MPMPM - Multiplayer Mod DLC-hack (Updated!)

This is one of the more mysterious ones, since I've seen people complaining of this issue, but I don't know of anyone who managed to make it work. The only consistency seems to be that they have civ 5 installed on a different drive. Do you have civ 5 installed on a different drive?
I solved the problem, add the cap? Later, I will write in the answer
 
Hello,
First time posting but long time lurker on here (since Civ3). I have a quick question and I'm sure this has been answered already but I cannot find it in previous posts. Is there a way to get a modpack to work with the YNAEMP maps with TSL for city-states and civs? The only work around to my knowledge is to simply copy the maps into the game directory but then there is no TSL for each civ. Any help is appreciated :)
 
I solved the problem, add the cap? Later, I will write in the answer

Add the cap?

Hello,
First time posting but long time lurker on here (since Civ3). I have a quick question and I'm sure this has been answered already but I cannot find it in previous posts. Is there a way to get a modpack to work with the YNAEMP maps with TSL for city-states and civs? The only work around to my knowledge is to simply copy the maps into the game directory but then there is no TSL for each civ. Any help is appreciated :)

With very little familiarity with how TSL works, I would say that I don't think anyone has gotten it to work with this. YNAEMP changes around the advanced setup screen, which on multiplayer is coded completely differently.
 
Is it possible to use two DLC Modpacks created in this way at the same time? EUI, of course, works as a DLC and it works with any modpack created so I'm wondering if it can be done with multiple packs. I'm trying to use @Serp 's Improved Gameplay modpack with a modpack of my own (which includes some mods which I like and Serp hasn't included like JFD's Mercenaries and Cultural Diversity (Core), Rotate Start Position, 3rd and 4th Unique Componenets) but while they work well individually, Serp's pack seems to be overriding mine when used together and I'm wondering if this is a conflict between the two packs or if only one is allowed at a time.

(The more obvious solution of just taking all the mods I want and the one he includes in his pack and creating a new modpack won't work because I was having some issues with More Luxuries, for example, that I couldn't fix even with the given fix at the start of this thread and his modpack seems to fix the issue. Plus, he's made his own custom edits to many of the mods and since I don't know how to mod replicating his work would be impossible.)
 
@theblindman
You should be able to combinate modpacks:

First possible way:
Copy all mods from my modpack into your MODS folder and add the new ones you want to add. This way there should be no problems with More Luxuries mod or any other mods from my pack. But of course there can be incompatibilites to the new mods you added. You have to take a look at the lua files those new mods uses. If there are some with the same name like files form my modpack, you have to merge these files, cause only one file per name is used. Then make MPMPM

Second way:
Instead of making a new modpack with MPMPM, you can integrate the modchanges into the Override xml and add the modfolder files. Of course you again have to merge duplicate lua files. This way you can leave out the whole MPMPM process. But since you have to add every single change of the new mods into the xml override files, it is only adviseable if you know what you are doing and if it are not too much changes.
 
I hope people are still active, I really would love to get this to work.

I'm trying to get Bacon Bomb's Ultimate MP Experience to work. I keep getting a crash every time somewhere before turn 40. This are the only errors in the lua log file:

Code:
[5060.625] Runtime Error: Assets\DLC\MP_MODSPACK\Mods\Civ IV Diplomatic Features (v 10)\UI\InGame\WorldView\TradeLogic.lua:465: attempt to index field 'CancelButton' (a nil value)
[5060.625] Runtime Error: Assets\UI\InGame\Popups\DiploCurrentDeals.lua:183: attempt to index field 'HistoricDealsButton' (a nil value)
[5060.625] Runtime Error: Error loading Assets\UI\InGame\Popups\DiploCurrentDeals.lua.



[5065.562] Runtime Error: Assets\DLC\MP_MODSPACK\Mods\[BNW] - Colonialist Legacies - Australia (v 3)\Compatibility\CL_AustraliaDecisions.lua:13: attempt to call global 'HookDecisionCivilizationIcon' (a nil value)
[5065.562] Runtime Error: Error loading Assets\DLC\MP_MODSPACK\Mods\[BNW] - Colonialist Legacies - Australia (v 3)\Compatibility\CL_AustraliaDecisions.lua.

