Sid Meier's Civilization V

Sid Meier's Civilization V

Bloublou's "Utility" Collection
214 Comments
Venusaisha 30 Jun, 2020 @ 10:58am 
I given this collection a Michelangelo award , I find it & and it mods very useful in many games. :Diplomat:
SuburbanSean 26 Sep, 2016 @ 2:25pm 
So many great mods to make the game better! Thanks for making this!
Darkcow 13 Aug, 2016 @ 2:15am 
Odd question,
If I want to use all the mods in this collections, is there any simple way to do it?
Or do I have to subscribe each and every one of the 25 and later on enable each one on Civ V?
Because I have quite a few mods now on Civ and its a headache to keep track...
Norton 29 Jul, 2016 @ 8:00am 
Will you ever make a mod that adds the Slinger and Battering ram to all civs? Possibly the Atlatlist too.
NecroGod 13 Jun, 2016 @ 5:00pm 
The building upgrades is by far my fave. Thank you
Kommodore ~ Rev 3 Apr, 2016 @ 1:41pm 
Amazing work, this stuff really helps out! Makes the game feel so much more fleshed out and awesome!
Sandwich 31 Mar, 2016 @ 7:48pm 
dude you really need to compile all of your mods into a super mod.
Silver Knight of Anor Londo 25 Sep, 2015 @ 1:15am 
All of your mods are really well done! I didn't even know you made so many when i first started looking into the workshop and found stuff like Unlimited Barbarian EXP and the Promotions Expansion Mod. Glad i looked into more of your fantastic work! Keep up the great work! :groove:
BlouBlou  [author] 12 Sep, 2015 @ 7:25am 
@Fury of the Tempest

As i said, when modding, you are using a tool provided by the game, the SDK. The premise is that mod wont work in multiplayer unless they change the game to allow it.

Your trick, even if its really interesting and a good initiative from the creators, is in fact a hack. How would i know how the game would react to a hack when the only thing i do while coding is using the normal game code to alter some of the base variable, like a unit strength or a technology.

You say i know the diference beetween my mods, yes, i know that some mods add unit and other add technology for example. That doesnt mean i know why a new unit works with your hack and a new tech doesnt.

Only Fireaxis dev who know what is hidden and hardcoded into the game base dll could answer you, we modders dont know that, civ 5 isnt open source.
Fury of the Tempest 10 Sep, 2015 @ 6:06am 
Yeah, but your the one that actually knows the difference between your mods, not those who know the trick. I mean, its quite simply. Putting the mods into the DLC folder, than adding the names of the XML files into the Civ5Pkg document... I mean all seen here. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=233428613

Yet for some reason some of your mods work and some of them don't. You know your mods, they don't... you should be able to identify why some of your mods don't work using this trick, or at least have a much higher chance as to why.
BlouBlou  [author] 7 Sep, 2015 @ 2:01pm 
@Fury of the Tempest

Thats a question you should ask where you found the trick/hack to play mods in multiplayer :)

Since the game doesnt support mod in multiplayer, there isnt anything different in these mod that can be done for this.
Fury of the Tempest 6 Sep, 2015 @ 11:23am 
So... I've recently taken a liking to these mods, but the majority of my playstlye is through multiplayer and Civ 5 doesn't support multiplayer mods. Now, through a steam community guide that tricks the game into thinking the Mods is DLC, by synching the mods up with my friends, I can play modded multiplayer.

Except, not quite.

You see, for some reason, not all of the mods work. All of the Scout/Explorer Mods, as well as the expanded promotions works. So does the Polder and Tipi, but a lot of them don't. The Building Upgrade System, Chatue, Brazilwood Camp, Kasbash amongst others don't appear in the multiplayer, despite having double checked everything but the guide to make sure in lines up....

Any idea why some mods work and some don't?
Techpriest Enginseer 11 Aug, 2015 @ 5:16pm 
If you believe, that would be best, so be it.
BlouBlou  [author] 11 Aug, 2015 @ 1:32pm 
@Techpriest Enginseer

(2/2)

After that, you put a dependency on the original modders's mod and the patch you talk about. That way you wont steal any of his work and you wont hurt the modder userbase by stealing his users too. Also, its a much more efficient approach since everytime i update these mods, your users will automaticly have the latest version instead of being stuck with the obsolete copy.

