Working Civ5 Multiplayer WITH MODS

Helpful dude

Chieftain
Joined
Jan 15, 2014
Messages
2
I'm not sure if this will be a "slowpoke" thread, but i couldn't find it anywhere else on the forums, so here goes:

Guys, i found a way to play Civ5 ANY Multiplayer with mods.
Seriously, i am so happy that i finally found it after searching non-stop hours of ways to pull that off, so i can play modded Civ5 game with a buddy of mine without using Hotseat "email" system. (that sounds like an awful way to turn a 3h game into 3 day game)

How i did it:

Simply, actually.
I just made it so that the mod is part of a DLC, i'm currently using, but the problem is that the other guy(s), that you are playing with, will also have to do this.

* Find the DLC folder
SteamApps\common\Sid Meier's Civilization V\Assets\DLC

* Choose an Expansion where you will store all mods. (In my case i chose Expansion2, which is a folder for BraveNewWorld expansion)

* Drops mod folders anywhere in the Folder. (I dropped mods right in the Expansion2 folder, and renamed the MOD folders to "Moderator Action: name_of_the_mod", so it's easier for the eyes and so that all mods are listed one after another)

*Back up original CIV5PKG file, or rename it with additional text and leave it there.
(CIV5PKG file is the file that's named after the DLC folder, you opened || you don't really have to do this, because there is absolutely nothing changed in original, just few lines of text added, which can be deleted to get back original form, but it's easier to just keep the original as it is)

*copy & edit CIV5PKG file. (Edit it using text editor, like notepad for example)

In my case i added these mods:
"MOD]Barbarians - Unlimited Exp (v 2)" && Moderator Action: Promotions - Expansion Pack (v 8)"

And in both of them there is an XML file:
*"Barb - exp"
*"PEP - INIT"

SO ALL I DID WAS ADDED:

<GameData>PEP - INIT.xml</GameData>
<GameData>Barb - exp.xml</GameData>
<Textdata>PEP - INIT.xml</Gamedata>
<Textdata>Barb - exp.xml</Gamedata>


Which can be written anywhere between: <Gameplay> and </Gameplay>
You can add extra "Enter" space between the original lines, so you can see which is the part you wrote.


And now you can create/host a game using these additional mods.
So in order for you to play with your buddy - he also must also have the same mods // have the same edited file as you have. (Just like with DLC - you can't play with a budy that uses BNW, while you don't have it)
As i said - simple. And yesterday i enjoyed a fully modded game with a buddy of mine. :).


P.S

If anybody knows how - it would be really helpful if there was a guide on how to make MODS into DLC's, which could be enabled and disabled. It would be great step towards using MODS in the multiplayer

P.S.S

I know it looks like a work of an amateur... because it actually is, i simply added few texts of line, just because i found a patter of how it all works... i couldn't even believe that it worked in the first place.

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
theres a mod that lets you play multiplayer hotseat with mods, its either advanced set up or custom set up. i cant remember which off the top of my head.
 
But this way you don't have to use the "pain in the ass hotseat save sharing" method. I believe it was Giant Multiplayer Robot, you are referring to? Anyway, i just wanted to share this with people that wanted to play Normal Multiplayer with mods, with friends.
 
Your username seems accurate. It's simple to the point it's absurd that Firaxis has been giving the middle finger to those who ask for this in an official capacity.
 
has anyone figured out how to do this for Communitas? I'm going to try right now, lots of xml files tho... and sql too...
 
has anyone figured out how to do this for Communitas? I'm going to try right now, lots of xml files tho... and sql too...

Do you know how to use modbuddy and the Firetuner ?
 
Sounds promising.

Does this work for the mods with multiple files and LUAs? I would love to get the bigger modpacks working on LAN.
 
I can confirm this works, just not sure how to do it with bigger mods that have lua and such. Tested it on my happiness mod (mod that ups happiness gain from buildings to make Prince and higher up difficulties on huge maps playable). Maybe there's an xml code that you can put in that just points it to the mod folder
 
If anyone figures out how to make this work with fancy modes like Faerun or Reform and Rule, I'll sacrifice a goat to you. Or give $$ to your favorite charity. Or something.
 
I guess this will only work on mods that only use xml files. also because you replace a core file (that .civ5pkg thingy), once steam auto-update hits, you'll have to replace it again.
 
if you know how to use the SDK tools, you can try this small mod to make a DLC containing a selection of mods.

If the mods you want to play with don't use SQL, try Jaii der Herr' tool first
 
I'm very glad other people are finally starting to get interested in the potential of using DLC as a loading mechanism for multiplayer mods. I was looking into this last year in this thread!
 
Moderator Action: Moved to Creation & Customization
 
If anyone figures out how to make this work with fancy modes like Faerun or Reform and Rule, I'll sacrifice a goat to you. Or give $$ to your favorite charity. Or something.
Did anyone find a way to make the Faerun for BNW work for multiplayer? Maybe someone has made a mod pack of Faerun for multiplayer? (not sure where to search for that?) Or can anyone help explain how I could get this mod to work multiplayer? If so I'd be so appreciative. I would very much like to play that with my friends.
 
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