EDIT: I deleted the Australia and Diplomatic Features mods, and now I seem to get to turn 200 before it crashes. This are the errors:

Code:
[13345.906] Runtime Error: Assets\DLC\Expansion2\UI\Civilopedia\CivilopediaScreen.lua:700: bad argument #1 to 'ConvertTextKey' (string expected, got nil)
[13345.906] Runtime Error: Error loading Assets\DLC\Expansion2\UI\Civilopedia\CivilopediaScreen.lua.

[13354.500] File Error: CL_AustraliaDecisions.lua
[13354.500] Runtime Error: Error loading CL_AustraliaDecisions.lua.
[13354.500] File Error: CL_AustraliaDigger.lua
[13354.500] Runtime Error: Error loading CL_AustraliaDigger.lua.
[13354.515] File Error: CL_AustraliaPrimeMinister.lua
[13354.515] Runtime Error: Error loading CL_AustraliaPrimeMinister.lua.
[13354.515] File Error: CL_AustraliaBoundlessPlainsToShare.lua
[13354.515] Runtime Error: Error loading CL_AustraliaBoundlessPlainsToShare.lua.

There seems to be something missing from the pedia entry, I just can't find out what. I guess it tries to load the diplomatic features mod, and because it can't it crashes.

Does this have anything to do with that outdated C4DF DLL? If so, can I just drop in the new DLL and which one?
 
Last edited:
I hope people are still active, I really would love to get this to work.

I'm trying to get Bacon Bomb's Ultimate MP Experience to work. I keep getting a crash every time somewhere before turn 40. This are the only errors in the lua log file:

Code:
[5060.625] Runtime Error: Assets\DLC\MP_MODSPACK\Mods\Civ IV Diplomatic Features (v 10)\UI\InGame\WorldView\TradeLogic.lua:465: attempt to index field 'CancelButton' (a nil value)
[5060.625] Runtime Error: Assets\UI\InGame\Popups\DiploCurrentDeals.lua:183: attempt to index field 'HistoricDealsButton' (a nil value)
[5060.625] Runtime Error: Error loading Assets\UI\InGame\Popups\DiploCurrentDeals.lua.



[5065.562] Runtime Error: Assets\DLC\MP_MODSPACK\Mods\[BNW] - Colonialist Legacies - Australia (v 3)\Compatibility\CL_AustraliaDecisions.lua:13: attempt to call global 'HookDecisionCivilizationIcon' (a nil value)
[5065.562] Runtime Error: Error loading Assets\DLC\MP_MODSPACK\Mods\[BNW] - Colonialist Legacies - Australia (v 3)\Compatibility\CL_AustraliaDecisions.lua.

EDIT: I deleted the Australia and Diplomatic Features mods, and now I seem to get to turn 200 before it crashes. This are the errors:

Code:
[13345.906] Runtime Error: Assets\DLC\Expansion2\UI\Civilopedia\CivilopediaScreen.lua:700: bad argument #1 to 'ConvertTextKey' (string expected, got nil)
[13345.906] Runtime Error: Error loading Assets\DLC\Expansion2\UI\Civilopedia\CivilopediaScreen.lua.

[13354.500] File Error: CL_AustraliaDecisions.lua
[13354.500] Runtime Error: Error loading CL_AustraliaDecisions.lua.
[13354.500] File Error: CL_AustraliaDigger.lua
[13354.500] Runtime Error: Error loading CL_AustraliaDigger.lua.
[13354.515] File Error: CL_AustraliaPrimeMinister.lua
[13354.515] Runtime Error: Error loading CL_AustraliaPrimeMinister.lua.
[13354.515] File Error: CL_AustraliaBoundlessPlainsToShare.lua
[13354.515] Runtime Error: Error loading CL_AustraliaBoundlessPlainsToShare.lua.

There seems to be something missing from the pedia entry, I just can't find out what. I guess it tries to load the diplomatic features mod, and because it can't it crashes.

Does this have anything to do with that outdated C4DF DLL? If so, can I just drop in the new DLL and which one?
Have you tried removing just the compatibility folder of Australia? It seems to be trying to call something from Events and Decisions inappropriately, given Events and Decisions isn't in here...

The errors you get with the diplomatic features mod are non-crashing - I think I've seen then in seemingly working games - so probably safer to just leave it in than take it out. In your turn 200 example, the crash seems to be because you removed all of Australia's files but the game still thinks Australia exists (because the modpack database was compiled with Australia existing).
 
