MPMPM - Multiplayer Mod DLC-hack (Updated!)

My inquiry was not about E&D, but thanks for the reply.

Actually, I made two civs with custom User Interfaces, and I actually had surprising results playing them both.

If the UI is triggered through a button like say one of those choices in the drop down menu, it may desync once but my test with such a UI worked well otherwise.
However, if the UI is triggered by say PlayerDoTurn, then the UI appears for other players even when it's not supposed to, and desync travesty follows, and that led me to post my original question.
 
Its fine, and if I am wanting the maps to be available for both players do they need to be in the same folder for everyone?

Oh yes. I should have mentioned that.

My inquiry was not about E&D, but thanks for the reply.

Actually, I made two civs with custom User Interfaces, and I actually had surprising results playing them both.

If the UI is triggered through a button like say one of those choices in the drop down menu, it may desync once but my test with such a UI worked well otherwise.
However, if the UI is triggered by say PlayerDoTurn, then the UI appears for other players even when it's not supposed to, and desync travesty follows, and that led me to post my original question.

Yeah not all of the functions will work the same in MP as in SP. Since you're writing your own, I can explain that the main difference is that in MP you have to be sure that your code will generate identical results no matter whose computer it happens to be running on, because there's one copy running on everyone's local version of civ 5. So a lot of common shortcuts that are used in mods (i.e. getting the ActivePlayer to find the human player and working based off of that) break. It also means that if you want a random number generator, you should use Game.rand() (which uses a special function in the netcode broadcast the result of the roll) rather than any other RNG. The symptom of any such lua code that gives different results on different computers is a desync.

The principal reason most custom UIs don't work in MP is because the way they work is:
1) Pop UI
2) Player picks something
3) Lua code does some change to the game on their computer only

To properly do it, step 2 should also broadcast the player selection to all other players. Unfortunately, there's no built-in function for this. All the base game UIs are handled in MP by hidden netcode that Firaxis hasn't released. They even fell into this trap themselves when they made the UI for the Shoshone Pathfinder and forgot to make it broadcast in MP (so Shoshone pathfinders always caused desyncs).

There is a workaround for this, but it's kind of obnoxious and not commonly implemented. It involves making fake invisible buildings and hijacking the SendSellBuilding function. See: https://forums.civfanatics.com/threads/lua-sending-information-in-multiplayer.545291/
 
Thank you for the kind reply, cicero. Wish me luck on my endeavor towards a MP friendly mod.
 
Hey there,

I am trying to get the Bacon Bomb pack to work. I followed the instructions and copied the files to the DLC folder. Initially I thought it had worked however soon I started having problems.

In multiplayer with a friend (who I watched on skype share screen to confirm he had done it right) the game desyncs most turns then will crash after about 20 turns.

In multiplayer playing with AI only it crashes at around 20 turns.

In single player it crashes after about 20 turns.

I have tried searching for help but the problem is so specific its really hard to find anything regarding my issue.

Thanks for any help you can give.
 
Hey there,

I am trying to get the Bacon Bomb pack to work. I followed the instructions and copied the files to the DLC folder. Initially I thought it had worked however soon I started having problems.

In multiplayer with a friend (who I watched on skype share screen to confirm he had done it right) the game desyncs most turns then will crash after about 20 turns.

In multiplayer playing with AI only it crashes at around 20 turns.

In single player it crashes after about 20 turns.

I have tried searching for help but the problem is so specific its really hard to find anything regarding my issue.

Thanks for any help you can give.
The cleanest route is to enable logging (See: https://forums.civfanatics.com/threads/how-to-enable-logging.487482/ ) and post lua.log here. Most likely there's a MP incompatability in the pack (I don't have the time to rigorously test each one, unfortunately, so it's dependent on whoever made it). If it's a simple fix, I might be able to suggest a manual change.

Note: Also, if the mod has a .dll file, it won't work on macs unfortunately.
 
Thank you very much for helping me out and for the swift reply.

Im using windows 10 and my friend is using windows 7.

Here are the log files you requested. Ive added database, lua and xml for both after 1 turn and after it crashes.
 

Attachments

Thank you very much for helping me out and for the swift reply.

Im using windows 10 and my friend is using windows 7.

Here are the log files you requested. Ive added database, lua and xml for both after 1 turn and after it crashes.

