Tech Tree Bugged...

ERLoft

San Diegan
Joined
Dec 31, 2001
Messages
265
Location
San Diego
Screenshot:



Note no slider bar to advance Tech Tree.

Mods Active:

Colonies! v5
CSD v36
CivUP 2.5.2
GEM 1.13.4
Infoaddict 19
Ingame Editor 36
PerfectWorld 3 v4
RED v25
Tectonics v3

Whoward69 mods active:
Buildings - Lighthouse Near Sea v2
Buildings - Textile Mill v3
DLL Various Mod Components (GK) v12
Global - Barbarian XP Level 6
Gloabl - City State Gifts v1
Global - Commanders Influence Borders v1
Global - Counter Espionage v3
Global - Enable Magellan v4
Global - Goody Huts No Maps v2
Global - Goody Huts Tech Refund v2
Improvements - Airfield v2
Improvements - Farm Replacement v1
Natural Wonders - FountainHealingAdjacent v2
Promotions - Siege Get Indirect Fire v2
Promotions - Crossovers v5
Promotions - Extra Cargo v4
Promotions - Heli AirRecon v5
Promotions - Siege Defensive Terrain v2
Promotions - Terrain Crossing v1
Tech - Satellites Reveal Cities v7
UI - Air Status
UI - City Production Queue Enhanced (GK) v2
UI - Condensed Promotions (GK) v5
UI - Notification Options (GK) v5
UI - Promotion Tree v10
UI - Trade Opportunities v21
Units - Galleon (GK) v3
Units - Herdsman v8
Units - Mounted Units v9
Units - Naval Changes - Early (GK) v4
Units - Naval Changes - Late (GK) v3
Units - Paratroop Enhancements v1
Units - Rangers v7
Units - Sub Upgrades v4
Units - Subs Ignore Borders v3
Units - Super Carrier v6

So. Long list of mods, but I'm having a hell of a time figuring out which could be the one causing the tech tree problem. Any suggestions?
 
These three have been added (and then modified) into CivUP/GEM so I'd be amazed if they worked with it
UI - Condensed Promotions (GK) v5
UI - Promotion Tree v10
UI - Trade Opportunities v21

And I believe CivUP uses an alpaca/sneaks version of the notification code so this one almost certainly doesn't work.
UI - Notification Options (GK) v5

The missing slider is a function of the Classical Era banner still being half way down the screen. Enable logging and check the Lua.log file as something is causing a runtime Lua error
 
Thanks for the replies! I did have RED and Whoward's DLL working together fine without CivUP and GEM, so I don't think that's an issue.

I actually was unaware of the CSD instructions. I'll check those out.

Thanks Whoward - I will disable those particular mods of yours.

I'll report back after I make the changes with the results.
 
Did you follow the instructions for making CSD work with GEM? CSD adds a lot of items to the tech tree which is why I ask.

Do you happen to have a link to these instructions? I'm having a hell of a time finding them...
 
Do you happen to have a link to these instructions? I'm having a hell of a time finding them...
It's at the top of the GEM_Options.sql file:

Code:
/*

You can change most options in this file at any time, unless indicated otherwise.
Changes take effect the next time you start or load a game with CiVUP/VEM.

For example, if you are using the "Citystate Diplomacy" mod change the lines that read:

	INSERT INTO Civup (Type, Value)
	VALUES ('USING_CSD', 0);

...change to...

	INSERT INTO Civup (Type, Value)
	VALUES ('USING_CSD', 1);

Then start a new game.

*/


-------------
-- Options --
-------------


/*
CityState Diplomacy Mod Compatibility
Change this ONLY before starting a game, NOT mid-game.
0 = not using CSD and VEM
1 = using CSD and VEM
*/
INSERT INTO Civup (Type, Value)
VALUES ('USING_CSD', 0);
 
Thanks - edited that, disabled the mods suggested by Whoward, but the problem with the tech tree persists. Oh well, guess I'll just live with it. If anyone has any other suggestions though, I'm definitely open.
 
Also, and I could be wrong, but I think RED and Whoward's dll aren't going to play together. Unless this is a different RED that isn't also a DLL mod.

I did have RED and Whoward's DLL working together fine without CivUP and GEM, so I don't think that's an issue.

FYI, Hambil, based on the version number, ERLoft is referring to "R.E.D. Modpack," which only provides additional unit models. "R.E.D. World War II Edition" is a total conversion mod with DLL modifications.
 
ERLoft, you might wanna post your Lua.log (do it in a pastebin).

