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 Post subject: --Personal Mod Collection-- (50 Mods / Optimal)
PostPosted: Sat Mar 12, 2016 7:34 pm 
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WARNING: Using a mod may void eligibility for customer support from the game publisher
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Personal Mod Collection

Version 3.0

Updated From: Optimal Mods Collection

For Tropico 5


This is a collection of 50 Mods. They have been selected based on natural playability and much needed game improvement. I do not claim any mods and only the selecting of them thereof.
The List of Mods:

-Zoom Mod (Allows Further Zooming In and Out)
-Paper Mill (Adds Paper Mill Construction)
-All Buildings (Removes Construction Building Limits)
-Amendment Fix (Much Needed Amendment Fix, GAME PATCH)
-Bigger Boats Edict (Adds Ability to upgrade Ship size x3 for $10,000)
-Bigger Hotels (Increased Hotel Sizes)
-Big Huge Deposits Edict (Increase all Resources on island to 2,000,000 units for $100,000)
-Custom Dynasty Names (Ability to Edit Dynasty First Names)
-Dictatorship Unleased (Adds better Dictator Options; Banish, Kill, Ect.)
-Drug Trading (Allows Trading and adds types of Drugs)
-Electrify All (Single Click Electrify All Residential Buildings)
-El Palazzo Upgrade (Adds Palace Upgrades for Tourism)
-HydroGrade (Adds Upgrades for Hydrotherapy)
-Job Training (Adds on the Job Training to allow Job Creation out of Education)
-Cosmetics Production (Adds the Cosmetics Industry)
-Fishing Wharf Upgrades (Adds Upgrades to the Wharf)
-Lumber Camp Upgrades (Adds Upgrades to Lumber)
-Mines Upgrades (Adds Upgrades to Mines)
-Phytotherapy Industry (Adds new Industry)
-Printing Work Industry (Adds new Industry)
-Tropican Art (Adds Upgrade Abilities for Museum)
-Logging Tweak (Takes longer before Tree Removal)
-Coffee House (Adds Coffee House)
-Coffee Shop (Adds Coffee Shop)
-Coffee Mill (Adds Coffee Mill)
-Cosmetic Pin (Adds a Space Needle Tourism Building)
-Newspaper Upgrades (Newspapers Affect Factions)
-Pollution Additions (Adds Pollution Removal Upgrades)
-Pollution and Beauty Effects (Pollution affects Beauty)
-Modernized Religion (Adds Upgrades Religious Buildings)
-More Power (Increases the starting Power Plant Output)
-Other B-Gone (Displays stored resources in buildings)
-Palace Mover (Allows you to move the Palace/It will destroy your palace and build a new one instantly)
-Plantation and Hydroponic Upgrades (Adds Upgrades)
-Real Estate Agent (Homeless select housing better, Options for Housing)
-Rebellion (Rebels attack Military Buildings First)
-Road Cheat (Hold CTRL to place a road through a road, thus creating intersections)
-Road Rage (Cars move closer and faster)
-Sea Rage (Boats move closer and faster)
-Smart Auto Destroy (Exports all Resources, and Removes workers before destroying Logging Camp)
-Tourists Dock Here (Adds ability to customize Tourists Docking Points)
-Zero Fog (Eliminates the Fog of War, no Need to explore your island)
-Tropico 5 Upgrades (PAPI MOD: Adds tons of Upgrades to various Tropico 5 Buildings)
-Schools (Increase the Vicinity in which Tropicans go to school)
-Beans, Rice, Tomatoes (Adds new Resources for Trade)
-Cap Crusher (Removes Limit on Tropicans and Tourists)
-Privatization (Adds Ability to add an Independent Building, Separate from the Government. No Profit, Only Taxes will be made)
-Shopping Mall (Adds a Shopping Center)

This is a Standalone .zip file, therefore you can unzip this file directly into your Tropico 5 game directory and enjoy it instantly.