Hmm, this is as straightforward as I had hoped. However, here are some things you can try:

1) Are you using a custom map? If so, try saving the game when it starts, immediately quitting, then reloading the game from a save. That avoids some issues with asynchronous map generation in custom maps.

2) Remove [BNW] - Colonialist Legacies - Australia (v 3)\Compatibility\CL_AustraliaDecisions.lua and any other files you can find that are clearly targeted at Events & Decisions (Usually in a compatibiltiy folder and labeled "Decisions").

Do you mind listing out which civs are in the pack? Some of the Colonialist Legacy civs have known issues with MP. JFD's civs are much better in this regard, but it's tough to say.
 
Thanks again for the response.

1) Im using the earth map which is one of the default maps for Civ 5.

2) Im not sure how to remove stuff from the pack unless you just mean deleting those files in the mod folder?

Sure this is a copy of the original post you made with this pack.


"Courtesy of Bacon Bomb on Steam:

http://www.filedropper.com/ultimatemoddedcivmultiplayerexperiencev4 The "Ultimate Civ Modded MP Experience"

NOTE: Updated Feb 21, 2015. Nonworking E&D removed, a few more JFD civs and custom buildings added.

Being even more of a miracle than V1, V2. This mod introduces some flavor and some enhancement Sadl I have removed the Bridges and Canals Mod and the Ocean Cities mod for some bugs. If you can't live without them, contact me and I will give you V1. I hope you enjoy!

Buildings- Upgrade System!
Civ IV Diplomatic features!
Enhanced Information Era!
Europe with Capitals!
Extra Victory Conditions!
Greatest Cities!
Industrial City Pack!
All of JFD's civilizations as of 1/25/15!
Justice and Government buildings!
Legendary Earth Mod!
Medieval and Renaissance Building pack!
New Beliefs Pack!
International Monetary Fund
Trading Posts Grow into Towns!
Unique Policy Buildings!
Colonist Legacies- Vietnam!
Civ Names by Policies!
Exploration Continued!
Gibraltar and Reef Optimizations!
LS Civilization Set II!
Krakatoa Fix!
Legendary Earth! (Find the folder and place the map in the Civ V maps folder to work)
Music Changer!
Like Moses! (Replaces old Canal mod)
Oman Civilization!
Throne Room!
Unique Cultural Influence!
Has been played for 6 hours + with few bugs, though there are a few noticed:

Bacon Bomb: Only bugs are
Bacon Bomb: Rice and Maize icons do not show up
Bacon Bomb: Europe with Capitals has no scenario
Still, should be good stuff."
 
Hey! First off, I want to say thank you for all the time and effort you've put into getting this to work.

However, I'm having some problems with the mod I'm attempting to make multiplayer, and was wondering if anyone had any suggestions.

I'm trying to convert Faerun for BNW to work multiplayer, so my friends and I can play against one another to conquer Faerun.

I followed the steps you gave and got to step 12; basically I'm trying out the multiplayer mod pack to see if it works before sharing it with friends. However, when I go to Single Player and choose "Play Now" or "Set Up Game" the game crashes (error notice just says "Sid Meier's Civilization V has stopped working", followed by "A problem caused the program to stop working correctly. Windows will close the program and notify you if a solution is available.").

More perplexingly, when I try to start a Multiplayer game, I go to "Standard" and then when I hit "Internet" or "Local Network" nothing happens - the game doesn't freeze or crash, just makes the "you clicked a button" sound like normal, but nothing happens - it doesn't go to the "choose a Civ" screen or anything, I can freely go back, just clicking those options doesn't do anything. Same thing if I click "Hot Seat", or if I click "Pitboss" followed by "Internet" or "Local Network".

Some possible causes of these problems:
---Under Preparation Step 1, it says I'm supposed to have "civ 5 logging turned on in the config.ini file"... I wasn't sure what this means, so what I did was change
; Enable the logging system
LoggingEnabled = 0
into
; Enable the logging system
LoggingEnabled = 1

I'm not sure if there was something different or something additional I should have had turned on (there are several other "logging" like "TutorialLog" which I left at state 0).

---Under Main Step 4, it tells me to make sure the mod "MultiPlayer ModsPack Maker (v 1)" is turned on in the mods list. I don't have that exactly, mine is listed as "Multiplayer Mods Workaround (v. 1)"... I assume that it's fine, but it doesn't exactly match the name listed in the step, so was there something else I was supposed to download?

