Problems resolving mod conlicts

beezany

Trixie
Joined
Jan 4, 2009
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A few folks have reported problems with my Map Tacks mod when continuing a saved game: either the mod disappears after loading a saved game, or they could not enable it in the first place.

I suspect this is a conflict with another mod, likely NQ or CQUI. Those both import some of the same files as my mod (mappinlist, mappinmanager, mappinpopup). I thought I had resolved this by specifying a LoadOrder, and it seemed to work well in my tests, but a few users are still seeing problems.

My maptacks.modinfo looks like this:
Code:
  <InGameActions>
    <ImportFiles id="MAPTACKS_FILES">
      <Properties>
        <LoadOrder>12000</LoadOrder>
      </Properties>
      <File>mappinlistpanel.lua</File>
      <File>mappinlistpanel.xml</File>
      <File>mappinmanager.lua</File>
      <File>mappinmanager.xml</File>
      <File>mappinpopup.lua</File>
      <File>mappinpopup.xml</File>
      <File>maptacks.lua</File>
    </ImportFiles>
  </InGameActions>

In testing, setting the LoadOrder to 12000 seemed to consistently override other mods, and setting it to -1 seemed to consistently suppress my mod, but it doesn’t appear to work the same way for end users. Is there a better way to do this, or are conflicts inevitable?
 
Based on this thread it sounds like LoadOrder changed a bit in the summer patch, and I might need to set Priority in addition to LoadOrder. Are there any details available on exactly how I should configure this? Note that I have changed the base game scripts to include utility functions from maptacks.lua, so I need to make sure that works too.
 
You need the darabase/modding/lua logs to get an idea of what's happening.
 
Thanks, I will check the logs as soon as I am able to reproduce the problem on my own setup; nothing interesting in there yet. I had assumed that NQ or CQUI were causing the conflict because those also modify map pins, but based on the user reports it sounds like a different problem. Now that I am back at my computer I will try loading up the JFD mod and try to reproduce.
 
Oh cool, I was able to reproduce the problem. When I created a new game with JFD's leader, my mod displayed correctly, but the Save Game dialog was weirdly messed up. When I re-loaded the game, the Save Game dialog was fine, but my mod was broken. Hopefully I will have some useful debug information soon.

EDIT: The save screen glitch looks to be a different conflict. I disabled all mods except mine and JFD's and now the save screen is fine, but my mod is still broken.
 
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See my on this other thread https://forums.civfanatics.com/thre...from-summer-patch.620426/page-2#post-14859188

It has nothing to do with load order. For whatever reason when JFD's Nubia pack is enabled and a saved game is loaded, any mod that is set as "0" for "AffectSavedGames" gets disabled when the game actually loads the save. Unique District Icons as well as a test mod I am running are both also getting completely disabled In-Game even though they show as enabled on the Additional Content menu.



I have so far not encountered this hidden disabling behavior when any other mod I have available to me is enabled. It may have something to do with JFD's Nubia pack using Nubia Scenario assets since he has a dependancy to both the Nubia dlc and the Nubia Scenario.
 
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I checked a few more of JFD's mods to see if they had the same behavior: Aztecs, China, Greece, Macedon, Norway. All of them worked fine with Map Tacks, even the ones based on DLC civs. I will start comparing them to the Nubia mod to see what's unique about it that might cause problems.

EDIT: Just to be certain, I also confirmed that the Nubia pack breaks other mods no matter which civ or leader you select.
 