Making an alterated copy of the mod and rendering it incompatible with the original one isnt the way to go and thats not something i would agree on and will not give my permission.

Therefore i would prefer that you make your own mod and put dependencies on these ones like i explained earlier. You could also link this mod in your Mod page to make life easier for your users.

Hope you respect those criteria if you decide to go forward and distribute your mod.

Regards.
BlouBlou  [author] 11 Aug, 2015 @ 1:32pm 
@Techpriest Enginseer

(1/2)

Hi techpriest,

Thx for taking the time to contact me before integrating theses mod's code into another one.

In my opinion, when you make a compatibility patch beetween two 3rd party mods, that is not the desired approach.

It would be much more respectful for originals modders if, rather than stripping the original mods from his code, you make your own mod containing only code that alter the existing objects and database entries of the original mods.

(Something like <Update>BUILDING_CLASS_UPGRADE_X etc..)
Techpriest Enginseer 11 Aug, 2015 @ 12:50pm 
BlouBlou, I would like to ask your permission in obtaining your building upgrade system and improvement expansion mods and modifying them for the purpose of being compatible and balanced with the Community Balance Patch. I would also like permission to distribute them provided that I give you credits and references. I would also mention that I would claim no ownership among your mods when doing distributing so.
BlouBlou  [author] 2 Aug, 2015 @ 9:02am 
@mello

this is a classic cache issue, follow the step written in the troubleshooting section of the individual mod description, its easily fixed.

Regards
toe_scruncher26 2 Aug, 2015 @ 9:00am 
I did but these 2 (and the brazillian camp one) don't show up on the list after subscribing. I tried multiple times
I do have BNW on my alt acc
BlouBlou  [author] 2 Aug, 2015 @ 8:13am 
@Mello

Why dont you download em here?
toe_scruncher26 2 Aug, 2015 @ 5:14am 
Hi, do you have your mods uploaded anywhere else? ; - ; And if not, would you mind uploading 2 of them (Units - Airship and Land Ironclad and Religion - Improved Customization) on dropbox? I would appreciate it A LOT; - ;
Lamppost McDank 22 Jun, 2015 @ 11:41am 
Thanks, was having trouble locating my old mods, and this contained 90% of them XD
Shemra 5 Jun, 2015 @ 5:17am 
Hi @BlouBlou
Can you add a mirror download for you mod, I got some problems with my steam and my mac using friend has been complaining since he saw this mod.
You'd really help us. :)
BlouBlou  [author] 12 Apr, 2015 @ 8:04pm 
@The last Gunslinger

Starting any modded games with any mods in the workshop prevent you from doing acheivements.
The Last Gunslinger 12 Apr, 2015 @ 3:36am 
Does using these Mods disable achievements?
GrumpyOldMan 11 Apr, 2015 @ 4:44pm 
never mind i have to make it build i don't know how many times but it works
GrumpyOldMan 11 Apr, 2015 @ 4:43pm 
i think i'm with a bug. I can't build mine for iron. the worker starts to build it and then it stops
Da Morg 20 Mar, 2015 @ 6:40pm 
hey man, love your mods, espiecally the industrial and medieval mods. really makes the game better
Cokai 24 Jan, 2015 @ 3:34am 
Hi BlouBlou and thx for all the gread mods. I wrote a comment at to your Barbarian XP mod and then i realized there are so many more good mods of yours. So i deleted that comment :D
to say it here, because it concerns all of your mods.
MY QUESTION:
I cant find a direct download link for these mods. Would you be so kind and add one please ?
I use Linux and Workshop doesnt work on Linux yet, but i can add mods by downloading and copy them into MODS folder.
Thank you.
SodaPortal 20 Jan, 2015 @ 4:42pm 
Are any of your mods multiplayer? If yes, then how would I set it up for multiplayer.
BlouBlou  [author] 13 Jan, 2015 @ 9:13am 
@千九百九十五侍

im glad you feel that way :)

in that case it was easy since what you wanted was already in the mod !

Have a good day!
Tsuruking 12 Jan, 2015 @ 4:59am 
@BlouBlou

I thought I always read descriptions before I download but I must be got too excited that I forgot that time :D But thanks! I must also praise that you reply quickly and you are so helpful! You listen what we ask or want and you try talk to make it better for both of us!
BlouBlou  [author] 11 Jan, 2015 @ 3:59pm 
@千九百九十五侍

Hi, thx for your comment :)

In fact, read all mod description about these mod for chateau , moai etc, they already also give some thing unique to the civ that used to have this unique ability.