---Under Main Step 5, I started a game with the custom scenario that comes with that mod. The mod makes *major* changes to every feature of the game and how it works, replacing all Civs with civilizations from Faerun, replacing culture with "weave" (advancement in the field of magic), adding unique hero units that level up and have inventories, etc. I'm wondering if the scenario might be part of what's causing troubles, or if the mod as a whole is just too complex to play with more than one person (even though it worked fine when running it as a singleplayer mod prior to creating the multiplayer mod pack for it)? As the mod itself says, it requires Brave New World and "References" Gods and Kings, but "Blocks all other DLC"... would this be causing a problem?


---I initially ran into Problem 3: Problem 3: Trying to run CreateMP() gives "attempt to call field 'DeleteMPMP' (a nil value)"
I followed the steps given to fix it, and Firetuner then compiled everything and said it was "Done", and I added the lines of code back in, but maybe I didn't add everything back in properly? For example, I put the .dll back in the DLL folder of the original mod (where it first appeared), and in the DLL folder of the original mod copy that was created in the modpack; however Main Step 11 orders to put it in "\Steam\steamapps\common\sid meier's civilization v\Assets\DLC\MP_MODSPACK", not in any of the subfolders beyond that (though I tried putting it in both \DLC\MP_MODSPACK and in \DLC\MP_MODSPACK\Mods\Faerun for BNW (v 15)\DLL and it didn't work in either... should I try putting it in *both*?)

Any advice?
 
Thanks again for the response.

1) Im using the earth map which is one of the default maps for Civ 5.

2) Im not sure how to remove stuff from the pack unless you just mean deleting those files in the mod folder?

Sure this is a copy of the original post you made with this pack.


"Courtesy of Bacon Bomb on Steam:

http://www.filedropper.com/ultimatemoddedcivmultiplayerexperiencev4 The "Ultimate Civ Modded MP Experience"

NOTE: Updated Feb 21, 2015. Nonworking E&D removed, a few more JFD civs and custom buildings added.

Being even more of a miracle than V1, V2. This mod introduces some flavor and some enhancement Sadl I have removed the Bridges and Canals Mod and the Ocean Cities mod for some bugs. If you can't live without them, contact me and I will give you V1. I hope you enjoy!

Buildings- Upgrade System!
Civ IV Diplomatic features!
Enhanced Information Era!
Europe with Capitals!
Extra Victory Conditions!
Greatest Cities!
Industrial City Pack!
All of JFD's civilizations as of 1/25/15!
Justice and Government buildings!
Legendary Earth Mod!
Medieval and Renaissance Building pack!
New Beliefs Pack!
International Monetary Fund
Trading Posts Grow into Towns!
Unique Policy Buildings!
Colonist Legacies- Vietnam!
Civ Names by Policies!
Exploration Continued!
Gibraltar and Reef Optimizations!
LS Civilization Set II!
Krakatoa Fix!
Legendary Earth! (Find the folder and place the map in the Civ V maps folder to work)
Music Changer!
Like Moses! (Replaces old Canal mod)
Oman Civilization!
Throne Room!
Unique Cultural Influence!
Has been played for 6 hours + with few bugs, though there are a few noticed:

Bacon Bomb: Only bugs are
Bacon Bomb: Rice and Maize icons do not show up
Bacon Bomb: Europe with Capitals has no scenario
Still, should be good stuff."

Hmm, I'm surprised that it's not working then, in that I remember this now, and the guy seemed to have tested it pretty meaningfully. That being said, it's kind of weird that you have an error associated with [BNW] - Colonialist Legacies - Australia (v 3)\Compatibility\CL_AustraliaDecisions.lua when it isn't listed in the modpack. Is it in the dlc folder? (and yes, I jsut meant deleting the files manually from the final dlc pack, but not the original mod)

Hey! First off, I want to say thank you for all the time and effort you've put into getting this to work.

However, I'm having some problems with the mod I'm attempting to make multiplayer, and was wondering if anyone had any suggestions.

I'm trying to convert Faerun for BNW to work multiplayer, so my friends and I can play against one another to conquer Faerun.

I followed the steps you gave and got to step 12; basically I'm trying out the multiplayer mod pack to see if it works before sharing it with friends. However, when I go to Single Player and choose "Play Now" or "Set Up Game" the game crashes (error notice just says "Sid Meier's Civilization V has stopped working", followed by "A problem caused the program to stop working correctly. Windows will close the program and notify you if a solution is available.").