To get to Lua.log, MyGames/Civilization V -> config.ini: change "EnableLogging = 0" to "EnableLogging = 1". Then open up the game, reproduce the error, and open MyGames/Civilization V/Logs -> Lua.log
 
Relevant items:

[21425.442] Runtime Error: Error loading E:\Eric\Documents\My Games\Sid Meier's Civilization 5\MODS\Civ V Unofficial Patch v2.5.2 (GK) (v 1)\3_Interface_Branches\Techs\TechTree.lua.
[21617.448] TechTree: ERROR Button does not exist for techID 54
[21617.448] TechTree: FATAL Turn 107 Button does not exist for techType TECH_RAILROAD
[21617.448] Runtime Error: [string "E:\Eric\Documents\My Games\Sid Meier's Civi..."]:661: attempt to index local 'thisTechButton' (a nil value)

Hmmmm.... What to do about that?
 
It's not my mod. :lol: That's the information that the mod creator has to use to figure out the issue. I have my own mod to debug. :cool:

Don't assume there isn't relevant information within the rest of the log. Everything helps a mod designer.

But that's what's causing your tech tree to fail. It's not finding the button for that tech, for some reason.
 
Looking at the screen cap, I don't see "Training" listed at all as an ancient era tech. That was added in GEM, I believe as a tier 1 tech.

That's one as not having a tech show up could pretty easily break the tree.

I'd definitely post the rest of the log (as an attachment if possible). Those are indeed, relevant errors, but as Putmalk said, it's not necessarily so that there aren't other relevant issues that could identify the source of the conflict or problem.
 
I'll do a fresh log tonight when I get home for going straight into a saved game and going directly to the tech tree so there's not any extraneous stuff.

Thanks for the help!
 
ERLoft, have you tried starting a new game with only CivUP and GEM activated (= without all the other MODs)? If the tech tree is still messed up, then it would indicate that your CivUP / GEM installation is corrupt.

I vaguely recall I have seen something similar myself long time ago and I think what helped was deleting the cache and ModUserData folder contents and then reinstalling CivUP and GEM. Sorry I cannot remember well, maybe I also had to disable some other MODs.

Good luck!
 
Nope, haven't tried just the two Communitas mods yet. I do delete the cache files each time I change which mods are loaded, just in case, as a regular practice.

I'll try a game with just CivUP and GEM to see what happens tonight.
 
GEM is twitchy in this area. I remember just adding just wonders, and I had to add them one at a time to determine which ones broke the tech tree and which ones didn't. So don't discount any mod as a potential problem IMHO. GEM and CivUp contain a lot of functionality and therefore I assume modify a lot of ingame ui files so since many mods don't say they modify ingame files or what ones, you can't depend on there not being a problem even if the two mods logically seem like they would work together.
 
Here's the full LUA log for a load of a saved game, then into the Tech Tree, then quitting to desktop...

