the mod installer

a_man

no longer a Chieftain
Joined
Jun 7, 2007
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134
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little ol' Texas
so someone who knows does it install mods simply by puting them where they need to go or dose it do something i can't

still can't get FfH to work preety sure its not gonna happen

look for the thred im trying to recrute people who know mac programing to write mods for mac ;maybe ill have more luck then the many others:rolleyes: :dunno:
 
It is not very clever - I know, because I wrote it.

All it tries to do is to put files where they want to be. It was originally developed for installing vanilla Civ3 mods. These required you to put pieces of the mod into two or three different subfolders without deleting any existing folders, which was a very error-prone process if done by hand. So the ModInstaller was pretty neat in the day. With more recent versions of Civ3 and Civ4 this is largely a thing of the past.

For Civ4, if you can get the files extracted into a single mod folder then all you have to do is drop that lot into ~/Civilization IV/Mods/, or maybe ~/Civilization IV/CustomAssets/.

The only possible excuse for wanting something like ModInstaller now is where you have a patch for an installed mod. Then the patch files and folders may need to be distributed around the existing folder structure.

I haven't done any serious work to get ModInstaller to do this well for Civ4. In the early days, people seemed to want an easy way to get BlueMarble into the right place, so I adapted it to put CustomAssets mods in the right place, but I doubt if it's much use for anything else.

The other disincentive to doing anything about adapting ModInstaller for Civ4 is that getting the files in the right place is usually the least of your worries when installing a mod, and FfH is no exception. Most mods use a custom CvGameCoreDLL.dll file these days, and the Mac version of Civ4 simply CANNOT deal with those, so you are dead in the water if your target mod contains a file of that name. FfH does, I believe. Even if your mod doesn't have the dreaded DLL, chances are that it will not load properly because of problems with the XML or Python code. These are usually fixable, but if you have the expertise to do that, then putting the files in the right place is child's play.
 
thanx Alan,
I can stop trying to make it work thanx

and as a side note stupid .dll and not to mention .exe
 
.exe's are normally used at the installer stage on Windows. I don't believe there are any mods that contain a .exe as part of the run-time structure.

The .exe installers can usually be worked around.

Some will even extract directly using Stuffit Expander. If they don't then there's a good chance they can be persuaded to give up their file structures by running them in XP in Parallels or Bootcamp without needing to have the Windows Civ4 products installed. If all else fails then you can usually persuade the creator of the mod to provide the file set as a zip or 7z file that *can* be extracted on a Mac.

So provide links to the ones you need and we can usually find a way to get past the .exe. But it's not worth the effort if we find it contains a .dll.
 
well now i know the diff. between .exe and .dll i'll have to check and see if the mods i want have them or not ill let you know
 
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