NOTE: This is a collection of Tropico 5 Mods. They have been properly configured and modified to work with each other.

Instructions:
[color=#FF0000]NO NEED TO INSTALL MOD LOADER, IT IS INCLUDED

2.Download this mod.
http://www26.zippyshare.com/v/wqtJWuEp/file.html

3.Unzip to your Tropico 5\ folder. Keep the directory structure!
-NOTE: If you have already installed mods, either A: Merge Folders/Files (Keeps Existing Mods) or B: Replace Folders/Files (Keeps only the Optimal Mod)

EXTRA: CUSTOM MAP

Lil' Retreat - The $1,000,000 Challenge

For Tropico 5 Made by Brandon Yaeger (NuclearNinjaXXX)


Image


Instructions:
1. Download This .zip File
http://www25.zippyshare.com/v/zmvV60Jn/file.html

2. Extract Files to C:\Users\{YOUR USER NAME}\AppData\Roaming\Tropico 5\Challenges


Last edited by nuclear_ninja_xxx on Sun Aug 28, 2016 8:10 pm, edited 8 times in total.

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 Post subject: Re: --Optimal Mod Collection-- (50 Mods Made Easy)
PostPosted: Thu Mar 17, 2016 8:17 am 
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Hello, may I just ask? Can I know what some of these mods do? Some of them, well, I have no clue what modification it does. Thanks.


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Thu Mar 17, 2016 8:29 am 
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Great Idea! I kinda did this on a Whim/Friend Request because he loved my mod setup. The Original Post has been updated to Version 2.0 and details have been added.

EDIT: Also I added one of my most played Custom Maps. Enjoy!


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Fri Mar 18, 2016 6:00 am 
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Sweet Jesus (No offense), Thank You!


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Fri Mar 18, 2016 7:38 am 
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Improvement mods are subject to individual needs not what someone else dictates as optimal, creating this thread was a little pointless as each mod has its own detailed thread whereas you've given basic info on each.

The custom map may be decent however theres little information on it, are we expected to just download and find out its details ourselves? size? resources? what the challenge entails? (since it clearly states 'the $1,000,000 challenge').

No offense for the effort but creating unnecessary threads or posting inadequate information on content will likely result in it not being used.


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Fri Mar 18, 2016 2:21 pm 
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As stated, this collection of mods was built on a whim. A good friend of mine asked for a simple unzip file containing the mods I used. He specifically liked my setup because they didn't affect main-core gameplay by too much or add poorly created resources. How long did it take you to go though every thread? A while right! I'm sharing my mod setup and hopefully somebody who is new to the modding community will enjoy it as much as I do.

Also, not every mod included in my collection is included in this forum. I've rummaged through tons of websites. (EX: Privatization Mod).

This isn't a pointless thread and has already helped other based on the fact my file has received 48 downloads already.

The map was created in-game using the editor. It is a simple mission in which you lead El Presidente on a tourist journey. You are given a nice extremely small and cozy island from The King. If you can rise to power, complete the 4 eras and make $1,000,000 you when the mission. You have Coal, Gold, Iron, Fish, Oil, Sea Oil, Trees, Good mixture of Soil, and an Ancient Ruins secluded on a smaller island (Connected via Roadway).

I've played it a ton and have tons of fun. Hopefully you do to.


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Fri Mar 18, 2016 10:19 pm 
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48 downloads and how many comments of praise or thanks?

The downloads are most probably to find out more info than you gave, it doesn't necessarily prove the content is being used... one of those downloads are mine because i wanted more info on the privatization mod (config file came in handy for that, never left downloads folder) and the custom map (which i haven't used either or even moved from the downloads folder because map editor came in handy for that).

I think i've proven my point.


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Sat Mar 19, 2016 5:12 am 
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Well, he just have to rename the post from "Optimal Collection" to "Personnal collection", or something like this.
This way, he's just giving his opinion...

(BTW the map is waaay too small, but really nice)



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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Sat Mar 19, 2016 9:59 pm 
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I feel like this would be better suited for the discussion forum vs the mod release forum since it's a collection of preferred mods. I don't want to see the Mod Release forum cluttered with "here is my mod setup" type threads.

I would also discourage bundling them up as an all in one download. Bundling in such a way can cause issues with users who are upgrading mods to newer versions or cause users to inadvertently downgrade when the bundle overwrites an existing file that is newer. I would much rather see something like:

Here is my mod setup!:
  • Mod A: <Link to the mod thread>
  • Mod B: <Link to the mod thread>
  • Mod C: <Link to the mod thread>
  • Configuration Files: <Link to download bundled config files>

About the pack itself:
  • Electrify: Why use this obsolete mod instead of Mass Upgrade?
  • Shopping Mall: I see that the building icon .tga file is packed with your download but I don't see a file containing the building template. This mod was pulled by the author because it unlocked a DLC asset (the Offshore Office). A later patch removed the asset from the base game so the building's meshes are only available to those who purchase and download Waterborne. The building mesh won't work for those who don't have the Waterborne expansion.
  • Other-B-Gone is not current
  • Resource Manager: It's absence makes this non-optimal =]


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Fri Mar 25, 2016 6:05 pm 
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hi

This look great, thanks for sharing :)

Im completly new to moddding Tropico 5 and I tried to get this to work.
I extracted the zip right into Tropico 5 folder (\Steam\steamapps\common\Tropico 5), so it look like this (\Steam\steamapps\common\Tropico 5\Optimal) but it did not work.
After reading the instructions over and over I dont understand what I have done wrong. The instruction have only point 2 and 3, is something missing?
Thanks for any help.

Another thing, will this pack work with Building Tweaks from DarthPresidente?


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Fri Mar 25, 2016 6:16 pm 
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xxx78 wrote:
hi

This look great, thanks for sharing :)

Im completly new to moddding Tropico 5 and I tried to get this to work.
I extracted the zip right into Tropico 5 folder (\Steam\steamapps\common\Tropico 5), so it look like this (\Steam\steamapps\common\Tropico 5\Optimal) but it did not work.
After reading the instructions over and over I dont understand what I have done wrong. The instruction have only point 2 and 3, is something missing?
Thanks for any help.

Another thing, will this pack work with Building Tweaks from DarthPresidente?


Take the 3 folders from the 'optimal' folder so it looks like this:
\Steam\steamapps\common\Tropico 5\CommonLua
\Steam\steamapps\common\Tropico 5\Mods
\Steam\steamapps\common\Tropico 5\UI

Also, BTweaks is already used within the file structure so that would be a yes.

Hope it helps


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Fri Mar 25, 2016 6:32 pm 
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pheonixx wrote:

Take the 3 folders from the 'optimal' folder so it looks like this:
\Steam\steamapps\common\Tropico 5\CommonLua
\Steam\steamapps\common\Tropico 5\Mods
\Steam\steamapps\common\Tropico 5\UI

Also, BTweaks is already used within the file structure so that would be a yes.

Hope it helps


Thanks for quick reply

Yeah, thanks, that fixed it :)


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Fri Mar 25, 2016 6:36 pm 
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youre welcome, glad its now working for you :)


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Fri Mar 25, 2016 7:26 pm 
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I have been looking through the included features but Im not sure what mods they come from so I have a new question.
I found another mod, Resource manager from DarthPresidente, it is not included right, if not, will it work with this pack?
I see the file OtherBGone.lua is both in this pack and the resource manager pack, so what file do I use?
Thanks again :)


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Fri Mar 25, 2016 7:51 pm 
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xxx78 wrote:
I have been looking through the included features but Im not sure what mods they come from so I have a new question.
I found another mod, Resource manager from DarthPresidente, it is not included right, if not, will it work with this pack?
I see the file OtherBGone.lua is both in this pack and the resource manager pack, so what file do I use?
Thanks again :)


its not included but resource manager will help optimize the mods better than without it and the other-b-gone thats in both packs are outdated as far as im aware, a newer version is available here


