Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Mods for multiplayer/hot seat games
By Paweu
Mods for multiplayer/hot seat games in Civilization: Beyond Earth.
   
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Important Things
THE MOST IMPORTANT THINGS:

  • This isn't working under mods with .lua files (mostly).
  • It's possible that won't working in sponsors mods.
  • Everybody in multiplayer game must have a mod in code.
  • The mod will stay in game - on every game mode - to the time when you remove it from code.


MODS WHICH DON'T WORKING ON 100%:
  • Small Resources Mod (v. 1)



MODS WHICH WORKING ON 100%:
  • More Buildings Mod (v. 6)

Please report if you check working of some new mods.
Getting Started
Step 1
  • You need to download your mod. If you did this, and load it in "Mods" section once, you can get next steps.
  • Open folder where your mods are saved. It's probably: Documents/My Games/Sid Meier's Civilization Beyond Earth/MODS - if it not here, check the Steam settings, or Beyond Earth settings in library.


  • Choose your mod and copy the folder with mod files in it. Then go to the game folder. It will be: Disk where you installed a game/Steam/steamapps/common/Sid Meier's Civilization Beyond Earth/assets OR Disk where you installing games/SteamLibrary/common/Sid Meier's Civilization Beyond Earth/assets
    FOR EXAMPLE:
    E:/Steam/steamapps/common/Sid Meier's Civilization Beyond Earth/assets

  • Copy a mod folder into "assets". For better using it in future, rename the folder like "[MOD] <name of the mod here>"


  • Then go from "assets" to DLC/Expansion1 and open a file called Expansion1.CivBEPkg with good editor program, like Notepad++.


  • In the beginning of <Gameplay> make three lines of break. In the second line add two new things (you can copy it from here):

    <GameData></GameData>
    <Textdata></Textdata>


  • Go again to mod folder. Check how many files are in here (count only .xml, .fpk and .lua files)


  • As you can see, in this mod there are three XML files. Go again to Expansion1.CivBEPkg and copy the same code lines as up here - copied lines must equals number of files. If there is for example 5 files, you need to copy <GameData> and <Textdata> 5 times.
  • Insert the names of XML (or other) files with EXTENSION to both lines. It should look like this:

    <GameData>Buildings.xml</GameData>
    <Textdata>Buildings.xml</Textdata>

    Do the same thing with every file.

In-Game
  • Now just go, and make a multiplayer game. Remember: Everybody must have a mod in game code.


  • As you can see, this is normal multiplayer game...


  • Or no! There's some addons!



That's everything - have fun and feel free to ask questions and help me to find out which mods are working and which not!
12 Comments
pirateprincess2149 26 Jan, 2020 @ 11:51pm 
I am having some difficulty with this method. Only some of the sponsor mods that I input in this was are showing up. Is it because there are some .xml files with the same names, though they are in different folders? Should I tell it to look in a specific folder or something like that?
Where 24 May, 2019 @ 3:06pm 
this is what we've gathered so far. mod effects are bulleted.

-decreases collosal spawn rates at the beggining of the game
-increases all aliens base CR
-hydracorals don't die out mid game, and instead die and regrow on the same tile(s)
-gives all non collosals a permanent +5% bonus when attacking or defending every 9 turns
-at some point in the game, aliens will recieve additional "promotions", which are unique to each alien type.
-microbial mine building is under "alien lifeforms" tech, and leash aliens is under "alien adaptation" tech
-leash aliens abillity is moved to lvl 5 harmony, and lvl 12 harmony for collosals.
-improved methods of nest spawning
-aliens defend their nests from further away

so far, we've determined that the parts that aren't working are the permanent combat bonuses, and the "promotions". everything else seems to work.
Where 24 May, 2019 @ 3:05pm 
Me and someone else are trying to use Rising tide of aliens (v.7), but some key parts of the mod don't work.

one thing i could see being an issue: there are 11 files total that have .xml for me, but 4 or 5 of those files do not have .xml for the other person. same version of game, mod and windows, so idk what's going on there.

Lastly, if theres an obvious fix to this im sorry. I have the stupids ;-;
Baka Racker 12 Nov, 2018 @ 3:34pm 
This is kinda necro, but this works with immersive armies so far, tested with hotseat/multiplayer.
WizardOfOruz 24 Apr, 2018 @ 9:50am 
Yo, haha, so I don't have the DLC therefore I don't have this file: Expansion1.CivBEPkg

Where would I find the file otherwise?
The Nightmare Squid 2 Nov, 2016 @ 1:07pm 
Okay, so I just have to take the chance that they'll work when I put 'em in as they are. Got it.
Paweu  [author] 2 Nov, 2016 @ 1:05pm 
No, because files are defined in game code, not in special tool. Mods are working like this, if you change on name, they'll fuck up. When you are changing in game file (like here), you aren't setting any shit in any tool, so you can rename.
The Nightmare Squid 2 Nov, 2016 @ 1:02pm 
So if I rename the files to use underscores, I reduce the risk of malfunctioning mods?
Paweu  [author] 2 Nov, 2016 @ 12:59pm 
Let's say in subfolder 'ART' you got file 'Atlas.xml'. The filepath in <GameData> and <Textdata> will be 'ART/Atlas.xml' - for example <GameData>ART/Atlas.xml</GameData>. You're including spaces, but it won't work on 100%. That's why I like to use underlines in file names..
The Nightmare Squid 2 Nov, 2016 @ 12:41pm 
Damn, talk about a rapid response. So...I add the subfolder name before the file name. And some of these files have spaces in the filename. Include those?