MPMPM - Multiplayer Mod DLC-hack (Updated!)

I'm having difficulty getting this to work after having made modpacks successfully previously a number of times. Now, all of the sudden, after I make the modpack, when I start a game "normally" (with the modpack running), I am unable to move my units with either the mouse or the m-command, but they will move with numpad. I've confirmed that the issue doesn't exist when I load all of the mods to start a game before making the modpack, but *something* happens during the creation that prevents movement. I can list the mods I'm using, but they're all pretty bog-standard (more lux, more panths, etc.) and like I've said, I've gotten this same modpack to work previously. I just need to remake it but suddenly, it's not working anymore.
 
I'll see what I can do. The problem for me is less creating the modpack since I can do that in about 10 minutes but rather uploading since my internet is incredibly slow.
 
I took a look at it. The issue is that both Civ IV diplomatic features and Great Spy have a dll file. As fire as I know, this means you can't use both at once with MPMPM. Theoretically, you should be able to use either or but when I tried to make a modpack without Great spy I was getting an error. I could however almost certainly add smart AI to the list. For the other two however you need to choose which one you want and try again (make sure to follow the preparation steps and remove the dll from the mod folder). Lastly, if you haven't already, try using this https://forums.civfanatics.com/threads/mppatch-easy-modded-multiplayer.617806/ . If it works you should be able to use all of your mods at once.
 
I took a look at it. The issue is that both Civ IV diplomatic features and Great Spy have a dll file. As fire as I know, this means you can't use both at once with MPMPM. Theoretically, you should be able to use either or but when I tried to make a modpack without Great spy I was getting an error. I could however almost certainly add smart AI to the list. For the other two however you need to choose which one you want and try again (make sure to follow the preparation steps and remove the dll from the mod folder). Lastly, if you haven't already, try using this https://forums.civfanatics.com/threads/mppatch-easy-modded-multiplayer.617806/ . If it works you should be able to use all of your mods at once.

Thank you for the attempt. I didn't know the existence of that tool. I will try it, thank you again :) .If you update your modpack with something pls just post it here, i am already enjoying the previous one
 
Big thanks to @Moi Magnus , and @Enginseer . Here is a mod pack with the 4-20 hotfix edition. It includes the all-new bare necessities mod, and the newest version of events, and many aesthetic mods too. I forgot to include the more uniques mod, which I've been enjoying a lot lately.

upload_2019-4-22_12-43-5.png


https://www.dropbox.com/s/d5p5tpvcv...th events and wonders and aesthetics.zip?dl=0
 
Is this forum dead? I have a question if it is not. When I create my modpack with Vox Populi, I get that corporation screen like you said but however when I try to play the modpack I get the corporation screen also. Is Vox Populi no longer compatible with this?

Edit: I also had a question of where exactly do I put that dll that the instructions say to remove in the modpack.
 
It goes in the root of the mopdpack folder. Hope that fixes things
 
Okay thank you, however now Firetuner says the mod is not loaded even though it is. I have given up any hope of this working.
 
Me and my friend have some problems with Kesler's JFD Civs Pack.

http://forums.civfanatics.com/showpost.php?p=13857702&postcount=454

We are both getting the same errors when we are trying to exstract the MP_JFD_MODSPACK folder into our DLC folder.


error 0x80010135 path too long

edited_aim_idle_offset_continue_true_graph.dge
edited_aim_ms_civilian_enter_bombard_defend.dge
edited_aim_ms_idle_offset_continue_true_graph.dge
edited_fx_triggers_antiair_vehicle_1gun.ftsxml
edited_fx_triggers_antiair_vehicle_2gun.ftsxml
edited_fx_triggers_antiair_vehicle_3gun.ftsxml
edited_fx_triggers_antiair_vehicle_4gun.ftsxml
edited_fx_triggers_fighter_2Propellers.ftsxml
Chariot_Celtic_MD_DieA.gr2
Chariot_Celtic_MD_Fidget.gr2
Chariot_Celtic_MD_FortifyA.gr2
Chariot_Celtic_MD_HurtA.gr2
Chariot_Celtic_MD_Idle.gr2
Chariot_Celtic_MD_StrikeA.gr2
Chariot_Chinese_MD_DieA.gr2
Chariot_Chinese_MD_Fidget.gr2
Chariot_Chinese_MD_HurtA.gr2
Chariot_Chinese_MD_Idle.gr2
Chariot_Chinese_MD_Run.gr2
Chariot_ Chinese_MD_StrikeA.gr2
chariot_md_fortifya_idle.gr2
egyptianwarchariot_md_diea.gr2
egyptianwarchariot_md_idle.gr2
egyptianwarchariot_md_run.gr2

I've got the 0x80010135 path too long issue. Just download longpathtool utility. Solved the same problem in 5 minutes.
 
