Tech disappearing when using mods

skodkim

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Joined
Jan 16, 2004
Messages
2,497
Location
Denmark
Hi

After the latest update I've found that I can't see the tech tree when I start a new game. I can see the pipes but not the "tech boxes".

I run a lot of mods so I started a test to see which one could be causing the problems. After an hour of disabling one mod at a time and starting new Games I found that the problem was there when the "Flavian Amphitheater" mod was enabled and went away when I disabled it again. I therefore deleted the mod and thought that would be it. Unfortunately the problem persisted and now I found that another mod was causing the problem.

What I would like to ask is how do I most easily locate the problem? Can anyone give a hint as to what I should look for? I have no real modding experience save simple xml changes/updates.

The mods I'm running include (not full list) the following mods in newest versions:

Thals balance mods
City state diplomacy
Ancient Mediterranean civs
Ancient Mediterranean city states
Info addict
CivWillard
Cultural capitals mod
diplocorner
A lot of wonders, e.g. from "more wonders", "seven ancient wonders",...

Any help would be appreciated.

\Skodkim
 
Enable logging - in the "...\My Documents\My Games\Sid Meier's Civilization 5\config.ini" file change

; Enable the logging system
LoggingEnabled = 0

to

; Enable the logging system
LoggingEnabled = 1

and then look in the "...\My Documents\My Games\Sid Meier's Civilization 5\Logs" sub-directory at the xml.log, lua.log and database.log file for any errors and post them here

Ignore the lines

[3468.796] constraint failed
[3468.796] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[3487.765] Validating Foreign Key Constraints...
[3487.765] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[3487.765] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[3487.765] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes

as they are always there
 
I spent the entire evening searching through the error messages and I narrowd it down to this:

I can have Thals, City state diplomacy, cultural capitals and the ancient mediterranean mods etc. active without any problems but when i activate some of the wonder mods the error occurs.

The lua log file gives several error concerning TechTree.lua, which is included in Thals mod so I'll post the errors there too as it seems to be linked to incompability with this mod.
Part of the lua log included below - notice the difference between \ and / in the two lines :confused:
Spoiler :
[7130.524] Runtime Error: [string "Assets/UI/InGame/TechTree/TechTree.lua"]:884: attempt to index local 'thisTechButton' (a nil value)
[7131.039] Runtime Error: [string "Assets\UI\InGame\TechTree\TechButtonInclude..."]:369: attempt to call global 'GetHelpTextForBuilding' (a nil value)


\Skodkim
 
Part of the lua log included below - notice the difference between \ and / in the two lines :confused:

That's not actually the problem; regardless of what the error message says, it's still looking in the right directory for those.

What it's saying is that one of the buildings being added by a mod is missing one of the now-essential fields, like the <Help> text key. The game's a lot pickier about those than it used to be, so a lot of older mods just won't work. It's not technically an XML error, it's just that the TechButtonInclude.lua file (which is the routine that draws all the little tech/building/unit icons on the Tech Tree) is trying to execute the GetHelpTextFromBuilding function and failing. It uses that help text as the popup blurb when you mouse over a building or unit in the tech tree.

It might be that the building in question simply has no Help entry to begin with, or it could be that it does but because of a conflict with a different mod is missing part of the XML. Also, if one of the mods you use actually MODIFIED TechButtonInclude (like my own mod does), and that mod hasn't been kept up-to-date, it'll fail for other reasons.
 
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