World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: liberty152 on March 28, 2018, 01:23:14 PM

Title: Natural Diversity
Post by: liberty152 on March 28, 2018, 01:23:14 PM
Anyone get Natural Diversity to work? it just crashes my game. also do i need both versions?
Title: Re: Natural Diversity
Post by: Nilla on March 28, 2018, 01:33:11 PM
I have used both versions (not the at the same time) and never had a crash.

What other mods do you use?

Are you sure it's Nat Div? Not the "normal" "change mods bug" crash?

There are different tricks to avoid this crash. I make it this way when I change mods/mod order...

I set the mods in the order I want, start a game. Make a save. (even if I don't like that map) Leave Banished. Restart Banished. Now my mod order is the same as I left the game, I can chose a new map and there are no more crashes.

Title: Re: Natural Diversity
Post by: liberty152 on March 28, 2018, 01:37:57 PM
I have so many mods. But nothing interferes sept CC
Title: Re: Natural Diversity
Post by: brads3 on March 28, 2018, 01:41:59 PM
the new version works hard and slows computers down. the original nat div works fine. there is smaller"lite" file as well, but doesn't add as much. you only need 1 file. i use the nat div 1 placed below Necora's pine mod and they work fine together.
Title: Re: Natural Diversity
Post by: liberty152 on March 28, 2018, 02:00:39 PM
No Matter what i do it crashes. Im starting to think its a junk Mod..
Title: Re: Natural Diversity
Post by: brads3 on March 28, 2018, 02:43:35 PM
are you using the NAT DIV 1 and have it near the top of the mod order above CC? did you remember to enable the mod and COMPLETELY EXIT and reload the game?do you have enough RAM to run it?
Title: Re: Natural Diversity
Post by: liberty152 on March 28, 2018, 03:03:23 PM
I have it at the top. I have a really fast computer. I have Nat Div2
Title: Re: Natural Diversity
Post by: brads3 on March 28, 2018, 03:13:43 PM
that explains it.nat div 2 does slow computers down.very frew could run it without major drag time.i take it you are updated to 1.07? i would load the original version. are there any other mods that affect the starting conditions other than CC and ND?
Title: Re: Natural Diversity
Post by: liberty152 on March 28, 2018, 03:18:27 PM
I am using 1.07. I cant find natdiv1 It is for CC i don't have ND. I also cant get the north to work.
Title: Re: Natural Diversity
Post by: liberty152 on March 28, 2018, 03:20:18 PM
Quote from: liberty152 on March 28, 2018, 03:18:27 PM
I am using 1.07. I cant find natdiv1 It is for CC i don't have ND. I also cant get the north to work.
I meant to say yes to ND
Title: Re: Natural Diversity
Post by: liberty152 on March 28, 2018, 03:29:44 PM
Would mega mod interfere?
Title: Re: Natural Diversity
Post by: brads3 on March 28, 2018, 03:59:33 PM
http://blackliquidsoftware.com/index.php?/files/file/174-natural-diversity/
Title: Re: Natural Diversity
Post by: TheOtherMicheal on March 30, 2018, 04:47:37 AM
NatDiv is workable, I've had both versions work with multiple mods and now I have NatDiv2 working with MegaMod RC2.
You do not need both versions, just use one or the other.
Can you give some more detail on the crash such as, does the crash happen when you try to run Banished or only when you try to start a new game (or load a saved game)?

It would also be helpful to know if you use any of Discrepancy's mods, Necora's mods and/or tanypredator's New Flora mod that introduces wild flax.
Discrepancy and Necora both made a patches for using NatDiv with their respective mods and NatDiv2 has compatibility with tany's New Flora mod.

It's very interesting that you can't get The North to work. At a guess, that hints that there is something more happening rather than a problem with the mods themselves. Both NatDiv and The North are bigger mods so they'll need more RAM to load than most other mods.
However, a particularly important question is, did you try to get The North running with CC at the same time? The North is not designed to work with CC so if you answered yes then that is the most common cause of problems. That doesn't help us with the problem for NatDiv though :(

You mentioned that you have a fast computer but what about the graphics card? How old is it? Banished really sucks up all the resources it can because it apparently loads up all the assets at the start of the game and it relies heavily on the RAM on the graphics card, let alone the RAM for the computer itself.

NatDiv does work, I have a Banished game going at the moment that uses it and I tend to cram a lot of mods into my game (because I am greedy for all the great things the modders have added!)