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I found the point in Modding.log where LP:Nubia diverges from other packs when loading a saved game:
Code:
Status: Configuring game content
Status: Current Configuration:
Status: Mods:
Status: F653805E-F7C8-44E1-8CBD-FB48D7AABCBA
Status: 648CD2A8-057A-4EB5-9E41-E1F7D86B5443
Status: {5E991A08-08FD-4774-968B-A85377ECF60D}
Status: {455B6E2D-821D-4D49-9FCD-FC950AC6A521}
Status: 2F3A65C2-0883-4BF6-8C70-EDA688C66F3C
Status: E3F53C61-371C-440B-96CE-077D318B36C0
Status: D70C8F1F-3954-460F-A9D9-09498BF773C9
Status: 02A8BDDE-67EA-4D38-9540-26E685E3156E
Status: E2749E9A-8056-45CD-901B-C368C8E83DEB
Status: 7619F77B-BAA7-4912-AA6E-45C124E6ECFD
Status: 643EA320-8E1A-4CF1-A01C-00D88DDD131A
Status: CD953AD5-2869-4654-91EC-E48D118EF3F3
Status: 3809975F-263F-40A2-A747-8BFB171D821A
Status: 2F6E858A-28EF-46B3-BEAC-B985E52E9BC1
Status: 05698E46-1032-43C7-A40C-FA3D02858D2A
Status: 0a1c826c-0f43-4876-b096-23e1292eee3c  <-- Map Tacks
Status: 3525cbd6-1707-405c-9cce-49085b62d290  <-- Leader Pack: Nubia
Status: Target Configuration:
Status: Mods:
Status: 02A8BDDE-67EA-4D38-9540-26E685E3156E
Status: 2F6E858A-28EF-46B3-BEAC-B985E52E9BC1
Status: 3525cbd6-1707-405c-9cce-49085b62d290  <-- Leader Pack: Nubia
Status: 3809975F-263F-40A2-A747-8BFB171D821A
Status: 643EA320-8E1A-4CF1-A01C-00D88DDD131A
Status: E2749E9A-8056-45CD-901B-C368C8E83DEB
Status: E3F53C61-371C-440B-96CE-077D318B36C0
Status: Game configuration needs to change to match target config.
All of the leader packs go through several rounds of configuring mod content like this, and most of the passes leave the list completely unchanged. But on one of the Nubia config passes, it makes two notable changes: it drops the mods that don't AffectSavedGames, and it also sorts the list into mod-ID order. In contrast, when I loaded a game with LP:Macedon enabled, the list stayed in subscription order throughout.

In fact, the Macedon Modding.log barely differed at all between creating a game and loading one. Creating a new game had one extra round of mod configuration compared to loading a game, but the order and number of mods loaded did not change at all between the two. Every configuration pass showed the same order (timestamp order).

My understanding is that the "timestamp order at creation time, ID order at load time" used to be the standard way mods were loaded, but now it only seems to happen for this LP:Nubia mod (in addition to the other glitch that we are investigating).
 
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I tracked down the Leader Pack: Nubia problem to one of its dependencies:
Code:
  <Dependencies>
    <Mod id="643EA320-8E1A-4CF1-A01C-00D88DDD131A" title="Nubia_Amanitore" />
    <Mod id="7619F77B-BAA7-4912-AA6E-45C124E6ECFD" title="Nubia Scenario" />
  </Dependencies>
When I remove the second dependency (Nubia Scenario), then all the other mods load normally.
 
..., but now it only seems to happen for this LP:Nubia mod
Don't believe this to be true, quite, given this difference in file loading order and mod loading order was one of the infamous issues with dlc and summer patch for loading saved games.
 
Good point. I’m not sure what exactly determines when it uses mod-id order instead of timestamp order. However, in the cases I tested, mod-id order was the exception rather than the rule. For example, LP:Macedon + Map Tacks loads in timestamp order. I only saw the old mod-id order when loading LP:Nubia, and it went away when I removed the problematic dependency on the Nubia scenaria.
 
what happens when you set that dependency to that scenario to another mod ?
 
what happens when you set that dependency to that scenario to another mod ?

As in, stick the dependency in a different mod and see what happens? Or do you mean adding different dependencies to the LP:Nubia mod? I haven’t had a chance to experiment like that yet, as it was already late when I finally tracked down the source of the incompatibility, but I can try it out tonight and see what I find. Are there any other experiments you think would be enlightening?
 
Set another mod to have the dependency with the scenario and see if you can reproduce the issue with that mod enabled (and not LP Nubia)

Then we could focus ether on the source of the "problem" (the scenario itself or the leader pack, even if the real bug seems to be on firaxis side)
 
Ah yeah, that makes sense. Tonight I was busy with docs & playtesting, but I'll try to experiment more with the dependencies soon. I figure it makes sense to experiment with some of the other scenarios too. Like, maybe the Viking or Macedon scenario would have the same effect as the Nubia scenario? If so that might point to it being something related to rulesets. Speaking of which, I wonder if setting the ruleset to match the dependency would make any difference? All things to try out when I have time.
 
I did not have this problem before, but recently I get the same bug. This happened to me, after I made a backup copy of Mods.sqlite to save my current mod configuration. After I replaced my Mods.sqlite with the backup this bug appeared.
Does anyone know how to solve this problem? Do I have to reinstall the game?
I have deleted my cache and my Mods.sqlite file, but it did not help at all.
 
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