LymiaAluysia
Chieftain
MPPatch is a patch for Civilization V that allows mods to be used in multiplayer without specially preparing a mod pack, or anything like that. It basically adds back the multiplayer mods menu that got commented out, and makes it actually work. It currently supports Windows and Linux. I will eventually add Mac support. I don't currently have access to a Mac, so this could take some time.
It integrates LuaJIT for faster turns. This version of the patch works on all operating systems MPPatch supports. It (at least when it's stable), should obsolete the LuaJIT patch, MPMPM and modpacks.
The patch is not yet 100% stable, and there's probably still many undiscovered bugs remaining. Consider this version a prerelease.
Download latest version (v0.1.2)
For installation and usage instructions, read the user guide. If you have a bug, incompatibility or other issue to report, please make a post in this thread, or create an issue. You can find the source code here.
It integrates LuaJIT for faster turns. This version of the patch works on all operating systems MPPatch supports. It (at least when it's stable), should obsolete the LuaJIT patch, MPMPM and modpacks.
The patch is not yet 100% stable, and there's probably still many undiscovered bugs remaining. Consider this version a prerelease.
Download latest version (v0.1.2)
For installation and usage instructions, read the user guide. If you have a bug, incompatibility or other issue to report, please make a post in this thread, or create an issue. You can find the source code here.
Spoiler Known Issues :
- Some mods incorrectly set AffectsSaveGame to 0 when they define civilizations, etc. You cannot properly resume modded multiplayer games from saved games for these mods.
- Sometimes when a user joins a modded lobby, custom civilizations will show as an "Unknown Leader". This can be worked around by having the users who show as an unknown leader changing their leader to another leader and back, or having the affected user leave and rejoin the lobby.
- On Linux, sometimes the process doesn't properly exit when you quit the process. If this happens, you can kill the process by issuing a "killall -9 Civ5XP.orig" command. This appears to be a bug in the original game.
Spoiler Mod Compatibility :
Any mod incompatible with MPMPM will almost certainly remain incompatible with MPPatch. See that list here.
Beyonds that, I'm not aware of any further incompatibilities currently.
Beyonds that, I'm not aware of any further incompatibilities currently.
Spoiler Changelog :
Release 0.1.2
- Fixes an issue that caused MPPatch to not load on Ubuntu.
- Fixes an issue that caused MPPatch to not load on Windows 7.
- Initial release.
Spoiler FAQ :
How do I ensure my mod is compatible with MPPatch?
First of all, MPPatch can't make any mod that isn't compatible with MPMPM and conventional modpacks suddenly work in multiplayer. That is to say, everything should be as deterministic as possible to avoid desyncs, and so forth.
Beyond that, see this document for considerations specific to MPPatch. These cases should (almost never) happen, but they are documented just in case.
First of all, MPPatch can't make any mod that isn't compatible with MPMPM and conventional modpacks suddenly work in multiplayer. That is to say, everything should be as deterministic as possible to avoid desyncs, and so forth.
Beyond that, see this document for considerations specific to MPPatch. These cases should (almost never) happen, but they are documented just in case.
Last edited: