Sid Meier's Civilization VI

Sid Meier's Civilization VI

Enhanced Mod Manager
 This topic has been pinned, so it's probably important
FinalFreak16  [developer] Feb 27, 2019 @ 11:42am
Feedback, Issues & Feature Requests
Please post feedback, suspected bugs, issues and feature requests here for easier discussion.

I am active in the GMT timezone, usually evenings and weekends and will try to get back to you when I can during these times. Thanks!
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Showing 1-15 of 95 comments
Moyocoya Feb 27, 2019 @ 8:03pm 
I really don't know what kind of additional informations I can provide :-(
I have uploaded a game in the cloud room under the name "EMM test - do not use", in order for you to see my mods list. Dunno how this could help since I don't see how your mod could conflict with another one.
beezany Mar 1, 2019 @ 1:13am 
Could you please hook up the escape key to the back button? It's one of the few good things about the standard mod screen that this mod is missing. Otherwise, thank you, this is a great mod.
FinalFreak16  [developer] Mar 2, 2019 @ 6:19am 
@bszonye, Sure not a problem, I'll include that in the next update I'm working on.
beezany Mar 2, 2019 @ 10:50pm 
Thanks! I see that the escape key also works to go from a selected mod back to the list, which is helpful, although there's a small bug. If you hit escape on a disabled mod, everything works ok, but if you hit escape on an enabled mod, the list underneath just disappears.
FinalFreak16  [developer] Mar 3, 2019 @ 2:48am 
@bszonye That'll teach me to do more thorough testing! That should be fixed now.
beezany Mar 3, 2019 @ 2:53am 
Awesome, thanks!
infixo Mar 21, 2019 @ 5:18am 
Reporting an issue. I have a mod "Real Era Stop" that has AffectsSavedGames=1. It is displayed in the mod list when Gameplay and Cosmetic are both checked. However, it is NOT displayed when only Gameplay is checked. I also checked out of curiosity if Cosmetic works, but no.
infixo Mar 21, 2019 @ 5:26am 
elseif(showAffectsSavesContent == true and showNotAffectsSavesContent == false) then
if(affectsSavedGames == nil or tonumber(affectsSavedGames) == 1) then
table.insert(mods, v);
end
elseif(showAffectsSavesContent == false and showNotAffectsSavesContent == true) then
if(affectsSavedGames ~= nil and tonumber(affectsSavedGames) == 0) then
table.insert(mods, v);
end
end
FinalFreak16  [developer] Mar 21, 2019 @ 11:53am 
Thanks infixo.

Yeah looks like I was only taking into account the mods that were not specifying that they affect save games (because it defaults to yes). I've added in the if == 1 (and if == 'Yes', in case someone is being silly) to catch these.

Update has been uploaded.
infixo Mar 21, 2019 @ 12:54pm 
Thanks for a quick update!
beezany Apr 2, 2019 @ 3:58pm 
The new update now includes World Builder maps in the mod list, with their own special icon. While the Enhanced Mod Manager does show the map mods in its lists, they have the "Community Created Content" icon instead of the special "World Builder" icon.
FinalFreak16  [developer] Apr 3, 2019 @ 1:30am 
Thanks for letting me know. Shouldn't be too hard to fix that.
FinalFreak16  [developer] Apr 5, 2019 @ 4:15pm 
New custom map icons now appear in the list as expected! Since Firaxis are pushing it more I've decided to enable the World Builder button by default as well.
Bazil Jun 26, 2019 @ 2:42am 
I have a suggestion: collections. The idea would be to internally group several mods in use as a collection. The collection is simply a way to mass manage mods.

As an example, I could click on a collection, and either load-append to active mods, or load it as standalone, and only the mods on the collection would be active.

That way, I could have something like:
> collection for vanilla play
> collection for modded play with focus on war
> collection for modded play, but only with tile changes

In essence, it'd be to replicate the workshop in a way, but inside the game's mod manager, with actual mod load/unload.
Moyocoya Jun 26, 2019 @ 3:11am 
It already exists. Look at the top of the enhanced mod manager window.
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