I tried to make a vox populi modpack with the latest (8-21) version. When it completes and I go and look at the modpack in my dlc folder, only the city state diplomacy mod formatted over and nothing else. Is there anything I can do to fix this?

Edit: I just places the other mods into the folder and it worked but now the corporations screen wont leave. What do i do?
 
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Hello,

Any plans to incorporate the mod with scenarios? I've been trying to add Quick turns mod which seemed to be working fine in single player but with scenarios,I get a black screen and lots of .xml error messages.

Thank you for your work,I'll be sure to use this once I'm done with the achievement scenario hunt.

Edit:Nevermind even in singleplayer,I can't use Quick turns with Enhanced user interface,the mod appears but with EUI,I can't move my units
it only works if I remove EUI
 
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Help! I know this page is somewhat dead, but I cannot make any mpmp modpack work with my friends that use macs. I even tried making a modpack with one mod that adds a wonder, and it just crashes while the game is loading. Is this no longer compatible with MACs?
 
Help! I know this page is somewhat dead, but I cannot make any mpmp modpack work with my friends that use macs. I even tried making a modpack with one mod that adds a wonder, and it just crashes while the game is loading. Is this no longer compatible with MACs?
Yes, this is still very much compatable with macs. Take a look at some log files, located in ~/Documents/Aspyr/Civilization 5/Logs/
In a location that is something like that, you can find the logs (make sure you have logging enabled as well), and check to see if you can find anything. Do remember, that DLL mods do not work on mac so if that mod you are using has a dll change, it wouldn't work on a mac. If you are trying to compile the modpack on mac, you need a windows computer to do this. Then, have the dlc folder generated be distributed. You cannot make the modpack on mac directly, but the dlc folder made will work just fine.
 
Yes, this is still very much compatable with macs. Take a look at some log files, located in ~/Documents/Aspyr/Civilization 5/Logs/
In a location that is something like that, you can find the logs (make sure you have logging enabled as well), and check to see if you can find anything. Do remember, that DLL mods do not work on mac so if that mod you are using has a dll change, it wouldn't work on a mac. If you are trying to compile the modpack on mac, you need a windows computer to do this. Then, have the dlc folder generated be distributed. You cannot make the modpack on mac directly, but the dlc folder made will work just fine.

I wrote that the modpack i created used one mod, a mod that adds the Empire State Building Wonder, which does not use any dll file. I also created the modpack on a pc, and the modpack works fine on the pc. I sent this modpack to my friend that uses a mac, and he crashed immediately. So i think that modpacks don't work on macs anymore. At least, my couple hours of testing with multiple different modpacks leads me to believe that macs are no longer compatible.

The logs that he had were exactly the same as mine, including the Lua and Database log files. If anyone you know has a mac, can you ask them to try to use a modpack?
 
I wrote that the modpack i created used one mod, a mod that adds the Empire State Building Wonder, which does not use any dll file. I also created the modpack on a pc, and the modpack works fine on the pc. I sent this modpack to my friend that uses a mac, and he crashed immediately. So i think that modpacks don't work on macs anymore. At least, my couple hours of testing with multiple different modpacks leads me to believe that macs are no longer compatible.

The logs that he had were exactly the same as mine, including the Lua and Database log files. If anyone you know has a mac, can you ask them to try to use a modpack?
No, I promise you this works on macs because I use a mac and multiplayer mod packs work just fine, its something to do with the way you set your's up. Try deleting the lua files that come generated, or try messing around with some of the xml. If he crashes on game boot, something is wrong with a file being read, not so much as anything wrong with the code within. Try seeing if he can open up the CIV5Units file in override and then save it (should take forever), and then booting his civ. Otherwise, just create a blank template with no mods and then manually code it into the xml. The mod you are looking to use isn't too complex to do anyways. Have your friend also try using EUI. If EUI works, you know its something wrong with the modpack you made and not anything wrong with his game.
 
everytime i do a modpack (VP modpack) my diplomacy buttom breaks and the EUI city interface cannot sell the buildings. Anyone knows how to fix this?

