SevoMod 3

DigitalD said:
2 things...

after victory, i got no working replay and the hall of fame also dont work!

Yeah...to date I have no idea what the problem is. I'm befuddled. Especially since if you "retire" after only a few turns the HOF works fine...I have to narrow down at what point it stops working.

Blazer6 said:
Is paying double for moving any unit outside borders also related to this bug?

No--haven't heard that one. That's weird.


keldath said:
hi Helamau,aghast,Helamau

well guys - i think i know whats causing the ctd - the cherokee unit error - i fixed - but the other ctd - is related to the galleon i belive -
during my modding -i deleted some uu of the civs - and perhaps my deletion was inncorrect.
so i will bring back al the "missing" units, and hope it will fix the prob!
i worked hard on the mod, i dont want it to go to waste...


I know how you feel. It's a pain in the butt to get it all working smoothly (hence my problems with the CTD's with the first release of 2.9.

keldath said:
hi sevo -
i need a little help - maybe you can aid me -

about the formation xml file - if i added units to the game - un the formation file - i need to ad refrence to each unit?


You don't NEED to add a reference, but the units will be evenly spaced without one. If the FormationInfos.xml doesn't have a unit code, the units make a little circle around whatever square they're in. If it has a unit code that doesn't exist (i.e., you deleted the unit from UnitInfos.xml but not Formation Infos) it causes an error when you start a game. But formation infos shouldn't cause game crashes--I don't think.


coachlentz said:
this is the file
okay well i can't seem to upload it, but i have it
the paths were wrong in the movie defines xml tags.
i'll try to upload it again later

Thanks. Also, it will be fixed in the next release. There are several wonders without movies at all, and I'll be adding movies of some kind.
 
Great mod...
HOWEVER, I find that some of the added civs have UU's that are much to powerfull.

this is not really a problam though I do have to pick my opponents everytime

Edit:
no chop rush = no play :(

BUT, I am very impressed with the interface... Is at all possible to just get the interface?
 
Teg_Navanis said:
Actually, you don't have to reinstall it. Just change the language in the options. And yes, if you play an English mod in French, you will get errors instead of English texts. It would have been nice had the developers defined some kind of default language that will be displayed whenever a text is missing in the language played.
Thanks, that works perfectly. I don't have much time to play right now, but I loaded the scenario and what I've seen was good.

I may try zeysoft patch too...
 
:mad:

Hi Sevo! I love your Mod very much, but since I´ve downloaded your latest version + the patch E I have had problems.
I have played 10 games now and everytime it crashes and this makes me so mad. The cursor just spins around for about an eternity while it says "waiting for other civs". I know this is a known bug after reading through the other pages but you haven´t fixed it yet, WHY?

Aragorn7
 
hi sevo - thanks for the help

im happy to say i found the cause for the ctd - for some reason - there were dds files of galleon in the art folder - when i deleted them - the ctd was fixed - i made a few tests - and its grea now.

ill upload a new version soon!

thanks!
 
Aragorn7 said:
:mad:

Hi Sevo! I love your Mod very much, but since I´ve downloaded your latest version + the patch E I have had problems.
I have played 10 games now and everytime it crashes and this makes me so mad. The cursor just spins around for about an eternity while it says "waiting for other civs". I know this is a known bug after reading through the other pages but you haven´t fixed it yet, WHY?

Aragorn7

I have only started one game and it always crashes after a specific year and does the same thing as yours... :cry:
 
Chukka said:
I have only started one game and it always crashes after a specific year and does the same thing as yours... :cry:

I love the mod Sevo but I'm having the same problem as these guys- at approximately 1200BC my game crashes every time. It's more fun than vanilla Civ 4 but for a few thousand less years :cry:

Otherwise :goodjob:
 
Sevo,

I have a question about CIV4ArtDefines_Leaderhead.xml under Sevomod\Assets\XML\art, specifically what the .nif lines control/do. Under the <NoShaderNIF> line, most of the new leaders point back to vanilla leaders, e.g. Solomon to Asoka.nif. But I noticed that the unique leaders' art files (Sevomod\Assets\Art\leaderheads) also contain the same vanilla leaders' _noshader.nif files as well (e.g. Solomon's art file contains both Asoka.nif and Asoka_noshader.nif). If I change all the <NoShaderNIF> lines in this .xml file to point to the corresponding _noshader.nif files already in the leaders' art files, all the sudden my weak computer starts showing what looks like your full textures instead of the Cheshire cats.

e.g., Boadicea:


All I did is added "_noshader" to every <NoShaderNIF> line, e.g.
Code:
<NoShaderNIF>art/LeaderHeads/SolomonA/asoka.nif</NoShaderNIF>
became
Code:
<NoShaderNIF>art/LeaderHeads/SolomonA/asoka_noshader.nif</NoShaderNIF>

Now Solomon is in all his pearled glory. This worked for every leader except Ataturk, which I changed to vanilla Cyrus. This might not be a perfect solution (e.g. the aforementioned Ataturk, and Ostenaco and Yagan appear close to vanilla Caesar and Ghandi, not sure if that's intentional), but for the vast majority it appears to be what you intended.

