MPMPM - Multiplayer Mod DLC-hack (Updated!)

Does Bacon Bomb's Ultimate Civ Modded MP Experience download link work for anyone cause it doesn't seem to be working for me. If anyone does have it, do they think they could reupload the download link please? I've been dying to play with all of the mods in there.

I have the modpack here, but it is 1.4 GB big, so I'm not able to upload it anywhere....
I saw cicero was the one who uploaded it, so I'm sure he will reply in time and upload it again ;)

Meanwhile you can also try my modpack or the one from civaddiction. They also contain some of the mods used in bacon bombs pack.
But even if you prefer to play with "Bacon Bomb's Ultimate" my advise would be to recompile it and use my version of Fortress borders and improvements upgrades mod, since the original versions are not multiplayer compatible.

@ cicero:
Did you solved those multiplayer issues in these two mods?
 
I have the modpack here, but it is 1.4 GB big, so I'm not able to upload it anywhere....
I saw cicero was the one who uploaded it, so I'm sure he will reply in time and upload it again ;)

Meanwhile you can also try my modpack or the one from civaddiction. They also contain some of the mods used in ciceros pack.
But even if you prefer to play with "Bacon Bomb's Ultimate" my advise would be to recompile it and use my version of Fortress borders and improvements upgrades mod, since the original versions are not multiplayer compatible.

@ cicero:
Did you solved those multiplayer issues in these two mods?

I was actually just reposting stuff from someone (logically enough, named Bacon Bomb) on steam. If it turns out I have a recent copy I'll try to upload it, but otherwise I'll have to ask him.

I didn't touch that modpack other than just uploading it, so I wouldn't be surprised if it didn't work completely, since the impression I got was it only tested partially.
 
I think I know, why it happens sometimes, that the MPMPM creator does not copy the mod folder into the modpack.

It does happen, when the folder name of the mod is not exactly the same like the modinfo file name. Because I tend to rename mod folders which I edited, I had that many mods not copied into the modpack ;)

@ cicero : Are you able to change this behaviour ? I noticed this, because the ModTool from whoward69 does not show those mods, too.

edit:
okay this does not explain it for all mods... but maybe something else with the modinfo? ...
 
I think I know, why it happens sometimes, that the MPMPM creator does not copy the mod folder into the modpack.

It does happen, when the folder name of the mod is not exactly the same like the modinfo file name. Because I tend to rename mod folders which I edited, I had that many mods not copied into the modpack ;)

@ cicero : Are you able to change this behaviour ? I noticed this, because the ModTool from whoward69 does not show those mods, too.

edit:
okay this does not explain it for all mods... but maybe something else with the modinfo? ...

I'd have to look into the code that was contributed to the mpmpm a long time ago that tries to track down which folder a modinfo comes from and sue that. It's supposed to solve this particular issue.
 
Hi guys, im new here. I downloaded JFD civ pack but when i start a game, i can't do anything. Production simply dont work. U know how to fix it?

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Hi guys, im new here. I downloaded JFD civ pack but when i start a game, i can't do anything. Production simply dont work. U know how to fix it?
Did you read the last couple of posts in this thread already ? :)
If you have EUI (an popular interface mod) active, but a non EUI compatible version of JFD civ pack, this could cause problems.
Also if you have other additional mods active, it can cause problems.

If you don't have other mods, please enable logging and post the lua.log file here ;)
http://forums.civfanatics.com/showthread.php?t=487482
 
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 guys !
I enjoy the MPMPM a lot with my friend, we play a mod that I made. We've have played like 3-4 very long games without any problems. But since my friend has update his Windows 8 to Windows 10 our mods doesn't work anymore and crash upon starting a game. He and I can still play games in single player, without any crash, with the MP_Modspack install in the DLC folder. Did someone have an idea of what's happening ?
 
@Athaboros

Could you please add to yor "Quality of Life modpack" one more mod:

"Faster Aircraft Animations", sometimes the animation of Air to Naval unit are extremely long and other air bombardment too.

Thanks in advance.
 
hi guys !
I enjoy the MPMPM a lot with my friend, we play a mod that I made. We've have played like 3-4 very long games without any problems. But since my friend has update his Windows 8 to Windows 10 our mods doesn't work anymore and crash upon starting a game. He and I can still play games in single player, without any crash, with the MP_Modspack install in the DLC folder. Did someone have an idea of what's happening ?