More perplexingly, when I try to start a Multiplayer game, I go to "Standard" and then when I hit "Internet" or "Local Network" nothing happens - the game doesn't freeze or crash, just makes the "you clicked a button" sound like normal, but nothing happens - it doesn't go to the "choose a Civ" screen or anything, I can freely go back, just clicking those options doesn't do anything. Same thing if I click "Hot Seat", or if I click "Pitboss" followed by "Internet" or "Local Network".

Some possible causes of these problems:
---Under Preparation Step 1, it says I'm supposed to have "civ 5 logging turned on in the config.ini file"... I wasn't sure what this means, so what I did was change
; Enable the logging system
LoggingEnabled = 0
into
; Enable the logging system
LoggingEnabled = 1

I'm not sure if there was something different or something additional I should have had turned on (there are several other "logging" like "TutorialLog" which I left at state 0).

---Under Main Step 4, it tells me to make sure the mod "MultiPlayer ModsPack Maker (v 1)" is turned on in the mods list. I don't have that exactly, mine is listed as "Multiplayer Mods Workaround (v. 1)"... I assume that it's fine, but it doesn't exactly match the name listed in the step, so was there something else I was supposed to download?

---Under Main Step 5, I started a game with the custom scenario that comes with that mod. The mod makes *major* changes to every feature of the game and how it works, replacing all Civs with civilizations from Faerun, replacing culture with "weave" (advancement in the field of magic), adding unique hero units that level up and have inventories, etc. I'm wondering if the scenario might be part of what's causing troubles, or if the mod as a whole is just too complex to play with more than one person (even though it worked fine when running it as a singleplayer mod prior to creating the multiplayer mod pack for it)? As the mod itself says, it requires Brave New World and "References" Gods and Kings, but "Blocks all other DLC"... would this be causing a problem?


---I initially ran into Problem 3: Problem 3: Trying to run CreateMP() gives "attempt to call field 'DeleteMPMP' (a nil value)"
I followed the steps given to fix it, and Firetuner then compiled everything and said it was "Done", and I added the lines of code back in, but maybe I didn't add everything back in properly? For example, I put the .dll back in the DLL folder of the original mod (where it first appeared), and in the DLL folder of the original mod copy that was created in the modpack; however Main Step 11 orders to put it in "\Steam\steamapps\common\sid meier's civilization v\Assets\DLC\MP_MODSPACK", not in any of the subfolders beyond that (though I tried putting it in both \DLC\MP_MODSPACK and in \DLC\MP_MODSPACK\Mods\Faerun for BNW (v 15)\DLL and it didn't work in either... should I try putting it in *both*?)

Any advice?

Someone asked about this a long time ago, and sadly I wasn't able to fix it despite trying myself. It does something very funky with the game database that doesn't translate well to dlc. I suspect it may indeed have something with the "Blocks all other DLC" aspect of it, but overall it may just be a little too complex to work with without consulting the original mod maker on what he did. Sorry - I wish I had better news to say about this.
 
Hmm, I'm surprised that it's not working then, in that I remember this now, and the guy seemed to have tested it pretty meaningfully. That being said, it's kind of weird that you have an error associated with [BNW] - Colonialist Legacies - Australia (v 3)\Compatibility\CL_AustraliaDecisions.lua when it isn't listed in the modpack. Is it in the dlc folder? (and yes, I jsut meant deleting the files manually from the final dlc pack, but not the original mod)

Hello again. The Australian country was indeed in the mod pack, I can only assume that it was due to the fact that you mention in the post I quoted earlier that it was version 2. The one I downloaded was called version 4. I tried removing the Australia folder and it still crashed in multiplayer with only AI. However the information you have given me so far gave me an idea. I checked the lua.log and found 2 more errors, one pointing at the Poland / Lithuania country and the other at civ 4 diplomatic features. After removing those two mods folders the game didn't crash after 50 turns in multiplayer with AI only. All I need to do now is test it in multiplayer with my friend when he comes online.

Knowing you can remove parts of the mod pack without breaking it was a key piece of information. Thanks a lot.
 