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Fri Mar 25, 2016 8:34 pm 
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pheonixx wrote:
xxx78 wrote:
I have been looking through the included features but Im not sure what mods they come from so I have a new question.
I found another mod, Resource manager from DarthPresidente, it is not included right, if not, will it work with this pack?
I see the file OtherBGone.lua is both in this pack and the resource manager pack, so what file do I use?
Thanks again :)


its not included but resource manager will help optimize the mods better than without it and the other-b-gone thats in both packs are outdated as far as im aware, a newer version is available here


Thanks again, I install resource manger then :)


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Fri Mar 25, 2016 8:44 pm 
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i sent you a PM with links to other mods mentioned by DarthPresidente earlier in the thread


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Sat Mar 26, 2016 8:47 pm 
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Hi again

Some questions.

Is the description right?
-Pollution Additions (Adds Pollution Removal Upgrades) ?? - In the description it says that it adds pollution removal upgrade but in the mod page I found that seem to related to this add more buidling that create pollution, and not any removal of pollution. The thread is here: the-incinerator-and-2-mods-t227.html.
It have a part "Optional Mod 2: More Buildings Add Pollution". The files is named "Majestic_PollutionAdditions.zip [1.18 KiB]". It have to be this right?

What is this, and where can I find original mod?
-Privatization (Adds Ability to add an Independent Building, Separate from the Government. No Profit, Only Taxes will be made)

I want to remove following mods (files) and I wonder if it is ok to just remove the files?
RoadRage.lua (dont like the effects and Im not sure how well it works with resource manager)
SeaRage.lua (not sure how well it works with resource manager)
Config - RoadandSeaRage.lua (same as above)
Majestic_PollutionAdditions.lua ( I hate pollution and I think this just will become annoying)
Electrify.lua (Install mass upgrade instead)

I want to use following mods and wonder if it will work well with the mods in the collection, and if they work out of the box?
Resource Manager 3.1 - resource-manager-3-1-updated-feb-28-2016-t52.html
Magic Forest - magic-forest-t24.html
Edicts mod v1.02 - edicts-mod-v1-02-15-nov-14-t75.html
The Incinerator - the-incinerator-and-2-mods-t227.html
New Factory : Packing Factory V1.00 - packing-factory-v1-00-t223.html

Thanks for any help :)


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Sun Mar 27, 2016 5:33 am 
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Quote:
Is the description right?
-Pollution Additions (Adds Pollution Removal Upgrades) ?? - In the description it says that it adds pollution removal upgrade but in the mod page I found that seem to related to this add more buidling that create pollution, and not any removal of pollution. The thread is here: the-incinerator-and-2-mods-t227.html.
It have a part "Optional Mod 2: More Buildings Add Pollution". The files is named "Majestic_PollutionAdditions.zip [1.18 KiB]". It have to be this right?


Not sure about this sorry

Quote:
What is this, and where can I find original mod?
-Privatization (Adds Ability to add an Independent Building, Separate from the Government. No Profit, Only Taxes will be made)


basically, this mod allows you to place certain buildings under the control of the AI.


