UI not appearing, options and pedia wont load, can research seafaring & swampdwelling

Wafflecopper

Chieftain
Joined
Dec 22, 2009
Messages
5
I've recently installed RiFE and the hotfix but it seems completely broken. First thing I noticed is the the options screen and civilopedia won't load, either from the options menu or from in-game. When I click them nothing happens. When I start a game the UI overlay is missing, both in the world map and city screens. I tried the keyboard shortcut to show/hide the UI but nothing happens. Same thing happens with and without the religion-specific interface option selected. If I try play the game, my list of researchable techs includes Seafaring and Swampdwelling regardless of my Civ. I've had no problems with vanilla FFH2 or FF.

Oh and this is unrelated but in my last attempt to get it going I was killed on turn 2 by a minotaur.
 
I've recently installed RiFE and the hotfix but it seems completely broken. First thing I noticed is the the options screen and civilopedia won't load, either from the options menu or from in-game. When I click them nothing happens. When I start a game the UI overlay is missing, both in the world map and city screens. I tried the keyboard shortcut to show/hide the UI but nothing happens. Same thing happens with and without the religion-specific interface option selected. If I try play the game, my list of researchable techs includes Seafaring and Swampdwelling regardless of my Civ. I've had no problems with vanilla FFH2 or FF.

Oh and this is unrelated but in my last attempt to get it going I was killed on turn 2 by a minotaur.

One question: Are you running a non-English language? It's very possible that a textkey was missed, which would have that effect.

If it was, I'll be fixing it soon during the XML cleanup.
 
I'm running BtS 3.19, in English.

I have 2 BugPath.py files, one in Users\(My name)\Documents\My Games\Beyond the Sword\CustomAssets\python\BUG and the other in Users\(My name)\Documents\My Games\Beyond the Sword\MODS\BAT Mod 2.0\Assets\Python\BUG

Should I modify one of the above as per the post you linked? If so, which?

I don't seem to have a CvPath.py file.

Setting HidePythonExceptions to 0 gives a lot of python exception messages when I load RiFE:

Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line13, in ?
File "<string>", line 52, in load_module
File "CvCustomEventManager", line 23, in ?
File "<string>", line 52, in load_module
File "CvEventManager", line 11, in ?
File "<string>", line 52, in load_module
File "CvScreensInterface", line 46, in ?
File "<string>", line 52, in load_module
File "CvScreenUtilsInterface", line 21, in ?
File "<string>", line 52, in load_module
File "CvOverlayScreenUtils", line 20, in ?
AttributeError
(Next one is just a red X icon and a colon with no further text)
'module' object has no attribute 'getNewScreenID'
(Next one is just a red X icon with no text)
Failed to load python module CvEventInterface

At this point the menu screen loads up and I can start a game. Upon starting the game I get a couple more errors:

Traceback (most recent call last):
File "CvAppInterface", line 47, in onSave
AttributeError: 'module' object has no attribute 'onEvent'

Traceback (most recent call last):
File "CvAppInterface", line 63, in preGameStart
AttributeError: 'module' object has no attribute 'getEventManager'
 
OK, you have to remove BUG mod from your CustomAssets folder TOTALLY.

Also, CvPath.py is in the /civ4/beyond the sword/mods/rise from erebus/assets/python/ folder or subfolders. You install the mod there, right?
 
OK, you have to remove BUG mod from your CustomAssets folder TOTALLY.

Rather then making the user remove the BUG mod, it's easier for you as a modmaker to have the mod not load custom assets. When you update your mod include an ini file for you mod, and in it set these so that custom assets are not loaded:

; Custom Art from user folder is not loaded
NoCustomArt = 1

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 1
 
Rather then making the user remove the BUG mod, it's easier for you as a modmaker to have the mod not load custom assets. When you update your mod include an ini file for you mod, and in it set these so that custom assets are not loaded:

; Custom Art from user folder is not loaded
NoCustomArt = 1

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 1

I didn't know about those tags. :lol:

I have never actually installed a mod in CustomAssets, so I wouldn't have... Will make sure to use that next patch. :goodjob:
 
Okay, uninstalling BUG fixed it. Thanks for your help. :)

Turns out CvPath was where it's supposed to be, but windows search wasn't finding it for some reason.
 
Back
Top Bottom