Hello again. The Australian country was indeed in the mod pack, I can only assume that it was due to the fact that you mention in the post I quoted earlier that it was version 2. The one I downloaded was called version 4. I tried removing the Australia folder and it still crashed in multiplayer with only AI. However the information you have given me so far gave me an idea. I checked the lua.log and found 2 more errors, one pointing at the Poland / Lithuania country and the other at civ 4 diplomatic features. After removing those two mods folders the game didn't crash after 50 turns in multiplayer with AI only. All I need to do now is test it in multiplayer with my friend when he comes online.

Knowing you can remove parts of the mod pack without breaking it was a key piece of information. Thanks a lot.
Hmm, I haven't known the civ 4 diplomatic features to break anything despite that error, which is why I ignored it, but if it fixed it for you, than that's good news!
 
I was trying to create dlc from Super Power Clash of Civilizations (v 6) and DLL - Various Mod Components (v 88) and when it is done the Super Power Clash of Civilizations (v 6) is not present in the mods folder in MP_MODSPACK and when I access civilopedia I get missing textures error.
When I manually add it it seems to work but I didn't play for very long since I don't want to figure out it doesn't work after putting few days into the game.
Also when I try it with SuperPower Complete Edition (v 5) it works normally.
Does anyone have any idea what is causing this? Would it be fine to play when I added it manually or are there bound to be problems?
 
I was trying to create dlc from Super Power Clash of Civilizations (v 6) and DLL - Various Mod Components (v 88) and when it is done the Super Power Clash of Civilizations (v 6) is not present in the mods folder in MP_MODSPACK and when I access civilopedia I get missing textures error.
When I manually add it it seems to work but I didn't play for very long since I don't want to figure out it doesn't work after putting few days into the game.
Also when I try it with SuperPower Complete Edition (v 5) it works normally.
Does anyone have any idea what is causing this? Would it be fine to play when I added it manually or are there bound to be problems?

Wow a long time later, but actually there's a fairly good chance it would work if you added manually. That sounds like a glitch in file copying, which still happens sometimes despite the fact that it was supposed to be fixed. It has something to do with certain mods that are named weirdly, but as long as it's just a missing files thing, and if it worked on v5, there's a good chance it will work.

Sorry for the very slow response.
 
Since the creator of the original thread and code, Gedemon, is no longer active on these forums, and there have been significant updates in the meantime, I am making a new thread with an updated first post. Actually, Gedemon has PM'd me, and I guess I officially have permission now...

(Code last updated: March 31 2016. Steam Workshop Link. Includes a picture guide!)

The intent of this thread is to provide Civ 5 mod users with the ability to play their favorite mods in multiplayer. It is not terribly user-friendly, but it works quite well, and without the strenous limitations that Jaii der Herr's more user-friendly project still has. The idea is that by packing all the mods you want to use into something that looks like a dlc pack, Civ 5 can be tricked into loading the mods on start, and then you can play it with mods in multiplayer through the standard multiplayer interface, but only with others who have the same fake dlc pack.

(Modders who want compatability advice, look here. Troubleshooting advice for those having trouble making their own modpack is at the bottom of this post.)

In order to play with multiplayer mods, you have two options, which I will detail below. You can either play with a premade dlc pack (PC + MAC (!) +Linux (unconfirmed)), or you can make your own (the person making it has to have a PC).


Premade DLC packs.


Everyone who wants to join a multiplayer mod game must do the following, and use the same pack. The pack must be removed again to play regular civ 5. When starting a game with fake dlc pack, use the normal multiplayer menu (NOT the mods menu).

Windows:
1. Copy paste the folder into Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC.

MAC:
You will probably have to use command+shift+period to reveal hidden files.
1. Navigate to Macintosh HD/Users/{Username}/Libraries/Application Support/Steam/SteamApps/common/Sid Meier's Civilization V
2. Right_click -> Civlization V -> Show Package Contents
3. Place dlc folder in Contents/Home/Assets/DLC

Linux:
(Unconfirmed)
This post suggests that it can work on Linux: https://github.com/Gedemon/Civ5-MultiPlayer-ModsPack-Maker/issues/1

Available packs:
Lynnes: Community Balance Patch for Multiplayer

Cicero225's Anime Pack

Cicero225's Touhou-only Pack Link is dead.

Haken Browning's Wish for a World-centered Anime Pack (Link is to his post, since he explains it better than I can).