Quote:
I want to remove following mods (files) and I wonder if it is ok to just remove the files?
RoadRage.lua (dont like the effects and Im not sure how well it works with resource manager)
SeaRage.lua (not sure how well it works with resource manager)
Config - RoadandSeaRage.lua (same as above)
Majestic_PollutionAdditions.lua ( I hate pollution and I think this just will become annoying)
Electrify.lua (Install mass upgrade instead)


Simply, deleting the mod file and config (if it has one) will uninstall the mod, any savegames with those mods installed will probably no longer work though

Quote:
I want to use following mods and wonder if it will work well with the mods in the collection, and if they work out of the box?
Resource Manager 3.1 - resource-manager-3-1-updated-feb-28-2016-t52.html
Magic Forest - magic-forest-t24.html
Edicts mod v1.02 - edicts-mod-v1-02-15-nov-14-t75.html
The Incinerator - the-incinerator-and-2-mods-t227.html
New Factory : Packing Factory V1.00 - packing-factory-v1-00-t223.html


Unless theres a conflict between a mod that we havent realised they should all work together providing you have all required files updated


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Sun Mar 27, 2016 2:25 pm 
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pheonixx wrote:
basically, this mod allows you to place certain buildings under the control of the AI.

What is the benefit of doing this, why should I use it, and is there a original mod somewhere?

Maybe it is this mod: [MOD] Privatization and Capitalism ALPHA v.01(New Function + Building) (http://forum.kalypsomedia.com/showthread.php?tid=24502)?

About the rest, it seem simple and easy so I will try it out then , thanks :)


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Sun Mar 27, 2016 4:17 pm 
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xxx78 wrote:
pheonixx wrote:
basically, this mod allows you to place certain buildings under the control of the AI.

What is the benefit of doing this, why should I use it, and is there a original mod somewhere?

Maybe it is this mod: [MOD] Privatization and Capitalism ALPHA v.01(New Function + Building) (http://forum.kalypsomedia.com/showthread.php?tid=24502)?

About the rest, it seem simple and easy so I will try it out then , thanks :)


That mod you posted seems to be the correct one since it includes the shopping mall building, which if i remember correctly installed to my game when i tried the privatization mod out myself.

As to what the benefits are, i take a quote from the author of the mod:

Quote:
private buildings sustain themselves, and cost no upkeep fees to the government. However, they only pay you taxes; the revenue counter in a private building represents tax money that the government makes, not the actual building's profits. Therefore, they directly make you LESS money, but will ALWAYS make you a profit.

Private buildings also have increased effectiveness and wealth requirements (in service buildings), but keep in mind this will rarely change anymore, as you cannot change budget on private buildings. Having a large private sector leads to good relations with the US and the Capitalists, while hurting your standing the the Communists and the USSR. Lastly, having a private sector leads to good liberty.


Hope this helps


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Mon Mar 28, 2016 5:43 am 
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About Other B-Gone: It is suggested in this thread to use the latest version. In the latest version there is a translation file that is not present in the mod collection. So I wonder if I should install this file (OtherBeGone - English.lua) or leave it out?
Thanks for any help :)


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Mon Mar 28, 2016 6:43 am 
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xxx78 wrote:
About Other B-Gone: It is suggested in this thread to use the latest version. In the latest version there is a translation file that is not present in the mod collection. So I wonder if I should install this file (OtherBeGone - English.lua) or leave it out?
Thanks for any help :)


not sure about this, best i can advise is to install the translation file as well just in case


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Mon Mar 28, 2016 6:08 pm 
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xxx78 wrote:
About Other B-Gone: It is suggested in this thread to use the latest version. In the latest version there is a translation file that is not present in the mod collection. So I wonder if I should install this file (OtherBeGone - English.lua) or leave it out?
Thanks for any help :)
Translation files are optional. If you not plan to edit them to customize the text output of a mod then you are fine leaving them out.


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Mon Mar 28, 2016 7:24 pm 
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DarthPresidente wrote:
xxx78 wrote:
About Other B-Gone: It is suggested in this thread to use the latest version. In the latest version there is a translation file that is not present in the mod collection. So I wonder if I should install this file (OtherBeGone - English.lua) or leave it out?
Thanks for any help :)
Translation files are optional. If you not plan to edit them to customize the text output of a mod then you are fine leaving them out.