All those mod has 2 effect.

1) making the unique improvment available for all
2) giving the civ that previously owned it, some thing unique.

For exemple, for the Moai mod, Polynesia gets the unique building : Marae.

Regards.
Tsuruking 11 Jan, 2015 @ 2:44pm 
I use most of your mods and they are yet simple yet so great that they make game experience so much better! I have question/request: your mods that give any civs ability to build improvements such as moai, chateau. Shouldn't those civs who lost this their unique improvement have something new unique?
BlouBlou  [author] 4 Jan, 2015 @ 10:11am 
@Mad Max

Thank you very much for your positive comment, its appreciated =)

Im glad you like these mods!
Mad Max 2 Jan, 2015 @ 11:16am 
U are simply great!!!!! Thanks for all the good works, u make this game so much better Fireaxis should call you for suggestions....
FootSoldier12 11 Nov, 2014 @ 2:06am 
Is there any way to directly download any of these utilities? I got the motte and bailey one to download to my mac and I really enjoy using that in any situation, but that is the only one that I have gotten even though I have subscribed to multiple ones on multiple occassions. I really think that these would enhance the gameplay and would love if there was a way to do that! Keep up the good work!
Velvet 4 Nov, 2014 @ 2:48pm 
@Silverfishv9 There's an enhanced Japan mod out there. I don't remember exactly what it does because I've used it for some time, but I do know it replaces the Zero and I think it buffs other things as well.
Silverfishv9 29 Oct, 2014 @ 4:05pm 
Investigating the files says I'm crazy apparently.
BlouBlou  [author] 29 Oct, 2014 @ 3:54pm 
@Silverfishv9

Il do the mod if it has a unique model, i will investigate right now :)
Silverfishv9 29 Oct, 2014 @ 3:48pm 
That's okay. Yet for some reason when I launched the scenario and built some, I noticed it was using regular fort graphics, but I swear that it used to use a unique model... And maybe it would boost the culture of nearby sea tiles? that'd synergyze with japan, but still be usable for other civs.
BlouBlou  [author] 29 Oct, 2014 @ 3:26pm 
@silverfishv9

If i make the wajo, i will have to be consistent for other improvements mod i made (see collection) and not reserve it for Japann.

But its a good idea, i might just release this mod, i still dont know what kind of bonus that additional fortification could give in normal games, Fortress give 50% defense, and Motte and bailey fort mod i made give 25% defense and Damage nearby unit for 10%.
Silverfishv9 29 Oct, 2014 @ 2:54pm 
Wait no, in the scenario workers CAN build it >~<. But then again the zero sucks, so some people might prefer the Wajo.
Silverfishv9 29 Oct, 2014 @ 2:40pm 
So could you maybe make a mod to use the unique coastal fortress thing japan gets in that scenario? Maybe like in the scenario it could only be built by Samurai? Japan is already kinda underwhelming, and if it's tied to one of their UUs then I don't think it would qualify as a third unique.
BlouBlou  [author] 29 Oct, 2014 @ 2:36pm 
@Cyrus[pl]

Thx for your comment Cyprus, glad you enjoy :)
BlouBlou  [author] 29 Oct, 2014 @ 2:36pm 
@jpinard

Fireaxis didnt implement Multiplayer Mod for civ 5, so its currently not possible as long as far know.
BlouBlou  [author] 29 Oct, 2014 @ 2:35pm 
@Silverfishv9

Yes i have all the game content
jpinard 28 Oct, 2014 @ 2:47pm 
Bloublou is there any way to play mp over the Internet with your mods? I hate the game minus your stuff.
Silverfishv9 27 Oct, 2014 @ 8:00pm 
Hey, do you have the Korea DLC?
BlouBlou  [author] 18 Oct, 2014 @ 2:03pm 
@airraverstaz

2 very active and experienced modders are already releasing new civs into the game, they have a lot of material and its very high quality. I dont plan of adding some myself since it can only lead to redundancy, i suggest using their mods! =)
airraverstaz 18 Oct, 2014 @ 12:07am 
So, are there any plans to bring any nations in from other scenerios? I'd personally like to see some of the barbarian nations from 'The Fall of Rome' scenerio myself.