Alrek's Five-star Compilation (Again, link to post) Link in post is wrong, though, should be http://www.filedropper.com/mpmodspack Link is dead.

Emeralis Wish for the World centric modpack.

Athaboros Quality of Life modpack.

Khundians JFD Civs pack Note that the only working link appears to be here: http://forums.civfanatics.com/showpost.php?p=14177692&postcount=721 EDIT: Apparently that link is dead too now...

DoctorRoosterMD's UPDATED JFD Civs pack (Direct Link)


Bacon Bomb's Ultimate Civ Modded MP Experience Link in post is dead, use https://drive.google.com/file/d/0B_QtChYZXeeDcjF6Yk9HdDhQTXM/view?usp=sharing

eharper256's Prime Cuts Pack Link dead for now

Gothic Empire's Light Pack
Working link: http://www.file-upload.net/download-10872615/ramen_empire_immersion_lite.zip.html

Serp's Multiplayer Improved Experience pack

CivAddiction’s Multiplayer Modpack – CP+CSD+C4DF+Serp’s+And More! (BETA)

darkchaos452 Pack (experimental)

ptr1ck's Steampunk pack

Reisen's Touhou + Community Balance Patch (tested). This is a DIRECT LINK

Mostly Untested Neptunia Pack


Those of you who have made working modpacks, I strongly encourage you to post download links to the compiled version, and I will link them here.


Making your own Modpack! (This assumes you have existing experience working with Civ 5's mod tools, and that you're on a PC)

There is a picture guide at http://steamcommunity.com/sharedfiles/filedetails/?id=361391109. However, if you have problems, you should read this much more complete guide.

[Note: if you want to make a multilingual modpack, see http://forums.civfanatics.com/showpost.php?p=14105122&postcount=652 for a few more steps to perform]

Preparation:
1. Ensure you have Firetuner 2 installed and civ 5 logging turned on in the config.ini file in your "..\Documents\my games\Sid Meier's Civilization 5" folder. Also, if "EnableTuner = 0" then change it to "EnableTuner = 1" then save the file.
2. Review the mods you want to include and ensure there are no conflicts. (Check known conflicts farther down in this post)
3. If you have a dll mod (one that contains a CvGameCore_Expansion2.dll), remove the dll from the mod and store it somewhere you'll remember.
4. Download this (or the attachment to this post, it's the same thing) and extract the folder into Documents\My Games\Sid Meier's Civilization 5\MODS.

Main Step. Be willing to either turn off your antivirus briefly, or wait 2 hours with civ 5 locked up.
1. Start Firetuner
2. Start Civ 5
3. (Highly Recommended) Set Civ 5 graphics to Windowed mode. This will provide easy access to Firetuner and will let you more easily do other things on your computer.
4. In the Mods menu, load all desired mods, as well as "MultiPlayer ModsPack Maker (v 1)" (which should be on the list)
5. Start a single player mod game with any settings.
6. Once game is loaded, switch to fire tuner. The active tab should be "Lua Console". Below the tab name, there is a dropdown menu. Select the MPMP_Maker from that list (should be one of the first, the name may be truncated but will start with "\Users\[yourName]\Documents").
7. The real-time protection of antiviruses, such as Microsoft Security Essentials, Windows 8's built-in Windows Defender, or AVG, will hyperventilate on step 8, turning a 20 second process into a 2-hour process. It is best to disable your antivirus now, unless you're feeling paranoid.
8. Type CreateMP() into the command line at the bottom and press enter.
9. If you did not do step 7, then go make lunch, eat lunch, etc. It will take a while, ~2 hours. This is normal. It will seem to be stuck forever on "\Users\USER\Documents\My Games\Sid Meier's Civilization 5\MODS\MultiPlayer ModsPack Maker (v 1)\MPMP_Maker: Copying: Language_en_US". That is also normal.
10. Once civ 5 begins working again, and if there are no errors noted in firetuner, exit out of civ 5 entirely. Remember to turn your antivirus back on!
11. If you have a dll from step 3 of the preparation stage, copy it now into "\Steam\steamapps\common\sid meier's civilization v\Assets\DLC\MP_MODSPACK". Also copy it back into its original location, so the original mod will work.
12. The next time civ 5 starts, both single player and multiplayer should include all mods. All players in a multiplayer game must have the dlc pack for it to work! Distribute the folder "\Steam\steamapps\common\sid meier's civilization v\Assets\DLC\MP_MODSPACK" to all players and have them copy it into the same place! If you wish to play normal civ 5 again, you must remove this folder. Use the normal multiplayer menu to play, not the mods menu!