Thanks :)


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Mon Mar 28, 2016 7:50 pm 
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Some feedback to the Optimal Mod Collection:

I cant get this files to work, the only thing I replaced in the collection was the OtherBGone files to a never version. The upgrades is not visible in the buildings. I started in modern age, and tried issue all the edicts, nothing changed.
Kaenis_FishingWharfUpgrades.lua
Kaenis_LumberCampUpgrades.lua
Kaenis_MinesUpgrades.lua

But if replace the files in the collection with files from the original mod, everything seem to work, the upgrades is visible in the buildings. I checked the files in DiffMerge and the files in this collection is different than the original files, but I'm a noob so I dont understand what the changes mean.
Was there added some new requirements for the files in the pack?
Any thoughts?

Here is the difference in lumbercamp upgrades file:
Original:
Spoiler:
local loadfail, mdata, mcfg, ModT = ModRegister(Kaenis_LoggingCampUpgrade)
"Cost", mcfg.SharpenedAxes_Price,
"StartingEra", mcfg.SharpenedAxes_Era
"Value", mcfg.SharpenedAxes_Workers
"Value", MulDivRound(mcfg.SharpenedAxes_Workers,625,100)
"Value", MulDivRound(mcfg.SharpenedAxes_Workers,625,100)
"Value", mcfg.SharpenedAxes_Effectiveness
"Cost", mcfg.HandCream_Price,
"StartingEra", mcfg.HandCream_Era
"Value", mcfg.HandCream_Quality
"Value", mcfg.HandCream_BudgetIncrease
"Value", mcfg.HandCream_BudgetIncrease
"Cost", mcfg.OrganizedCutting_Price,
"StartingEra", mcfg.OrganizedCutting_Era
"Value", mcfg.OrganizedCutting_Workers
"Value", MulDivRound(mcfg.OrganizedCutting_Workers,125,10)
"Value", MulDivRound(mcfg.OrganizedCutting_Workers,125,10)
"Value", mcfg.OrganizedCutting_Effectiveness


Modified file in this collection
Spoiler:
local loadfail, mdata, mcfg, ModT = ModRegister(skyty_LoggingCampUpgrade)
"Cost", SharpenedAxes_Price,
"StartingEra", SharpenedAxes_Era
"Value", SharpenedAxes_Workers
"Value", SharpenedAxes_Workers * 6,25
"Value", SharpenedAxes_Workers * 6,25
"Value", SharpenedAxes_Effectiveness
"Cost", HandCream_Price,
"StartingEra", HandCream_Era
"Value", HandCream_Quality
"Value", HandCream_BudgetIncrease
"Value", HandCream_BudgetIncrease
"Cost", OrganizedCutting_Price,
"StartingEra", OrganizedCutting_Era
"Value", OrganizedCutting_Workers
"Value", OrganizedCutting_Workers * 12,5
"Value", OrganizedCutting_Workers * 12,5
"Value", OrganizedCutting_Effectiveness


The others seem to follow the same logic.


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Tue Mar 29, 2016 8:03 pm 
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Another mod that dont work for me in this collection is -Schools (Increase the Vicinity in which Tropicans go to school) (building-tweak-school-radius-and-students-upgrade-t70.html)

If i use it alone and follow the instructions given in the mod page, then it work.

The files is the same both places except for mod loader.

Anyone else have the same problem?

FIX:
I think I found the reason why Schools.lua. If I remove zPapi_Upgrades.lua the school tweak work fine.
So to fix this I just tweaked the same settings in zPapi_Upgrades.lua so that the Schools.lua is not needed anymore.


Last edited by xxx78 on Wed Mar 30, 2016 11:16 am, edited 1 time in total.

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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Wed Mar 30, 2016 9:03 am 
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About -Beans, Rice, Tomatoes (Adds new Resources for Trade):
The BeansRiceTomatoes.lua was not included but the config file was. So I downloaded the BeansRiceTomatoes.lua from original mod page here.


