R.E.D. modpack

Hi, i get crashes while loading mods like Deluxe exlains above.
I realize it's not easy to debug this kind of issues. I had a look at the various logs, but couldn't find anything to explain what's happening. Is there anything i can do to help you figure what's wrong? I get crashes more often than success.

What would happen if i was to remove some models? Would the mod revert to generic models, or would it fail? If it reverts to generic models, maybe i can make some tests to try and find what model might cause the issue.
 
Are there any updates in the works?
There is always an update in the works :D

No ETA for the next, as I'm working full time on the WWII mod at this moment...

Hi, i get crashes while loading mods like Deluxe exlains above.
I realize it's not easy to debug this kind of issues. I had a look at the various logs, but couldn't find anything to explain what's happening. Is there anything i can do to help you figure what's wrong? I get crashes more often than success.

What would happen if i was to remove some models? Would the mod revert to generic models, or would it fail? If it reverts to generic models, maybe i can make some tests to try and find what model might cause the issue.
As it crashes when loading mods and not when loading the game, you can try to remove some if the models first to see if the number of files in the VFS is the issue.

Then I'd suggest to start removing some of the SQL files to see if the crash happens during the database update. (start with those beginning with "4-" like "4-America.sql", then remove all)
 
I don't know if this is an actual problem, but my battleship (Generic) animations won't work. It may be that I am using JFD's German Empire Civilization, but would putting in a fresh/clean version of animations and effects.xml fix this?

Update: It must be a problem with the R.E.D. Mod, I just tried out the battleship without R.E.D. activated and I have the animations. I'll see if this also happens in other saves that don't have a custom civilization loaded.

Update 2: I tested the battleship animation out with my Egyptian game, and it worked, so I guess there must be some sort of compatibility issue between the battleship animation in R.E.D., and JFD's German Empire mod
 
Is there any way to make this mod compatible with WHoward's Supercarrier mod?
I love this mod, but using the same carriers in the Information Era, with their beautifull WWII skin of course, it's strange and weird
 
Is there any way to make this mod compatible with WHoward's Supercarrier mod?
I love this mod, but using the same carriers in the Information Era, with their beautifull WWII skin of course, it's strange and weird
i want to echo this question as well.

I know only one DLL mod is allowed to work, but is there any kind of merging we can do to use both?
 
I think there's some confusion between R.E.D. Modpack and R.E.D. WWII Edition.

@Netheriel, "Units - Super Carrier" should be compatible with R.E.D. Modpack.

@macheteman, "Units - Super Carrier" doesn't require whoward69's DLL (some of his mods require it, some don't), and R.E.D. Modpack doesn't require Gedemon's DLL (it's R.E.D. WWII Edition that requires it).
 
Thanks Nutty, almost nothing to add :D

Just one precision, R.E.D. DLL is a standalone, R.E.D. WWII include it's own version now, you can't use both.

and a note to myself: show more imagination in mod's naming in the future... :o
 
Maybe it's reasonable to take everything avalible at the moment and release a new version soon? I know that currently new units appear very slowly but it has been three months since previous version.
 
mmmh, maybe I've missed some, but how many new units are available for R.E.D ?
 
Yes, and most if not all will be in the Xtended version of R.E.D.. But there are not so many that could fit this mod.

But okay, there are 4 that can be integrated in "classic" R.E.D., and there are the compatibility changes for custom civs to include, that's alone would justify an update.

But ATM fixing my DLL mods is top priority in my to do list, and then I'm back on the WWII development until v.39 final is released.

That don't leave me much time until the end of the year... :o

Speaking of which, do you know how to use GitHub Nutty ? I still could use some help :D
 
Yup, me again... ^^;

Fortunately, the issue has long since been narrowed down to THAT Renderer problem. I'm only mentioning it briefly here as an 'update' to all the questions I had been asking in regards to the issue in the past. From now on, the issue will be followed up in the dedicated tech-support area via: http://forums.civfanatics.com/showthread.php?t=516512

(Linked for the sake of completeness, as a DXDiag file is linked there and everything)

Thanks again for your repeated assistance (and patience) with this issue Gedemon!

~JD
 
I have one crazy question -

I would love to find a way to have ethnic skins for modded civs. No, of course I'm sane enough to NOT demanding making ethnic skins for billions of civs :p but I would like to do something like that:

take Songhaj unit skins
and make them also unit skins of Mali

Is it somehow possible to do for me? Example, creating my personal mod which uses Magic Commands to use already existing ethnic skins for few modded civs?

I know this is crazy idea, but I have nothing to lost, so I decided to ask about that ;)
 
I know this is the wrong place, but can anyone tell me if the dll Red is broken after the fall patch? It messes up trade for me.
 
I know this is the wrong place, but can anyone tell me if the dll Red is broken after the fall patch? It messes up trade for me.

There are various threads about this, but basically yes, the DLL is compiled against the pre-patch source and some of it is incompatible with the post patch .exe
 
whoward your mods rock and gedmon seems to be mia. Is it a hard fix, I don't know anything about DLL files. I think you should fix it. :mischief:
 
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