MPMPM - Multiplayer Mod DLC-hack (Updated!)

Managed to get all the civs to copy across by leaving in the CP dll prior to compile, opposite to what the MPMPM instructions imply.
However now I'm getting font loading errors when i start up a multiplayer game.

Spoiler :
PiDAFQ3.png


Spoiler :
Pggusiz.png


Seems to be something to do with CSD, idk if it's to do with the compatibility files mod that is in Lynnes modpack since that has CSD stuff in it.
Also the civlopedia is a bit messed up
Spoiler :
TAnCxS0.png
 

Attachments

Managed to get all the civs to copy across by leaving in the CP dll prior to compile, opposite to what the MPMPM instructions imply.
However now I'm getting font loading errors when i start up a multiplayer game.

Spoiler :
PiDAFQ3.png


Spoiler :
Pggusiz.png


Seems to be something to do with CSD, idk if it's to do with the compatibility files mod that is in Lynnes modpack since that has CSD stuff in it.
Also the civlopedia is a bit messed up
Spoiler :
TAnCxS0.png

It probably does have to do with that somehow...this is overall suggestive to me of it trying to do EUI things when it shouldn't. Can you post lua.log? I suspect you're missing some EUI only tables and the compatibility files aren't being properly taken into account somehow.
 
It probably does have to do with that somehow...this is overall suggestive to me of it trying to do EUI things when it shouldn't. Can you post lua.log? I suspect you're missing some EUI only tables and the compatibility files aren't being properly taken into account somehow.

Sure thing
 

Attachments

Sure thing

Hmm, there's a boat-load of errors in-here that seem to be trying to call methods from the CBP dll. The CBP does enough to the game that it takes a substantial amount of tweaking to get it to play nice (see, for instance, Lynnes's CBP). However, have you double checked that the CBP dll is in your MPMPM folder? (and if it is, what is named?) The cleanest explanation would jsut be that the dll is missing and it's trying to use the basegame dll.

What precisely are you trying to do? [what mods are you using?] I suspect Lynnes has already encountered and overcome most of these issues. If you are trying to use the CBP, I would note that while it is possible in a mod to specify which files to include/exclude fairly intelligently, Civ 5 just hoovers up all lua files included in DLCs, including those that the modder had marked not to use (or not to use in particular circumstances), so it could very well be using lua files intended for a different situation.
 
Hmm, there's a boat-load of errors in-here that seem to be trying to call methods from the CBP dll. The CBP does enough to the game that it takes a substantial amount of tweaking to get it to play nice (see, for instance, Lynnes's CBP). However, have you double checked that the CBP dll is in your MPMPM folder? (and if it is, what is named?) The cleanest explanation would jsut be that the dll is missing and it's trying to use the basegame dll.

What precisely are you trying to do? [what mods are you using?] I suspect Lynnes has already encountered and overcome most of these issues. If you are trying to use the CBP, I would note that while it is possible in a mod to specify which files to include/exclude fairly intelligently, Civ 5 just hoovers up all lua files included in DLCs, including those that the modder had marked not to use (or not to use in particular circumstances), so it could very well be using lua files intended for a different situation.

Mods I'm trying to include:
Spoiler :
nlYwt5x.png


The mods that appear in the modpack after compile:
Spoiler :
TxbdItR.png



The missing mods are picked up by MPMPM during compile though:
Spoiler :
0A4huOi.png



EDIT: Managed to fix it by copying the missing mods into the MP_MODSPACK manually after compile, and also making sure the ./dll was in MP_MODSPACK.
 
Mods I'm trying to include:
Spoiler :
nlYwt5x.png


The mods that appear in the modpack after compile:
Spoiler :
TxbdItR.png



The missing mods are picked up by MPMPM during compile though:
Spoiler :
0A4huOi.png



EDIT: Managed to fix it by copying the missing mods into the MP_MODSPACK manually after compile, and also making sure the ./dll was in MP_MODSPACK.

Well I'm glad you got it to work. If it was just mods not copying, which I forgot it could have been, then it's just another version of a subtle mod-copying bug that has turned up in this thread a couple of times. Your list of folders is...potentially helpful. I need to figure out what that happens...
 
Well I'm glad you got it to work. If it was just mods not copying, which I forgot it could have been, then it's just another version of a subtle mod-copying bug that has turned up in this thread a couple of times. Your list of folders is...potentially helpful. I need to figure out what that happens...

Hey cicero,

that copying-bug happens when the mod's name/ folder name/ .modinfo-file name don't match.
So when a mod author manually renames his mod without using ModBuddy (and forgets to change the name at each location) this will occur!
 
Hey cicero,

that copying-bug happens when the mod's name/ folder name/ .modinfo-file name don't match.
So when a mod author manually renames his mod without using ModBuddy (and forgets to change the name at each location) this will occur!

Yeah but it's supposed to deal with that, and does deal with that in some cases (a lot of the Colonialist Legacy civs, for instance, though not all), so it's kind of a case of whatever module is doing that not quite doing the right job.

When I have the time, I'll probably get CSD and see if I experience lack of copying for some reason.

[ just to make sure I have this right in my head, there is the mod name in the .modinfo, and the mod name in the name of the folder, right? Those are the only two names? If there's a third one somewhere I haven't cottoned onto, that would explain it... I have the vague feeling like someone has told me this already and I've forgotten.]
 
Haha, yeah, we've talked about this some time ago. :D
It's not only the mod's name in the .modinfo-file, but also the name of the .modinfo-file itself (usually the same as the mod folder's name) that might make a difference.
So there are 3 instances where you have to check the name.
 
Haha, yeah, we've talked about this some time ago. :D
It's not only the mod's name in the .modinfo-file, but also the name of the .modinfo-file itself (usually the same as the mod folder's name) that might make a difference.
So there are 3 instances where you have to check the name.

Ha, okay. I don't believe the name of the modinfo file itself is being checked, so that might cause the problem. I'll try to look into it literally today, if I can finish my current work...
 
Alright, I believe I've solved the issue. The C++ that was handling checking the mod folder, etc. was unnecessarily checking the .modinfo file name to see if it matched the format MODNAME (V #).modinfo . This was unnecessary because it a) first checks if the file is .modinfo format and then b) parses the file and checks whether the file's internal mod name and version # match. That should be fine regardless of what the actual modinfo file name is.

I uploaded a new version to the OP, and tested it on More Luxuries (v155), where I just freely renamed the folder and .modinfo to something completely random. It still copied successfully.
 
Alright, I believe I've solved the issue. The C++ that was handling checking the mod folder, etc. was unnecessarily checking the .modinfo file name to see if it matched the format MODNAME (V #).modinfo . This was unnecessary because it a) first checks if the file is .modinfo format and then b) parses the file and checks whether the file's internal mod name and version # match. That should be fine regardless of what the actual modinfo file name is.

I uploaded a new version to the OP, and tested it on More Luxuries (v155), where I just freely renamed the folder and .modinfo to something completely random. It still copied successfully.

Great, thanks for the update!
 

JFD's Rise to Power: No idea, but just getting Community Patch on its own to work is an extensive project, see: http://forums.civfanatics.com/showthread.php?t=553187 You'd have to figure out how to get Rise to Power on top of that.

The other two: unfortunately, no.
 
The JFD's Civs link in the base post is dead, or at least I can't follow it. Does anybody else have a link?
 
Hey cicero,

I used the updated MPMPM a couple of times now, and the copying works flawlessly! :thumbsup:
 
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?
 
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