Hi cicero, thanks for all your work organising all this. As a Civ series player of about 1 year, I've recently been scouring civ fanatics & steam for a solution that allows me to improve Civ V gameplay - to make it more functional, fun & balanced - whilst still working on my steam achievements i.e. can't have mods officially activated. So was excited on finding this discussion post.
Here's my feedback on the packs from trying to play them, bearing in mind I am a Mac user:
  • Bacon's, Serp's, DoctorRMD's, Gothic's & CivAd's - crash on start-up - I'd imagine this is either because mod's are inactive/out of date, or because I have a Mac pc.
  • ptr1ck's Steampunk pack - links are now dead
So Athaboros' QOL pack is the only one that works for me - understandably being the most basic of all the packs available - is this the best I can hope for, considering I use a Mac? Or am I missing something & all of these are intended to work on Mac? A lot of the changes on CivAddict & Serp's packs are so game changingly good I'm praying for a solution.
Thanks
 
Long time no see guys. So... I was making a new modpack for me and my buds; mods all worked together before creating the pack. Didn't find any bugs, In fact, I had less than my previous pack.
Then I created the pack, and relaunched civ 5 (complete edition). This is when the problems started...

Civ crashes upon clicking 'setup game' from the singleplayer menu, "Runtime Error: Assets\UI\FrontEnd\SinglePlayer.lua:70: attempt to index field 'Worlds' (a nil value)".
Similarly, I can't do anything in the multiplayer menu either,"Runtime Error: Assets\UI\FrontEnd\Multiplayer\GameSetup\MPGameDefaults.lua:12: attempt to index field 'Worlds' (a nil value)";
the mods menu crashes the same as well.

Upon removing the pack, all lua's are fine, and work normally. Something is effecting them in the pack, but I cannot find any override files or anything of that nature...
I even removed the entire line of text fro the lua and got, " Runtime Error: Assets\UI\FrontEnd\SinglePlayer.lua:69: attempt to index field 'HandicapInfos' (a nil value)".

If I knew more about lua's, this'd probably be as simple as adding or repairing a Table, but I can't do it. ;/



A snipping of the code (that's probably fine?)

" local info = nil;
if(PreGame.IsRandomMapScript()) then
str = str .. Locale.ConvertTextKey( "TXT_KEY_RANDOM_MAP_SCRIPT" ) .. "[NEWLINE]";
end

if( not PreGame.IsRandomWorldSize() ) then
info = GameInfo.Worlds[ PreGame.GetWorldSize() ]; <-------------------- Problem line
if(info ~= nil) then
str = str .. Locale.ConvertTextKey( "TXT_KEY_MAP_SIZE_FORMAT", Locale.ConvertTextKey( info.Description )) .. "[NEWLINE]";
end
else
str = str .. Locale.ConvertTextKey( "TXT_KEY_MAP_SIZE_FORMAT", Locale.ConvertTextKey( "TXT_KEY_RANDOM_MAP_SIZE" )) .. "[NEWLINE]";
end

info = GameInfo.HandicapInfos[ PreGame.GetHandicap( 0 ) ];
if(info ~= nil) then
str = str .. Locale.ConvertTextKey( "TXT_KEY_AD_HANDICAP_SETTING", Locale.ConvertTextKey( info.Description )) .. "[NEWLINE]";
end

if(info ~= nil) then
info = GameInfo.GameSpeeds[ PreGame.GetGameSpeed() ];
end
str = str .. Locale.ConvertTextKey( "TXT_KEY_AD_GAME_SPEED_SETTING", Locale.ConvertTextKey( info.Description ));

Controls.StartGameButton:SetToolTipString( str );
else
Controls.Civ5Logo:UnloadTexture();
end "

I'm not sure why this base file is being effected, but it's extremely frustrating... if nothing else, I can go back and redo the pack, removing 1 mod each time; but surely it's fixable... right?

Thanks in advance, Joe.


Ps: I very much appreciate all the work you guys do, and have done, you guys deserve every bit of it. good luck in all that you do!
 
