Sid Meier's Civilization VI

Sid Meier's Civilization VI

Unique Improvements in Forests
sdp0et 12 Dec, 2019 @ 6:11pm
Alcazar and Monastery not found in table Improvements
I had a follow up to my comments that was too long to add as a comment,:
original comment for reference:
Originally posted by sdp0et:
I'm having an issue with this and the rainforest version:
[4240799.059] [Gameplay] ERROR: Invalid Reference on Improvement_ValidFeatures.ImprovementType - "IMPROVEMENT_ALCAZAR" does not exist in Improvements
[4240799.059] [Gameplay] ERROR: Invalid Reference on Improvement_ValidFeatures.ImprovementType - "IMPROVEMENT_MONASTERY" does not exist in Improvements

Only two other mods reference these improvements. Both work without these. One modifies the yeilds and the other only references them while inserting into a mod validation table.
They both work with these disabled and disabling them does not allow these to work, so I'm fairly sure they're not doing anything that would remove the improvements from the game.

Since the one mod is ablle to modify the yields, I changed the load order of your mods to be higher than that one thinking they would have to be in the table if that one didn't generate an error, but it didn't make a difference.

Any suggestions on further troubleshooting?



I tried again setting one to loadorder 30 and the other to 2000 in case something in between was changing something.

In Modding.log these two mods show up in a section again after being processed:
...after finishing Target Mods [4242910.028] Successfully reconfigured game. [4242910.028] Discovering new mods... [4242912.317] Mod timestamps do not match. Will reload the mod. [4242912.353] Loading Mod - D:/SteamLibrary/steamapps/workshop/content/289070/1900849019/forest_unique_improvements.modinfo [4242912.353] Empty properties are not supported. Skipping. [4242912.370] Mod timestamps do not match. Will reload the mod. [4242912.373] Loading Mod - D:/SteamLibrary/steamapps/workshop/content/289070/1905624293/rainforest_unique_improvements.modinfo [4242912.374] Empty properties are not supported. Skipping. [4242913.272] Finished Discovery. [4242913.272] Discovery Summary: [4242913.272] Deleted 2 mods. [4242913.272] Discovered 2 mods. [4242913.272] New/Reloaded Mods: [4242915.396] a5247ed8-89ef-48a9-b249-efe8b7fe8270 (Unique Improvements in Forests) [4242915.923] 5cf58173-c81d-478a-9845-1b717200751f (Unique Improvements in Rainforests) [4242916.415] Discovering Mods took - 6387ms. [4242917.390] Verifying enabled mods can coexist. [4242918.758] Verifying enabled mods can coexist. [4242920.678] Configuring game content [4242920.678] Enabled Mods (in no particular order): ...and both are listed as enabled again before continuing to the other loading steps (icons, etc)

With at least one other mod (MC Castles) able to update alcazar without error it seems like it does exist in Improvements, so I can't see why it's not found for these two when validating references
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Showing 1-7 of 7 comments
Luke ✞ Jesus Saves ✞  [developer] 12 Dec, 2019 @ 9:53pm 
Hi can you link me the 2 other mods?
Luke ✞ Jesus Saves ✞  [developer] 12 Dec, 2019 @ 11:24pm 
I believe it's another mod that interferes. I have all 3 mods as you stated enabled, and no error in my Log. In game, I can also build Fort at Castle + in Forests. Also, there are new City States (and bonus) added by CIVITAS' mod too. Or, you can try unsubscribe all 3 mods and subscribe again, to make sure you have the latest versions?
Last edited by Luke ✞ Jesus Saves ✞; 12 Dec, 2019 @ 11:24pm
sdp0et 13 Dec, 2019 @ 11:08am 
I'm already pretty certain that they are not causing the issue. I mentioned them because they are the only other two that insert references to Alcazar and netither of them have issue. So it seemed like the problem wasn't actually that the improvements are missing, but something else is just making the reference break when everything is verified. It just seemed odd that they could find it in the table but Unique Improvements could not. No other mod deletes it, and they still fail when set to the same load order as the one that updates Alcazar
Last edited by sdp0et; 13 Dec, 2019 @ 11:09am
Luke ✞ Jesus Saves ✞  [developer] 13 Dec, 2019 @ 11:23am 
If you are using Notepad++, try Search in files (Ctrl Shift F) your mod folder (steamapps\workshop\content\289070) for all .sql and .xml files.

For sql files, try searching: DELETE FROM Improvements
For xml, I don't know what the keyword should be, I never use XML to modify databases, but probably <Remove> or <Delete> tag.
Luke ✞ Jesus Saves ✞  [developer] 13 Dec, 2019 @ 11:24am 
Also, probably not the problem but INSERT OR REPLACE may also cause it because technically it delete and insert again.
sdp0et 18 Dec, 2019 @ 3:18pm 
I was searching for the building ifs to find all references to the buildings to catch any modification and there weren't any deletes, inserts or replaces, and only one that modified indirectly (by inserting into other tables that used the building id as a key for changing yield output)
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