Additional Operations (Highly Recommended, but a bit involved)

Double check the database.log (in Documents\My Games\Sid Meier's Civilization 5\Logs) for any errors. Unfortunately, there will be many errors even if it's working fine. See here for a database.log for a working dlc pack (none of these errors are meaningful). Be especially worried about "No such table" errors.

To fix some missing sound effects:
1) Go to "...\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion\Sounds\XML", find Audio2DScriptsExpansion1.xml and AudioDefinesExpansion1.xml
2) APPEND their contents into the same files in "\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\MP_MODSPACK\Override" (Don't delete what's already there!) Append the stuff within the outermost brackets (<Script2DFile> and <AudioDefinesFile>), of course. (If you know xml, you know what I'm talking about).

Actually, this is unnecessary. It seems both versions of the file get included


Known Mod Conflicts:

Unresolved:
Ask Nicely and Someone May Give Figure Out a Hotfix:

Beyond the Future
Ocean Cities: desyncs whenever the nonhost founds a city
Europe with Capitals has no scenario

Don't Ask, it Can't Fixed Without a Lot of Work:
Events and Decisions: Desyncs every turn after the first decision has been taken. Unfortunately, probably can't be fixed without a major rewrite of the mod itself.

Resolved Issues (requires hotfix/additional modification):
Whoward's Pick 'n Mix dll pack (v54 and later)
See the second part of Problem 3 in troubleshooting below.
Whoward's Pick 'n Mix Mods Summary or Overlay mods (luxuries, barbarians, etc.)
See http://forums.civfanatics.com/showpost.php?p=13766459&postcount=288. Only include the Contextptr lines that are relevant to the mods you are trying to include.
More Luxuries
If the luxuries have missing graphics/you cannot build improvements, then remake the modpack. When loading the mods, first uncheck all mods, make sure to reselect More Luxuries first, then reselect the rest. Make the rest of the modpack as usual.

Communitas map
Workaround: After starting the game, IMMEDIATELY SAVE. Quit, and then reload the saved game. Now everyone should have the host's version of the map.
Community Patch
A number of workarounds is needed, see: http://forums.civfanatics.com/showthread.php?t=553187 . It is recommended to use the precompiled version by Lynnes unless you want to add your own additional mods.


Confirmed Working:
Vice Virtuoso's Miku, Nanoha, and non-Wish for the World Madoka civs. Arturia, and Gilgamesh. Railgun, Hidamari, Cthulhu, Recettear, Illyasviel von Einzbern, and every Touhou civ except Aya and Tanuki (have not been tested). Fire Emblem - Beorc Civpack v2. Active Multiplayer AI and New Beliefs. ALL of JFD's civs, plus Ayyubid and Oman.

Great Admiral Aquaculture v1, New Beliefs v1 (Sep 3 2014), Scorchers v2, Resource Buildings v1, Truly Free Great People v1. Civ Names by Policy. Enhanced UI.

Vice Virtuoso's Wish for the World works, provided that you fix Whoward's Pick 'n Mix dll pack as detailed above.

Troubleshooting

Problem 1:
Should be automatically dealt with, with newest version of code

Problem 2: Trying to run CreateMP() gives a "invalid pattern capture" error.
Possible Solution 2a: Go back over the .modinfo file in all the mods you're using within "Documents\My Games\Sid Meier's Civilization 5\MODS". If any of them has SupportsMultiplayer set to 0, change it to 1.
Possible Solution 2b: Unless you are absolutely certain you downloaded the code off of THIS POST after Sep 5, 2014, you may have an outdated version of the MPMP code. Redownload, and then you will probably have to skip down to Problem 11, below.

Problem 3: Trying to run CreateMP() gives "attempt to call field 'DeleteMPMP' (a nil value)". There is a dll mod included in the set of mods.
Possible Solution 3: Ensure that your dll mod has "CvGameCore_Expansion2.dll" temporarily removed. If the error still occurs, open the .modinfo for the dll mod and temporarily remove the following line (YOURS WILL BE DIFFERENT):

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

DO NOT LOSE THIS LINE. PASTE IT SOMEWHERE AND SAVE IT.