Hi cicero, thanks for all your work organising all this. As a Civ series player of about 1 year, I've recently been scouring civ fanatics & steam for a solution that allows me to improve Civ V gameplay - to make it more functional, fun & balanced - whilst still working on my steam achievements i.e. can't have mods officially activated. So was excited on finding this discussion post.
Here's my feedback on the packs from trying to play them, bearing in mind I am a Mac user:
  • Bacon's, Serp's, DoctorRMD's, Gothic's & CivAd's - crash on start-up - I'd imagine this is either because mod's are inactive/out of date, or because I have a Mac pc.
  • ptr1ck's Steampunk pack - links are now dead
So Athaboros' QOL pack is the only one that works for me - understandably being the most basic of all the packs available - is this the best I can hope for, considering I use a Mac? Or am I missing something & all of these are intended to work on Mac? A lot of the changes on CivAddict & Serp's packs are so game changingly good I'm praying for a solution.
Thanks

Unfortunately I haven't had the time to personally test each pack, so I can't really verify if they're supposed to work - I can only take the word of the people who made them. That being said, at least some of these packs people have commented before implying they work, so it's surprising they're not working for you. I've tested some packs before on Macs and they seemed to work. I don't really know why they're not working for you...

Do you have all the DLCs? That does somewhat matter, especially if you're getting crashes on startup which usually means failure on initial database load.

Long time no see guys. So... I was making a new modpack for me and my buds; mods all worked together before creating the pack. Didn't find any bugs, In fact, I had less than my previous pack.
Then I created the pack, and relaunched civ 5 (complete edition). This is when the problems started...

Civ crashes upon clicking 'setup game' from the singleplayer menu, "Runtime Error: Assets\UI\FrontEnd\SinglePlayer.lua:70: attempt to index field 'Worlds' (a nil value)".
Similarly, I can't do anything in the multiplayer menu either,"Runtime Error: Assets\UI\FrontEnd\Multiplayer\GameSetup\MPGameDefaults.lua:12: attempt to index field 'Worlds' (a nil value)";
the mods menu crashes the same as well.

Upon removing the pack, all lua's are fine, and work normally. Something is effecting them in the pack, but I cannot find any override files or anything of that nature...
I even removed the entire line of text fro the lua and got, " Runtime Error: Assets\UI\FrontEnd\SinglePlayer.lua:69: attempt to index field 'HandicapInfos' (a nil value)".

If I knew more about lua's, this'd probably be as simple as adding or repairing a Table, but I can't do it. ;/
That actually usually indicates the database failed to be made properly in the modpack. It probably errored while you were making it? What mods were you using?
 
Yes I can confirm that CivAddict's, Serp's, BaconBomb's and GothicEmpire's Mod packs are Windows-only. This is because they all contain a file 'CvGameCore_Expansion2.dll', [.dll] being a file unsupported by Mac's (I believe equivalent is [.dylib]).

I know this because I found a method of playing the Windows version of Civ 5 on my Mac, without Bootcamp or Parallels! - Loaded the modpacks and it started up fine. :)

This method allows for using Windows applications on mac - therefore allowing the use of Windows-only mods with civ 5! See the guide here http://steamcommunity.com/sharedfiles/filedetails/?id=247537337&insideModal=0&requirelogin=1.
  • Please could you update the Modpack link's info of the 4 I mentioned, stating they are Windows-only, to save anyone from the trouble I went through if any mac-users stumble on this site. Also it might be helpful to include a link to the guide I mentioned, for any wanting to use these mod's on their Macs! :)
  • You could also add the Vox Populi modpack to the list - I know someone has helpfully put it together as a whole fully updated pack for multiplayer. This is also Windows-only. I have tested it on start-up and works fine, haven't tested on multiplayer, but you can read what it's status is on the link. https://forums.civfanatics.com/threads/vox-populi-10-28-modpacks.603515/.
  • DrRoosterMD's JFD actually works on Mac! - I feel it is important for you to mention on the front page not to change the name of downloaded modpacks from the original ('MP_MODSPACK'), as when I changed the name to 'DrRoosters Modpack' or 'JFDs Modpack' it failed to load (maybe because there were spaces in the name? Or because wasn't original name?).
Thanks
 
Yes I can confirm that CivAddict's, Serp's, BaconBomb's and GothicEmpire's Mod packs are Windows-only. This is because they all contain a file 'CvGameCore_Expansion2.dll', [.dll] being a file unsupported by Mac's (I believe equivalent is [.dylib]).