I'm wondering if this does actually create the leaders you intended. Hopefully it saves you all the effort to redraw from scratch. If not, at least it's a more aesthetically pleasing temporary workaround for those of us with bugeyes and smiles.

Hope this is helpful. Cheers.

Attachment file (change from .txt to .xml, backup then overwrite original): View attachment CIV4ArtDefines_Leaderhead.txt
 
Chukka said:
Can't anyone help me, please ???

Are you sure you installed the orignal sevomod then installed the E patch assets over it (not included in the original download)?

If so, I'd suggest finding the CivilizationIV.ini file, and changing the autosave line to AutoSaveInterval = 1. Then, when you crash, find the most recent autosave and upload it here using "Attach Files." This will help debugging whatever the problem is. Also, it would probably help to be more specific about what happened just before you crashed. Hope this helps.
 
AlexJ said:
I love the mod Sevo but I'm having the same problem as these guys- at approximately 1200BC my game crashes every time. It's more fun than vanilla Civ 4 but for a few thousand less years :cry:

Otherwise :goodjob:


@ Chukka, too: I think you guys haven't placed the patch correctly. The problems you describe were problems with the original mod. The patch has to be installed into the /Sevomod/ directory itself, if it's not done right then those crashes will occur. It's possible there's some other problem lurking out there, but most people are up and running fine now.

Anyway, I'm going to re-release the entire Mod as one big download/install with all the fixes and final touches for 3.0 within the next couple of days. It might be easier to just wait for that!

Finally, a teaser of things to come: Wyz_sub10, Shqype, myself, and possibly Amra are looking at expanding Civ Gold and adding more civs, etc. I've been playing with the leaderheads and while it's still not possible to directly edit a leaderhead mesh or create a new one with the animations, I have figured out (with Rabbit,White's great tutorials) how to add objects to the leaderhead animations. This screenshot is a a quick & dirty Hiram upgrade that I modelled a basic crown for and stuck into the scene. It's a little crude, but it works...so now I've got a whole new realm of possibilities here.:devil:

hiram2tk.png
 
hi Sevo,
I just dowloaded and installed your mod with the latest patch.... it looks great. However, i have a lot of missing text all over the place ( especially in the sevopedia) is it a known issue and how could i correct it to fully enjoy your mod ?
 
Sevo said:
@ Chukka, too: I think you guys haven't placed the patch correctly. The problems you describe were problems with the original mod. The patch has to be installed into the /Sevomod/ directory itself, if it's not done right then those crashes will occur. It's possible there's some other problem lurking out there, but most people are up and running fine now.

Anyway, I'm going to re-release the entire Mod as one big download/install with all the fixes and final touches for 3.0 within the next couple of days. It might be easier to just wait for that!

Finally, a teaser of things to come: Wyz_sub10, Shqype, myself, and possibly Amra are looking at expanding Civ Gold and adding more civs, etc. I've been playing with the leaderheads and while it's still not possible to directly edit a leaderhead mesh or create a new one with the animations, I have figured out (with Rabbit,White's great tutorials) how to add objects to the leaderhead animations. This screenshot is a a quick & dirty Hiram upgrade that I modelled a basic crown for and stuck into the scene. It's a little crude, but it works...so now I've got a whole new realm of possibilities here.:devil:

hiram2tk.png

Thanks for your help Sevo but I'm pretty sure I installed the Patch-E assets correctly because it asked if I wanted to overwrite some files. I also re-checked if there was an assets folder inside the assets folder and there was none. I guess I'll have to play another mod then :cry:
 
My Bad Sevo ......
I just corrected the problem by switching the game language into english .... looks like it works fine now....
Keep up the good work !
 
aghast said:
I have a question about CIV4ArtDefines_Leaderhead.xml ...

Aghast: You pretty much hit the nail on the head. Here's the detailed story for interested parties:

There are two graphics files for each leaderhead: The "Shader", or <NIF> file, and the "NOSHADER", or <NOSHADER> file. Each of these has a corresponding "leaderhead.dds" skin file or "leaderhead_noshader.dds" file, respectively.

The first is for graphics cards the support texture shading, the second is for those that don't. Now I didn't realize this when I first created all the new leaderheads. My graphics card (a Radeon model) supported shaders--all I could tell was that editing the <NIF> field and the basic leaderhead.nif file changed the leaderhead, and editing the <NOSHADER> field OR the leaderhead_noshader.nif files seemed to do nothing.