Urg, that sounds like a difficult one. I would first try to the laundry list of fixes for games borked by the switch the Windows 10. First, try having you both verify your local cache on steam. Then, if that doesn't fix it, see if you guys can start a normal multiplayer game with no mods (if that also crashes, the problem is something else).
 
any news on the communitas mod working with this multiplayer mod, really hoping it's been fixed me and my friends love it in single player and wanna do it online :D
 
Urg, that sounds like a difficult one. I would first try to the laundry list of fixes for games borked by the switch the Windows 10. First, try having you both verify your local cache on steam. Then, if that doesn't fix it, see if you guys can start a normal multiplayer game with no mods (if that also crashes, the problem is something else).

We can play normal game civ without any problem. We try verify our game cache, I found 2 missing files, but still it doesn't work...
 
I've been working on creating a DLC for playing on a Mac. Despite being able to run .dll mods (the mod in question here is CSD) on my mac through the mods menu without any issue, whenever I create a DLC by way of the guide here, the game always crashes just after the intro video. I narrowed the source of the crash to indeed be the CSD mod. Other than using the non-dll version of the mod, does anyone have any idea on how to fix this issue? It just seems weird to me that I can play mods with a custom .dll but just not when they are in a DLC package.
 
I've been working on creating a DLC for playing on a Mac. Despite being able to run .dll mods (the mod in question here is CSD) on my mac through the mods menu without any issue, whenever I create a DLC by way of the guide here, the game always crashes just after the intro video. I narrowed the source of the crash to indeed be the CSD mod. Other than using the non-dll version of the mod, does anyone have any idea on how to fix this issue? It just seems weird to me that I can play mods with a custom .dll but just not when they are in a DLC package.

Just to make sure, you're using OSX right? Not dual-booting windows? Because .dll is a Windows-specific dynamic link library. The OSX format is .dylib and the two are not interchangeable. It is likely that CSD never quite fully worked from the mods menu; a few features are probably glitched out.

That being said, it is unlikely that you get a game-opening crash from the .dll. OSX should completely ignore that the .dll is even there. Game-opening crashes are usually database errors. Please enable logging (see: http://forums.civfanatics.com/showthread.php?t=487482 ) and upload a copy of database.log and xml.log here. The errors that show up should indicate more precisely where the error is coming from.

EDIT: Oh right, and obviously send the log from right after you try to run the game with a dlc pack and it crashes. Need to see the crash in the log.
 
I have an unusual issue. I've tested it on my laptop to see how it worked, with just a single mod, and it worked fine. However, on my PC right now, I have it selected and loaded, but it's not appearing in the LUA dropdown in Firetuner. I only have one mod selected that uses .dlls, and I moved those out beforehand. What's going on, and what do I do?

Also, and this is probably a more general question as well, can I go in and edit the names of the mods' .lua and .xml files so they don't conflict, or would that break them without further editing? Can I do it after the pack is compiled, or should I do it beforehand?
 
Just to make sure, you're using OSX right? Not dual-booting windows? Because .dll is a Windows-specific dynamic link library. The OSX format is .dylib and the two are not interchangeable. It is likely that CSD never quite fully worked from the mods menu; a few features are probably glitched out.

That being said, it is unlikely that you get a game-opening crash from the .dll. OSX should completely ignore that the .dll is even there. Game-opening crashes are usually database errors. Please enable logging (see: http://forums.civfanatics.com/showthread.php?t=487482 ) and upload a copy of database.log and xml.log here. The errors that show up should indicate more precisely where the error is coming from.

EDIT: Oh right, and obviously send the log from right after you try to run the game with a dlc pack and it crashes. Need to see the crash in the log.

I am running on OSX and have been able to run any .dll mod to it's full capacity, including CSD, through the mods menu. (1 or 2 exceptions) Never had issues until now, now that the mod is in a DLC package. I'll upload the the two log files and a screenshot of the mods I have in the package.
 

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I have an unusual issue. I've tested it on my laptop to see how it worked, with just a single mod, and it worked fine. However, on my PC right now, I have it selected and loaded, but it's not appearing in the LUA dropdown in Firetuner. I only have one mod selected that uses .dlls, and I moved those out beforehand. What's going on, and what do I do?

Also, and this is probably a more general question as well, can I go in and edit the names of the mods' .lua and .xml files so they don't conflict, or would that break them without further editing? Can I do it after the pack is compiled, or should I do it beforehand?
For the second question, it depends on what you're doing. If the mods have the same lua and xml file names just because of mods choosing too generic filenames, then sure, but if they are intended to override each other (and correspond to game files) then no. MPMPM should deal with the first case but not the second (since they shouldn't have been compatible in the first place).

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 am running on OSX and have been able to run any .dll mod to it's full capacity, including CSD, through the mods menu. (1 or 2 exceptions) Never had issues until now, now that the mod is in a DLC package. I'll upload the the two log files and a screenshot of the mods I have in the package.

Hmm, that's odd. Can you also send the lua log? And you're absolutely sure it's CSD? How did you test?
 
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
 
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