[Vanilla] Own Mods interfering with each other

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Chieftain
Joined
Jun 22, 2020
Messages
1
Hello there! :)

I've been trying to get my new civilizations going. They work as intended! But there are some major issues when I enable them at the same time. I am probably using the same paths or something but I can't figure it out exactly... I used the second civilization as a template for the first that is where the problem started of course.

Here are 3 screenshots showing in-game, what happens when I disable both and when I do not.
First pic: both mods enabled, first civ (BAKKER) shows up normally.
Second pic: both mods enabled, second civ (Bentema) shows up totally messed up.
Third pic: without BAKKER enabled, Bentema civ suddenly shows up correctly.

There must be other people who have had this, and know where I have to make changes in the files.

Thanks in advance!
bothmods.png
bothmods2.png
just1.png
 
The first two questions to answer are, as always:
  1. What is in Database.log ?
  2. What is in Modding.log ?
Since the problem begins to manifest when more than one of your mods is enabled, you need to look to Database.log when more than one of the mods is enabled at the same time.

Both log files are found in folder
C:\Users\[YourUserNameHere]\Documents\My Games\Sid Meier's Civilization VI\Logs

  1. Enable both (or more) mods
  2. set-up and start a new game.
  3. Once in game, exit directly to desktop. Do not return to the main game menu.
  4. Use Notepad++ or Notepad to open and look at the contents of Database.log looking for error report messages
    • It's usually better to understand what is coming from your mod or mods to disable all mods except official Firaxis content and then start a test game with no mods running. You then exit to desktop and look at the contents of Database.log to see what messages will always be generated even without any mod running.
    • It's usually also easier to troubleshoot modding issues in Single Player rather than using MP and its extra layer of complexity.
If the problem only seems to manifest in the game's game set-up screens, you will generally need to enable or disable the target mods and then exit the game completely before re-starting the game to allow a proper set of error messages (if any are being reported in Database.log) to be generated.
 
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