So being the pragmatic guy that I am, I simply ignored all those noshader files and fields and left them blank. This resulted in people with Shader-supporting cards seeing the new leaderheads, and older cards seeing the ORIGINAL leaderheads instead...or in some cases a weird colored leader if I had altered the noshader.dds file. I didn't realize this was why some people were complaining about the skins in the CivGold pack--they weren't seeing them. But the plot thickens...

When 1.61 was released, Firaxis for some reason decided that my graphics card did not, in point of fact, support those shaders, and now suddenly my graphics all instantly switched to the <NOSHADER> fields, which confused the @!#$ out of me until I worked out what had happened. "Ah-ha!", says I, those leaderhead_noshader.nif and <NOSHADER> fields were for the guys without shader support and many of them were not seeing the new leaderheads!

But looking at my setup, I had seen those new leaderheads just fine but was now not...and they were higher quality before! So I did what any rational computer geek would do: I forced the high-quality display and to hell with the consequences! Essentially, I changed all of the <NOSHADER> fields (the lower-quality pre-shaded images) to whatever the <NIF> field was (the higher-quality real-time shader images). Voila'! Fixed my problem and now I was seeing the high-quality images again.

But as yourself and several others pointed out, all was not well in the world. For while this hack seems to work for most people, a select and lucky few got freakish no-body leaderheads where I had forced the shaders, probably because your graphics cards seized when asked to display them.

SOOOOOOOO...I was faced with a dilemma. What to do?

In the end I decided quality and consistency was what part of what sets this mod apart, and to do it right the leaderheads had to be re-addressed. So I went back and re-skinned and re-altered ALL of the leaderhead_noshader.nif files to match their leaderhead.nif counterparts and merged the shader.dds file with it's _noshader.dds counterpart to emulate the real-time shading. With all of the XML fields back to the originals now, the leaderheads were now displaying correctly, though I was seeing the lower quality <NOSHADER> versions.

So here's what's going to happen in 3.0: I'm going to "ship" the mod out with the higher-quality shader leaderheads forced in the XML; it works for most people and image quality is really much much better. But I'm also going to include a backup copy of the leaderheads file called Civ4_Leaderheads.xml.safegrahics. If you're having a problem with the graphics or performance is hindered, you can copy this over the original and it will shift the <NOSHADERS> from the forced version to the safe, albiet lower quality non-shader versions. Seems the best compromise to cover the broad range of graphics card issues out there.

Anyway, that was probably more than you wanted to know, but now you understand why the leaderheads.xml file looks the way it does in your version. As I said, stay tuned for a day or two and I hope to have the 3.0 out.
 
As soon as SevoMod 3.0 goes final, I am upgrading to the 1.61 patch. Until then it is 1.52 and the old SevoMod for me.

Great job on the mod! I am sooooo looking forward to the final version. :D

Dave
 
Sevo,

Cool. I greatly appreciate the explanation.

Low-quality or not, now that I can see them, these:


look extremely cool.

I feel like I've just mastered Betamax two days before Blockbuster switched to all-VHS: 1/3 cursing but 2/3 looking greatly forward to the switch.

Out of curiosity: did Firaxis add the <NoShader> line / calculations in one of the first official patches, or was it always there? (I think most/all units lack this line/option.) Is that what first made it possible for me and others like me with low-end machines and disembodied eyes to see the vanilla leaderheads?
 
hi all
i just wanted you all to know - that i released my fixed version of 2uu addon

so id be very happy if some of you will try it out and feedback me.

there shouldnt be anymore ctd's. i play tested it - but who knowes - nobody's perfact!

thank you all and check my thread.
 
hello all sevo mod users :)

I am curious to see what your thoughts are about the progressive trait , and playing against leaders who have it I love the monastery , i think it is the only building that gives culture science and money (with missonaries). they are a big part of my strategy, so building then for less is great ! The second benfit is a free specialist in cities of three pop or more, combined with some wonders (leo's -sistine -statue of lib)this can be used to make Every city you have great people factories ,giving you a huge late game advantadge! I just played a game (at prince) as Casmir of Poland
sci -progressive and won by more than 800 points .Much better than my normal game .I discovered the future techs 31000 beakers
in 5 turns because i had so many sci -spec :D
I also produced 31 great people by the time the game ended in 1878
SS vic.many more great people than usual for a game.:lol:
is this a sign progressive might be a little to stong ????
think about any games you have played since sevo got 2.9e up and running . what civs are alway in or close the lead (beside you human player of course) .for me it has always been Maria of Austria ,Casmir of Poland , Kubla Khan of the Mongols & Attaturk of the Ottmans. what they all have in common is one of their traits is progressive.
interest in reading everyones thoughts on this
 
Does the Sevomod get rid of the Top 10 pop ups throughout the game? I havent seen them around in awhile..
 
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