After compiling, copy this line back into the .modinfo in both ""\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\MP_MODSPACK\" and the original mod in
"Documents\My Games\Sid Meier's Civilization 5\MODS".

Problem 4: Certain core game sound effects are missing.
Possible Solution 4: See Additional Operations above.

Problem 5: Custom mod music is missing/some game text is missing
Possible Solution 5: Ensure that you have downloaded the version of the mod pack maker included in this post (this) and not the old version in the previous thread..

Problem 6: Custom mod unit sound effects are missing.
No Current Solution: Currently, custom unit sound effects is not supported. Ask in the thread and someone may hotfix it.

Problem 7: Custom unit action buttons are missing/not working
No Current Solution: Having multiple mods that have custom unit actions is a known conflict. It is being worked on.

Problem 8: The dlc pack is HUGE.
No Current Solution: Your mods have a lot of custom music. There is nothing that can easily be done about that. You can try deleting all .mp3, .ogg files if you don't care about music, but this is risky.

Problem 9: Cannot start multiplayer game; one of the players reports a "Cannot select civilization error"
Possible Solution 9: Ensure once again that all players (and the player with the error in particular) have identical copies of the modpack.

Problem 10: Multiplayer games keep de-syncing at the end of the turn!
Possible Solution 10: Ensure once again that all players (and the player with the error in particular) have identical copies of the modpack.
No Current Solution: Multiplayer games do not play well together with the Events family of event handlers. Many of these, particularly the one that fires at the end of a turn, cause desyncs. It is possible that one of the mods you use has such a function. If you are skilled enough, you can try to fix it...or you can ask the guy who made the mod.

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

Problem 12: When attempting to start a modded game before running the MPMPM maker, the Single Player button is greyed out.
Possible Solution 12: It is likely that one of the mods you have included has SupportsSingleplayer set to 0 (though this is very rare) in the .modinfo file. If this is the case. Set it to 1 and try again.

Problem 13: After starting a game, the City View screen is completely broken. Also, Enhanced UI for Civ 5 is involved (at least one of the players/modpack maker has it)
Possible Solution 13: Unfortunately, the version of MPMPM that is made depends on the version of EUI being used by the modpack maker. The easiest solution is to ensure everyone has the EXACT SAME version of EUI, probably the most-updated one. Alternatively, everyone who has a different version of EUI (or no EUI) can make their own version, but that's obviously kind of a pain. Alternatively, if you ask in the thread, there does exist an involved method for editing an existing modpack to work for a given computer, if you prefer.

Fantastic mod!!!, which makes it possible to play mods on multiplayer.
but i got 3 question regarding this:

1. i it possible to change the name of the folder (MP_MODSPACK) to something like DLC_11
2. is it possible to share this on steam workshop, so other can download it? and likes the other DLC's, it gets installed directly in the DLC folder, whit the others DLC's?
3. what File loads the other files?, like a modinfo.file.

Anyway thanks for taking you're time reading this, sins Civ 5 is kinda outdated:D
I hope you can help me here.

Regards
Loster31345
 
Fantastic mod!!!, which makes it possible to play mods on multiplayer.
but i got 3 question regarding this:

1. i it possible to change the name of the folder (MP_MODSPACK) to something like DLC_11
2. is it possible to share this on steam workshop, so other can download it? and likes the other DLC's, it gets installed directly in the DLC folder, whit the others DLC's?
3. what File loads the other files?, like a modinfo.file.

Anyway thanks for taking you're time reading this, sins Civ 5 is kinda outdated:D
I hope you can help me here.

Regards
Loster31345

1. Folder name shouldn't matter, so do whatever you want in that regard.
2. I don't believe so. That's probably something only Firaxis can do.
3. It's the MPModsPack.Civ5Pkg file, but compared to the usual .modinfo it's much less complicated.
 
1. Folder name shouldn't matter, so do whatever you want in that regard.
2. I don't believe so. That's probably something only Firaxis can do.
3. It's the MPModsPack.Civ5Pkg file, but compared to the usual .modinfo it's much less complicated.

Thank you so much for answering:D
1. when i try to rename the folder to DLC_11, the game crashes. :(
3. Yup the MPModsPack.Civ5Pkg file sems like a pain, due to the encryptions. but when i try to change the Modinfo file, then it wont load it:(, here there must be something that i forgot.

Regards
loster31345
 
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