VP > lastest (12-20) but this occurs at the stable version of VP too.
EUI > 1.28g (legacy)
 
Code:
 \Users\username\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Kentucky by calcul8or
 \Users\username\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Adding JFD_BuildingClassesNeededInCityOR to InGame.lua...
 \Users\username\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Adding JFD_FirstRate_Functions to InGame.lua...
Runtime Error: C:\Users\username\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker.lua:252: attempt to index local 'addinFile' (a nil value)
 \Users\username\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Adding Wonders to InGame.lua...
 \Users\username\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Adding FutureLua to InGame.lua...

I am getting the above error when trying to compile the modpack. There is a similar issue in the VP More Unique Components GitHub that is still unresolved. I have not seen any information so far in this thread - is there any way to be pointed in the right direction? My first thought is checking to make sure all of my mod folders have the correct names, but not sure what else to do after that.

Edit: I've added the following code to spit out more debug -> first is what I added and the second is now the result.
Code:
for addin in Modding.GetActivatedModEntryPoints("InGameUIAddin") do
        if addin.ModID ~= MPMPMakerModID then
            local addinFile = Modding.GetEvaluatedFilePath(addin.ModID, addin.Version, addin.File)
            local addinPath = addinFile.EvaluatedPath
            local filename = Path.GetFileNameWithoutExtension(addinPath)
            print2 ("Adding " .. filename .. " to InGame.lua...")
            print2 ("which is on path " .. addinPath)
            Game.AddUIAddinToMPMP("InGame.lua", filename)      
        end
    end  

    for addin in Modding.GetActivatedModEntryPoints("CityViewUIAddin") do
        if addin.ModID ~= MPMPMakerModID then
            local addinFile = Modding.GetEvaluatedFilePath(addin.ModID, addin.Version, addin.File)
            local addinPath = addinFile.EvaluatedPath
            local filename = Path.GetFileNameWithoutExtension(addinPath)
            print2 ("Adding " .. filename .. " to InGame.lua...")
            print2 ("which is on path " .. addinPath)
            Game.AddUIAddinToMPMP("CityView.lua", filename)  
        end
    end  

    for addin in Modding.GetActivatedModEntryPoints("DiplomacyUIAddin") do
        if addin.ModID ~= MPMPMakerModID then
            local addinFile = Modding.GetEvaluatedFilePath(addin.ModID, addin.Version, addin.File)
            local addinPath = addinFile.EvaluatedPath
            local filename = Path.GetFileNameWithoutExtension(addinPath)
            print2 ("Adding " .. filename .. " to InGame.lua...")
            print2 ("which is on path " .. addinPath)
            Game.AddUIAddinToMPMP("LeaderHeadRoot.lua", filename)      
        end
    end
Code:
\Users\myusername\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying JFD The United States of America (Lincoln)
 \Users\myusername\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Michigan Civ
 \Users\myusername\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Adding CSAFunctions to InGame.lua...
 \Users\myusername\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: which is on path C:\Users\myusername\Documents\My Games\Sid Meier's Civilization 5\MODS\[BNW] Confederate States of America (v 1)\Lua/CSAFunctions.lua
Runtime Error: C:\Users\myusername\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker.lua:252: attempt to index local 'addinFile' (a nil value)
 \Users\myusername\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Adding Sharpshooterdefense to InGame.lua...
 \Users\myusername\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: which is on path C:\Users\myusername\Documents\My Games\Sid Meier's Civilization 5\MODS\[BNW] Confederate States of America (v 1)\Lua/Sharpshooterdefense.lua
 
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I know I've been super-dead, and that's unfortunately likely to continue, but while I pass by here...

everytime i do a modpack (VP modpack) my diplomacy buttom breaks and the EUI city interface cannot sell the buildings. Anyone knows how to fix this?