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Tue Apr 05, 2016 4:06 am 
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Cap crusher is placed in the wrong folder. In the pack the mod file is placed in the same folder as the config file for the mod. This cant be right.

Would be nice to get an update of this pack since there is many errors here.


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Thu Apr 07, 2016 7:43 pm 
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I know this is slightly off-topic, but since this package has the Shopping Mall mod list, can someone really make a modified version of it that DOESN'T use the Offshore Office building Mesh? I have been really thinking of making a mod like that using the supermarket building mesh, but I haven't seriously messed with .LUA before.


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Wed Apr 13, 2016 8:25 am 
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KV2005 wrote:
I know this is slightly off-topic, but since this package has the Shopping Mall mod list, can someone really make a modified version of it that DOESN'T use the Offshore Office building Mesh? I have been really thinking of making a mod like that using the supermarket building mesh, but I haven't seriously messed with .LUA before.

sry I have no skills to do this.


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Wed Apr 13, 2016 9:52 pm 
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Hey, are all the new buildings supposed to look like old ones? I've only tried the coffee house, are the new building's icons supposed to be blank? Also the main menu just shows blackness as the background but all the words like "New Game" "Settings" still show and the music plays fine, and I can't load any saves, the "Load Game" is very light and I can't press it, I've checked and my saves are still in Tropico's Roaming folder, but still nothing. I tried taking out the mod folder but that didn't change anything.
I was told to post this too
And also I dont have any dlcs if theyre required


Last edited by commissar197 on Thu Apr 14, 2016 10:07 pm, edited 3 times in total.

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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Wed Apr 13, 2016 10:58 pm 
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commissar197 wrote:
Hey, are all the new buildings supposed to look like old ones? I've only tried the coffee house, are the new building's icons supposed to be blank?


all the new buildings are just reused from existing game buildings as nobody has found a way to add non-vanilla buildings

Quote:
Also the main menu just shows blackness as the background but all the words like "New Game" "Settings" still show and the music plays fine, and I can't load any saves, the "Load Game" is very light and I can't press it, I've checked and my saves are still in Tropico's Roaming folder, but still nothing. I tried taking out the mod folder but that didn't change anything.


Not going to be much help on this one sorry


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Thu Apr 14, 2016 10:08 pm 
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hey, i reinstalled everything, and somehow everything works perfectly now, icons, menu, saves, all there. Also anyone know if that mod that lets you use the almanac without pausing still exists?


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Sat Apr 16, 2016 4:38 am 
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commissar197 wrote:
hey, i reinstalled everything, and somehow everything works perfectly now, icons, menu, saves, all there. Also anyone know if that mod that lets you use the almanac without pausing still exists?


Glad you got it working... Only place i have seen HandyAlmanac mod is on Kalypso media forum but the download link no longer works


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 Post subject: Re: --Optimal Mod Collection-- (50 Improvement Mods)
PostPosted: Sat Aug 13, 2016 4:08 am 
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Sorry guys but does anyone else have the problem of not being able to upgrade houses from cold war and on with this particular mod?


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 Post subject: Re: --Personal Mod Collection-- (50 Mods / Optimal)
PostPosted: Sun Aug 28, 2016 8:12 pm 
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Just logged into the Mods Site to see if my post had any updates. I will be taking some major considerations, adding a few other mods, Repacking the Mods without Mod Loader to help accustom the tradition of the site, and fixing a few errors that other have noticed. I'll check back in a few days!


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 Post subject: Re: --Personal Mod Collection-- (50 Mods / Optimal)
PostPosted: Sun Sep 18, 2016 9:42 am 
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I just wanted to say thank you so much for compiling this list, it must have been a lot of work for you.
I got Tropico 5 very recently and I just finished the game, figured I'd take a look for some good mods for replayability.. OMG this is so amazing and it took me literally 5 minutes of my time to find and get this going.

I'm going to have so much fun with this.

Also a huge thanks to everyone's contribution to making these mods (for free!), you are all heroes!


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