For general interest, here's a list of mods I am running at the moment, (it's also in the load order I have them). I've marked in red the ones that most interest us here for your particular problem: -
-------------------
GreedyMerchants
LaborWindow
RidiculousStorage
citmod
supermarketlite
KidVegetableGardenStart
ReindeerHides
FlaxPatch
NewPineFlora
NewFloraGatherer
MaritimesPineSet
NatDiv2
DSmodsNatDivThatchPatch
NordicHouse
SmallTipi
HorseWagen
DecorativeItems
RKstockpiles
NordicHuntingCabin
MaritimesPEIShore
WasabiRename
MaritimesCrystalCliffs
MaritimesSherbrooke
MaritimesPortRoyal
MaritimesStorage
MaritimesDockSet
MaritimesNSInshore
MaritimesDecorations
NordicHerbalist
EBVillage
EBIrrigationDecoAddon
EBIrrigationGround
EBIrrigation
EBTombStoneOverride
Campfire
EBDecoFences
EBDecoration
ForestCombo
EBSVHousing3x4
MaritimesCoverings
MaritimesHumbleConstruction
MaritimesLogCabins
NordicLogCabin
EBHostel
EBMaterialsStore
DecoSunflower
NECEmptySquare
NMT30DecoCrop
ChickenCoop
CCOrchardForesters
Izba
FlyFishing
NewTrees
TomteVerkstad
elfFarmStand2v104b
PlymouthHouse
SpecializedStorage
CountryLittleHouse
NordicWarehouse
betterFields
OneStopAllMining
SmallTownHome
MWPlants
ChickenPlus
FCastle
potatoale
Radius
ChristmasMod
Soybeans
MegaMod1
MegaMod2
MegaMod3
zMash
KidForestOutpostNatDiv
KidMarketPuzzle
SeedDiversity
zSoapiary
BradsSmokingShed
ToolShed
DSChapelofErnest
KidFishFarm
NanashiXiMoai
KidForestPonds
KidGardenshedII
CompatibleBuildings
XP-Schools
Canal
chapelimp
FishFarm
FishingDockBuff
zWasabi
JapaneseHouses
JapaneseFacilities
SJGL_Brewery
SJGL_Snug_House
NeckcenMarkart2
SJGL_Small_Markets
SJGL_Rough_Lawn
SpecializedTradingPorts
StorageShed
SJGL_Stacked_Houses
PirateCove
TjurkoMill
RedCottage
NordicSchool
KidNewWell
tombstone
Mathieuso_Sugar
Hunting
fountain
Title: Re: Natural Diversity
Post by: liberty152 on March 30, 2018, 05:52:15 AM
I can only get NatDiv 1 to work.. Natdiv 2 crashes.
Title: Re: Natural Diversity
Post by: TheOtherMicheal on March 30, 2018, 06:43:11 AM
Something else to check for, see if the copy you downloaded actually matches the size of the download. For example, if the download says the mod should be 4.8Mb, check the copy and see that it is actually 4.8Mb. Some of us have had problems where the download was like 4.7Mb instead of 4.8 but the webpage said the download was complete.
If you try to run Banished with any faulty mods it will crash to desktop every time.
Title: Re: Natural Diversity
Post by: brads3 on March 30, 2018, 06:47:18 AM
you may want to try the nat div 2 by itself ,and see if your computer can handle it.then add other mods with it.
Title: Re: Natural Diversity
Post by: Kristahfer on March 30, 2018, 07:24:24 AM
Question @TheOtherMicheal concerning Natural Diversity. While I have not tried your load order for that mod I have had the excessive spawning of blueberries issue, which really is a detraction in the game. Has your load order eliminated that issue?


Sure hope it has because I really like that mod and I can deal with the slowness it causes.
Title: Re: Natural Diversity
Post by: liberty152 on March 30, 2018, 07:48:06 AM
Somehow I got natdiv2 to work. 😊
Title: Re: Natural Diversity
Post by: liberty152 on March 30, 2018, 10:35:48 AM
Ok guys. Somehow I get it to work. But I've noticed the stone and ore gatherers are missing? What can I do to get them back?
Title: Re: Natural Diversity
Post by: brads3 on March 30, 2018, 11:53:19 AM
what is your mod order?
Title: Re: Natural Diversity
Post by: liberty152 on March 31, 2018, 07:15:21 AM
I put everything in yorder that you have it. sept megamod 1/2/3 i only have one megamod. i cant find the rest
Title: Re: Natural Diversity
Post by: liberty152 on March 31, 2018, 08:24:21 AM
Something does interfere with the sticks though?
Title: Re: Natural Diversity
Post by: TheOtherMicheal on April 01, 2018, 01:48:26 AM
@Kristahfer No it didn't stop the excessive spawn but I found that part of the problem is the choice of climate. Every time I had a problem with the blueberries it was when I was using any of the Colonial Charter climates that stop snow (the tropical and temperate climates - I think that's what they are called but they are warm climates, ideal for growning!)

When I used any of the usual European/North American type climates that had the cooler/cold winters, the blueberries never spawned enough to over-run the map like they did before.
I tested this by making another town with a CC warm climate and I soon had high numbers of blueberries growing in the wild. The colder climates slow their spread across the map.

Maybe some script in one of the mods makes blueberries grow faster than other plants and so they get spread around the map before the other plants get a chance to?  I really don't know if that's correct but I do know for certain that the CC warm climates are part of the problem. You can still use all of your mods but if you don't want the blueberries over-running everything, you need to choose any of the cooler climates.