VP > lastest (12-20) but this occurs at the stable version of VP too.
EUI > 1.28g (legacy)

Unfortunately, Vox Populi is a complex enough mod that applying this mod to it won't work right out of the box. Other handcrafted fixes are necessary. I don't know the details, but I think the VP people themselves would--I think they even maintained a downloadable MP version. If you want other mods on top of that, that's another story...

Code:
 \Users\username\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Kentucky by calcul8or
 \Users\username\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Adding JFD_BuildingClassesNeededInCityOR to InGame.lua...
 \Users\username\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Adding JFD_FirstRate_Functions to InGame.lua...
Runtime Error: C:\Users\username\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker.lua:252: attempt to index local 'addinFile' (a nil value)
 \Users\username\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Adding Wonders to InGame.lua...
 \Users\username\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Adding FutureLua to InGame.lua...

I am getting the above error when trying to compile the modpack. There is a similar issue in the VP More Unique Components GitHub that is still unresolved. I have not seen any information so far in this thread - is there any way to be pointed in the right direction? My first thought is checking to make sure all of my mod folders have the correct names, but not sure what else to do after that.

Edit: I've added the following code to spit out more debug -> first is what I added and the second is now the result.
Code:
for addin in Modding.GetActivatedModEntryPoints("InGameUIAddin") do
        if addin.ModID ~= MPMPMakerModID then
            local addinFile = Modding.GetEvaluatedFilePath(addin.ModID, addin.Version, addin.File)
            local addinPath = addinFile.EvaluatedPath
            local filename = Path.GetFileNameWithoutExtension(addinPath)
            print2 ("Adding " .. filename .. " to InGame.lua...")
            print2 ("which is on path " .. addinPath)
            Game.AddUIAddinToMPMP("InGame.lua", filename)     
        end
    end 

    for addin in Modding.GetActivatedModEntryPoints("CityViewUIAddin") do
        if addin.ModID ~= MPMPMakerModID then
            local addinFile = Modding.GetEvaluatedFilePath(addin.ModID, addin.Version, addin.File)
            local addinPath = addinFile.EvaluatedPath
            local filename = Path.GetFileNameWithoutExtension(addinPath)
            print2 ("Adding " .. filename .. " to InGame.lua...")
            print2 ("which is on path " .. addinPath)
            Game.AddUIAddinToMPMP("CityView.lua", filename) 
        end
    end 

    for addin in Modding.GetActivatedModEntryPoints("DiplomacyUIAddin") do
        if addin.ModID ~= MPMPMakerModID then
            local addinFile = Modding.GetEvaluatedFilePath(addin.ModID, addin.Version, addin.File)
            local addinPath = addinFile.EvaluatedPath
            local filename = Path.GetFileNameWithoutExtension(addinPath)
            print2 ("Adding " .. filename .. " to InGame.lua...")
            print2 ("which is on path " .. addinPath)
            Game.AddUIAddinToMPMP("LeaderHeadRoot.lua", filename)     
        end
    end
Code:
\Users\myusername\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying JFD The United States of America (Lincoln)
 \Users\myusername\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Copying Michigan Civ
 \Users\myusername\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Adding CSAFunctions to InGame.lua...
 \Users\myusername\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: which is on path C:\Users\myusername\Documents\My Games\Sid Meier's Civilization 5\MODS\[BNW] Confederate States of America (v 1)\Lua/CSAFunctions.lua
Runtime Error: C:\Users\myusername\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker.lua:252: attempt to index local 'addinFile' (a nil value)
 \Users\myusername\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: Adding Sharpshooterdefense to InGame.lua...
 \Users\myusername\Documents\My Games\Sid Meier's Civilization 5\MODS\Multiplayer Mods Workaround (v 1)\MPMP_Maker: which is on path C:\Users\myusername\Documents\My Games\Sid Meier's Civilization 5\MODS\[BNW] Confederate States of America (v 1)\Lua/Sharpshooterdefense.lua

Unfortunately I think your extra debug is in the wrong place. if addinfFile is nil, then your print statement will not display. Something is going wrong with:

local addinFile = Modding.GetEvaluatedFilePath(addin.ModID, addin.Version, addin.File)

So to capture what mod this is even happening with, we probably want to print addin.ModID, addin.Version and addin.File.
 
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