands which then cause the error in my previous post. So I deleted that folder altogether... and it worked :D

I can even put the EUI into the modpack and it still works.

So I threw in all the other mods that I wanted in that pack and everything seems to work. Now I got to test if more errors occur.

Edit
Obviously I also did not overwrite the files in the Overrides folder. I did that and the error occured again. I reverted it and it works again... so the cause for this error seems to be in there.


I'm having the same error as this guy, and I'm not quite sure where to begin since I use different mods.

Code:
Mods:

-Literally every JFD "historical civ and leader" mod that is not Anno Domini or Balance Gold (Please don't make me list them)

-Music Changer

-InfoAddict

**All end users of modpack and modpack maker are using EUI 1.28f

Is there an XML or LUA file in EUI or in the MP_MODSPACK folder to rectify this? If so, what line?

If it helps, though I can't remember why, I have experimented with replacing the LUA files in MP_MODSPACK with the ones in EUI and while it helped an unrelated issue it didn't help this one.

EDIT: Not using EUI made it work, but the thing is I like EUI and I want to use EUI with this.
 
Spoiler Mr. K's posts :







I'm having the same error as this guy, and I'm not quite sure where to begin since I use different mods.

Code:
Mods:

-Literally every JFD "historical civ and leader" mod that is not Anno Domini or Balance Gold (Please don't make me list them)

-Music Changer

-InfoAddict

**All end users of modpack and modpack maker are using EUI 1.28f

Is there an XML or LUA file in EUI or in the MP_MODSPACK folder to rectify this? If so, what line?

If it helps, though I can't remember why, I have experimented with replacing the LUA files in MP_MODSPACK with the ones in EUI and while it helped an unrelated issue it didn't help this one.

EDIT: Not using EUI made it work, but the thing is I like EUI and I want to use EUI with this.

I have a vague suspicion the newer versions of EUI break MPMPM's special "fix" for EUI, but I'm not sure yet. I'm looking into it...
 
So any help with tsl? i followed all instructions, and it did not work. So do I just not use it then

Well, are you still using more than one DLL mod? You never answered Lynnes when he pointed out that you can't use more than one (it's a fundamental limitation).
 
That's true! It's such a definite, hard rule, I'm not even sure someone ever tried it.
 
I've been having a problem recently with the modpacks. I tried searching this thread for help, but I don't think I did it thoroughly enough, so if this has already been solved, I am sorry.

I've noticed that occasionally when I create the mod pack, all sound in the game stops working, past the Firaxis logo. There is no title screen music, no button click sounds, no unit animations, nothing. However, this problem does not occur when I am creating the mod pack. If I open up a game of regular Civ, and start a modded game with the mods in the pack, all of the sound is still there. Clearly there's something in the creation of the mod pack that's causing the problem, but what?
 
I've been having a problem recently with the modpacks. I tried searching this thread for help, but I don't think I did it thoroughly enough, so if this has already been solved, I am sorry.

I've noticed that occasionally when I create the mod pack, all sound in the game stops working, past the Firaxis logo. There is no title screen music, no button click sounds, no unit animations, nothing. However, this problem does not occur when I am creating the mod pack. If I open up a game of regular Civ, and start a modded game with the mods in the pack, all of the sound is still there. Clearly there's something in the creation of the mod pack that's causing the problem, but what?

The sound engine in Civ 5 is a little wonky, especially with this modpack. I'd recommend trying the stupid fix list of:

1) restart civ 5, see if it helps.
2) start civ 5, then start a new game, see if that helps.
3) remake mod pack, see if that helps.

Sorry to make you do this, but this is all stuff that has fixed broken sound in the past. It's more difficult to debug the sound in civ 5 because its engine is isolated from the rest of the game and we don't have access to it (or its logs).

Report back whether this works...
 
I had already restarted Civ and remade the modpack before making the post here, in order to make sure it was not a fluke. I had not started a new game while Civ was running, but having done that several times with several games it did not seem to change anything. Further, in the interest of being as complete as possible, I took the time to delete every sound file in the mod pack (after saving a backup), and that similarly failed to produce results.
 
I had already restarted Civ and remade the modpack before making the post here, in order to make sure it was not a fluke. I had not started a new game while Civ was running, but having done that several times with several games it did not seem to change anything. Further, in the interest of being as complete as possible, I took the time to delete every sound file in the mod pack (after saving a backup), and that similarly failed to produce results.

Hmm. Try emptying (not deleting! open in a text editor and delete everything) Civ_Dialog_Adolphus.xml, AudioDefinesExpansion1.xml, Audio2DScriptsExpansion.xml from the Override Folder and see if that changes anything. Those are the files that change the audio system, so if they're the culprit, removing them should blank the changes.
 
I tried that (although I used Civ5_Dialog_Adolphus rather than Civ_Dialog_Adolphus, which I'm assuming was a typo rather than a different file) and it didn't seem to work. However, I did identify the mod causing the problem, and made a new mod pack without it. The sound seems to work fine now. Thank you for your help, even if it didn't solve the problem.
 