I know this because I found a method of playing the Windows version of Civ 5 on my Mac, without Bootcamp or Parallels! - Loaded the modpacks and it started up fine. :)

This method allows for using Windows applications on mac - therefore allowing the use of Windows-only mods with civ 5! See the guide here http://steamcommunity.com/sharedfiles/filedetails/?id=247537337&insideModal=0&requirelogin=1.
  • Please could you update the Modpack link's info of the 4 I mentioned, stating they are Windows-only, to save anyone from the trouble I went through if any mac-users stumble on this site. Also it might be helpful to include a link to the guide I mentioned, for any wanting to use these mod's on their Macs! :)
  • You could also add the Vox Populi modpack to the list - I know someone has helpfully put it together as a whole fully updated pack for multiplayer. This is also Windows-only. I have tested it on start-up and works fine, haven't tested on multiplayer, but you can read what it's status is on the link. https://forums.civfanatics.com/threads/vox-populi-10-28-modpacks.603515/.
  • DrRoosterMD's JFD actually works on Mac! - I feel it is important for you to mention on the front page not to change the name of downloaded modpacks from the original ('MP_MODSPACK'), as when I changed the name to 'DrRoosters Modpack' or 'JFDs Modpack' it failed to load (maybe because there were spaces in the name? Or because wasn't original name?).
Thanks

Oh yeah, duh. dll mods. I somehow totally forgot about that.

Changing the name of the modpack really shouldn't matter...unless the spaces matter somehow. I've changed it before without it changing anyway.
 
Hello, I've only recently stumbled across this thread when trying to figure out how to play mods on Civ multiplayer with my friend, at this point I have followed all of the instructions and have successfully created the folder (which works to some extent).

When I go to set up a game (without going through the mods menu) I am met with the problem that only some of the content from the modpack is working, example I have two mods (The Elder Scrolls Civilization V Map pack and Pack, which are a map pack and hero/scenario pack respectively) but only the content from the hero pack is loading, meaning I cannot find any of the maps from the other mod in the menus, both mods are by the same creator and never had any conflicts when they were run as just mods.

Any help would be greatly appreciated.
Thanks
 
I'd also like to make an inquiry about UI mods, specifically for team human player games if anyone is still active.

Some of my mods use custom UIs, and when I tried using one of my civs with a custom UI, the UI pops for both human players. When the players make a different choice using the UI, the game desyncs and the player that picked later crashes.
 
Fair question but yes I'm looking in the install directory, not the My Documents folder. Here's a screenshot of Firetuner confirming the Modpack finished and the DLC folder not containing MP_MODSPACK
.

I'm not sure where I'm going wrong, from what I can tell I seem to have done everything correctly. Firetuner says its copying files but it doesn't appear that anything is actually copied or dealt with in any fashion. I searched my entire PC for MP_MODSPACK and nothing shows. It says it's happening but nothing actually does. I've searched my computer for recently modified files and folders but nothing is there. My total available disk space doesn't change either. So it appears that although Firetuner tells me the operation is occurring it's actually not. I can't figure out why. I was wondering if there was anyway to force Firetuner and MPMPM to write to a specific directory as my only guess is maybe it's trying to write to a directory that currently doesn't exist.

I've had this problem, run CIV and FireTuner as admin
 
Hello, I've only recently stumbled across this thread when trying to figure out how to play mods on Civ multiplayer with my friend, at this point I have followed all of the instructions and have successfully created the folder (which works to some extent).

When I go to set up a game (without going through the mods menu) I am met with the problem that only some of the content from the modpack is working, example I have two mods (The Elder Scrolls Civilization V Map pack and Pack, which are a map pack and hero/scenario pack respectively) but only the content from the hero pack is loading, meaning I cannot find any of the maps from the other mod in the menus, both mods are by the same creator and never had any conflicts when they were run as just mods.

Any help would be greatly appreciated.
Thanks

Sorry I'm slow. I don't have as much time as I used to. The maps don't need to go in the modpack and don't work if there. You want to put it into: C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\Maps (which also makes them available anywhere).

I know, a month later...

I'd also like to make an inquiry about UI mods, specifically for team human player games if anyone is still active.

Some of my mods use custom UIs, and when I tried using one of my civs with a custom UI, the UI pops for both human players. When the players make a different choice using the UI, the game desyncs and the player that picked later crashes.

If you're talking about Events and Decisions, that's incompatible with MP, period. (sadly, it's one of the biggest requests). The mod would have to be laboriously recoded to work in MP. Also true for most mods that involving custom UIs with choices...
 
Sorry I'm slow. I don't have as much time as I used to. The maps don't need to go in the modpack and don't work if there. You want to put it into: C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\Maps (which also makes them available anywhere).

I know, a month later...



If you're talking about Events and Decisions, that's incompatible with MP, period. (sadly, it's one of the biggest requests). The mod would have to be laboriously recoded to work in MP. Also true for most mods that involving custom UIs with choices...
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?
 
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