Code:
[92.368] Initializing Lua 5.1.4
[127.905] InstalledPanel: Refreshing Mods
[127.905] InstalledPanel: GetModBrowserListings()
[128.014] InstalledPanel: Refreshing Mods
[128.014] InstalledPanel: GetModBrowserListings()
[128.045] InstalledPanel: Refreshing Mods
[128.045] InstalledPanel: GetModBrowserListings()
[173.629] LoadScreen: INFO   Turn 181   4 ms loading TurnAcquired
[173.863] LoadScreen: INFO   Turn 181   1 ms loading Yields
[178.355] LoadScreen: INFO   Turn 181 4500 ms loading PlotYields
[195.890] ImprovedEvents:   1 ms loading CustomNotification.lua
[195.921] GEA_Events:   1 ms loading CustomNotification.lua
[195.921] NotificationPanel:  43 ms loading NotificationPanel.lua
[196.062] InfoCorner: This is InfoCorner from the 'UI - Map Pins' mod
[196.155] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion\Tutorial\lua\TutorialInclude_Expansion1.lua
[196.436] Runtime Error: [string "E:\Eric\Documents\My Games\Sid Meier's Civi..."]:194: attempt to index field '?' (a nil value)
[196.436] Runtime Error: Error loading E:\Eric\Documents\My Games\Sid Meier's Civilization 5\MODS\Civ V Unofficial Patch v2.5.2 (GK) (v 1)\3_Interface_Branches\Techs\TechTree.lua.
[196.530] CityStateGreetingPopup: This is the modded CityStateGreetingPopup from 'Global - CS Gifts'
[197.278] ChoosePantheonPopup: 60
[197.278] ChoosePantheonPopup: 963
[197.278] ChoosePantheonPopup: 1023
[197.294] EspionageOverview: Refreshing Agents
[197.294] EspionageOverview: Refreshing My Cities
[197.310] EspionageOverview: Refreshing their Cities
[197.637] BuildingsLighthouseNearSea: This is the 'Buildings - Lighthouse Near Sea' mod script.
[197.637] MapPins:   2 ms loading MapPins.lua
[197.684] OptionsScreen:  18 ms loading OptionsScreen.lua
[197.731] YL_EventRegistration:   8 ms loading CustomNotification.lua
[197.746] CiVUP_Events:   1 ms loading CustomNotification.lua
[198.448] AT_Init: 533 ms loading Game.Fields
[198.511] OppPopup:  36 ms loading Opp_Events.lua
[198.511] OppPopup:  49 ms loading OppPopup.lua
[198.526] GEAI_Events: WARN   Turn 181 0.002      seconds loading EverAtWarWithHuman
[198.636] GoodyHutsTechRefund: This is the 'Goody Huts - Tech Refund' mod script
[198.636] LandCarriers: This is the 'Improvement - Airfield (Land Carriers)' mod script.
[198.729] InfoAddictDataManager: INFO:  Loading InfoAddict Data Manager
[198.792] InfoAddictDataManager: INFO:  InfoAddict Version: 19
[198.854] InfoAddictDataManager: INFO:  Using replay data: false
[198.916] InfoAddictDataManager: INFO:  Game Version: 1.0.2.44 (353361)
[198.979] InfoAddictDataManager: INFO:  Start Turn: 0
[199.057] InfoAddictDataManager: INFO:  Num of Civs: 14
[199.634] InfoAddictDataManager: INFO:  Updating the historical data table with 181 turns took 0.508s to complete (181 queries).
[199.806] InfoAddictHistoricalData: INFO:  Total time for DrawGraph(score): 0.056s
[199.915] InfoAddictCivRelations: INFO:  Total time to build political view: 0.009s
[200.071] InfoAddictHistoricalData: INFO:  Total time for DrawGraph(score): 0.02s
[200.086] IGE_Controller_All: ****************************************************************
[200.086] IGE_Controller_All: Starting...
[200.227] IGE_Overlay: loaded
[200.242] IGE_CityBanner: loaded
[200.258] IGE_MiniMap: loaded
[200.305] IGE_TabsBar: IGE_TabsBar
[200.320] IGE_ActivePlayerSelection: IGE_ActivePlayerSelection
[200.398] IGE_RiversElement: IGE_RiversElement
[200.430] IGE_TerrainPanel: IGE_TerrainPanel
[200.445] IGE_CitiesPanel: IGE_CitiesPanel
[200.476] IGE_UnitsPanel: IGE_UnitsPanel
[200.492] IGE_PlayersPanel: IGE_PlayersPanel
[200.523] IGE_TechsPanel: IGE_TechsPanel
[200.554] IGE_PoliciesPanel: IGE_PoliciesPanel
[200.601] IGE_ConfirmPopup: IGE_ConfirmPopup
[200.788] IGE_Window: IGE_Window
[200.788] IGE_Window: IGE_ShareGlobalAndOptions
[200.788] IGE_Window: IGE_SharingGlobalAndOptions, IGE=...
[200.788] IGE_Window: IGE loaded
[200.788] NaturalWondersFountainHealingAdjacent: This is the 'Natural Wonders - Fountain of Youth Healing Adjacent Unit' mod script.
[200.804] PromotionsCrossovers: This is the 'Promotions - Crossovers' mod script.
[200.804] TechSatellitesRevealCities: This is the 'Tech - Satellites Reveal Cities' mod script.
[200.820] UnitsHerdsmen: This is the 'Units - Herdsmen' mod script.
[200.820] UnitsMountedUnits: This is the 'Units - Mounted Units' mod script.
[200.820] UnitsParatroopEnhancements: This is the 'Units - Paratroop Enhancements' mod script.
[201.054] ResourceIconManager: Natural Wonder 12 added at (4, 42)
[201.069] ResourceIconManager: Natural Wonder 13 added at (15, 78)
[201.069] ResourceIconManager: Natural Wonder 9 added at (29, 9)
[201.069] ResourceIconManager: Natural Wonder 21 added at (42, 67)
[201.069] ResourceIconManager: Natural Wonder 18 added at (52, 15)
[201.069] ResourceIconManager: Natural Wonder 10 added at (93, 35)
[201.069] ResourceIconManager: Natural Wonder 10 added at (94, 34)
[201.116] Demographics: Dequeuing demographics
[201.116] Demographics: Dequeuing demographics
[207.153] GET_Events: UpdatePlotYields Start
[213.674] InfoAddictHooks: INFO:  Changing InfoAddict button visibility to LeaderHead contexts
[220.117] Runtime Error: [string "E:\Eric\Documents\My Games\Sid Meier's Civi..."]:194: attempt to index field '?' (a nil value)
 
Isolated the problem to the Improvements - Airfield mod. Pretty tedious process - started with 4 core mods, added 1-2 more mods and started a new game until I found which one broke it. Loaded all the other mods and everything works fine.

I'm going to PM whoward to let him know - maybe he can find a fix for the Airfield mod...
 
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