I tried that (although I used Civ5_Dialog_Adolphus rather than Civ_Dialog_Adolphus, which I'm assuming was a typo rather than a different file) and it didn't seem to work. However, I did identify the mod causing the problem, and made a new mod pack without it. The sound seems to work fine now. Thank you for your help, even if it didn't solve the problem.

May I ask which mod it was? It would help me figure out if MPMPM can compensate for it/is part of the problem.
 
Tried to post a new JFD civ compilation for multiplayer couple of days ago, but I think my post got moderated for some reason. Sent a message about it through the "Contact Us" link, but haven't seen a reply yet. :dunno:


EDIT:

Compiled a new JFD civ pack for multiplayer, before only 32 civs... now a whopping 59!!

I take no credit for making any of this content, I merely followed the step by step guide in the first post to be able to use all these civs in multiplayer with my friends. All credit goes to JFD, cicero225 and Gedemon!

For a full list of civs included in this compilation, check out https://steamcommunity.com/workshop/filedetails/?id=90186873

TO USE THIS MODPACK, YOU SHOULD HAVE ALL EXPANSIONS!

Download

Extract the MP_MODSPACK.zip in ..\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC

Have fun! ;)

Just to try to summon you, the link is apparently dead. Maybe not mega.nz? I've had lots of trouble with that site before for modpacks, since they keep getting deleted for copyright violations...
 
So I've got an issue. I used the guide for making a modpack, and everything went smoothly, but after loading into a game, I realized my workers action-bar would randomly disappear and re-appear every few turns. I think it's a mod conflict, but I'm not sure.

Any advice? - Joe
 
So I've got an issue. I used the guide for making a modpack, and everything went smoothly, but after loading into a game, I realized my workers action-bar would randomly disappear and re-appear every few turns. I think it's a mod conflict, but I'm not sure.

Any advice? - Joe

What mods are you trying to use? Someone on steam was having a vaguely similar issue (Though not exactly the same) and they fixed it by removing some mod. They never specified which one it was though...

Do you have any mods with custom improvements or modifications to workers?
 
I followed the guide exactly and everything works and i get no errors while making the modpack but when I try to launch civ 5 with the modpack it just crashes before it even loads the menu. Anybody know what could be causing this?

I've included my database log file if that helps
 

Attachments

I followed the guide exactly and everything works and i get no errors while making the modpack but when I try to launch civ 5 with the modpack it just crashes before it even loads the menu. Anybody know what could be causing this?

I've included my database log file if that helps

Thanks for including a log! That makes this kind of thing much easier to diagnose.

The loading of the main database file stalled on the line:
Code:
[29964.843] In XMLSerializer while inserting row into table insert into Technologies('ID', 'Type', 'Description', 'Civilopedia', 'Help', 'AIWeight', 'AITradeModifier', 'Cost', 'AdvancedStartCost', 'Era', 'FeatureProductionModifier', 'WorkerSpeedModifier', 'InternationalTradeRoutesChange', 'EmbarkedMoveChange', 'EndsGame', 'AllowsEmbarking', 'AllowsDefensiveEmbarking', 'EmbarkedAllWaterPassage', 'AllowsBarbarianBoats', 'Repeat', 'Trade', 'Disable', 'GoodyTech', 'ExtraWaterSeeFrom', 'MapCentering', 'MapVisible', 'AllowsWorldCongress', 'TriggersArchaeologicalSites', 'GoldTrading', 'AllowEmbassyTradingAllowed', 'OpenBordersTradingAllowed', 'DefensivePactTradingAllowed', 'ResearchAgreementTradingAllowed', 'TradeAgreementTradingAllowed', 'PermanentAllianceTradingAllowed', 'BridgeBuilding', 'WaterWork', 'GridX', 'GridY', 'Quote', 'PortraitIndex', 'IconAtlas', 'TechCat', 'ExtraVotesPerDiplomat', 'Tier') with  values (433, TECH_ATHENA, TXT_KEY_TECH_ATHENA_TITLE, TXT_KEY_TECH_ATHENA_DESC, TXT_KEY_TECH_ATHENA_HELP, 0, 0, 450, -1, ERA_RENAISSANCE, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 8, TXT_KEY_TECH_ATHENA_QUOTE, 11, CUSTOM_TECH_ATLAS, TECHTREE_HOMO_UNIVERSALIS, 0, 1, ).
causing the main database load of the game to fail. The easiest short-term fix might be to just find and delete this segment (in the file C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\MP_MODSPACK\Override\CIV5Units.xml ) and try again.

I wonder why that happens, though. For some reason I think TECH_ATHENA is being inserted twice. If it's not too much trouble, can you also attach C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\MP_MODSPACK\Override\CIV5Units.xml ? I'd like to see exactly how it duplicated (if it duplicated) and figure out if it's a bug in the MPMPM code or what.

EDIT: to clarify, the line you're looking for will probably look like:
Code:
<Row>
	<Type>TECH_ATHENA</Type>
	... a bunch of other stuff ...
</Row>
The error it's complaining about seems to be that there's more than one such TECH_ATHENA. Unfortunately this causes the game not to load anything. The rest of the errors in the file have to do with the fact that nothing has been loaded.
 
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