Sid Meier's Civilization VI

Sid Meier's Civilization VI

Disable Historic Moments Popup
34 Comments
Obb 10 Jun, 2024 @ 12:46pm 
Is it possible to disable the disaster cinematic ?
I’m looking inside the file that, I think, manages it, but I’m too noob to know what I should customize. Also, since that’s the only last cinematic/popup no mod already exist to remove, I’m a bit afraid it can’t be disabled…
weraptor 28 Jul, 2023 @ 6:52am 
can you please provide me with instructions on how to add back the historic moment cheering sound without the popup?
Plerion 5 May, 2019 @ 12:00pm 
Au contraire, thank you for helping us!
Zur13  [author] 5 May, 2019 @ 11:53am 
@Zyxpsilon @Plerion Thank you for your tests guys. I think we don't have other options except declare it as civ 6 bug.
Plerion 5 May, 2019 @ 11:48am 
Sadly modifying the author field didn't make any difference, in my case.
Zyxpsilon 5 May, 2019 @ 11:45am 
Ok.. after a swift edit (with Zur137) to the "Tech/Civic" version of its ModInfo file.
Result is the same; Opening/Menu Video is still swapping to R&F incorrectly & only through *disabling* the mod itself, can bring back the proper GS menu.
Conclusion? Firaxis hates us!! ;)
Zur13  [author] 5 May, 2019 @ 11:38am 
@Zyxpsilon It would be easier if I could reproduce the issue on my side but if you and @Plerion confirm that the authors field length is what causes this problem I've update my mods. Just need to know for sure if it is an issue.
Zyxpsilon 5 May, 2019 @ 11:36am 
One thing that could help (us) with this verifying quest is to have the exact references to the basic "LoadOrder" structure, i'm guessing.

If there *is* an implicit conflict with two very particular Mods and --IF-- they both use similar or badly aligned values.. the engine itself might be responsible rather than any such mods. After all.. R&F and GS **do** try to access various Front-End assets almost simultaneously which (to me) proves the Opening/Menu state(s) still have direct hooks to the validated Video(s) necessary.. even as declared by the config setup data flow (and by deduction.. the hybrid SQL components driving/updating whatever cache framework resets when needed).

The flaw occurs in-between Install/Enabling steps anyway, right?
Zyxpsilon 5 May, 2019 @ 11:17am 
@Zur137 (Yes.. this is what i'd edit with .. unless you'd prefer making an official string for later) --

Okay, so i'll try that small step - but, this also means your other (much *MORE* important to me) Mods like RMT or CME might "suffer" from the same 6 character flaw too?
Zur13  [author] 5 May, 2019 @ 10:33am 
@Plerion Hm... Those mods also have authors field length less then 6 characters. Maybe they have somewhere in-game bad or old code which fails or causes memory data damage in some cases due to this field length? I mean my previous message to Zyxpsilon. Can you edit modinfo file and add some character to the authors field so will have more then 6 characters?
Plerion 5 May, 2019 @ 10:19am 
@Zur13 - This one by itself doesn't, but I'm so unsure what actually causes it because it's like a combination of mods being a problem. For example, I can reproduce the issue with half my mods enabled (47), but not with 84 enabled (out of 86; the other two being Government Plaza Expansion and Fresh Water Works, both from JNR's workshop).
Zur13  [author] 5 May, 2019 @ 10:10am 
@Zyxpsilon While checking the project I've found some weird thing ModBuddy notified me that minimal length of the Authors field is 6 characters I've never noted this before.

Could you edit the modinfo file and add one more symbol to my nickname in the authors field and check if the problem still appears after this. But you need to unload the mod before you edit the modinfo exit the game modify the file and then load the mod again.

I have no other ideas why the mod manager could go crazy about such a trivial mods.
Zyxpsilon 5 May, 2019 @ 9:53am 
I did try your "Civic/Tech Popups" also and it reacted the same way as this one.. if that can help.
Zur13  [author] 5 May, 2019 @ 9:43am 
@Plerion Could you check if this mod triggers the problem for you? And what are the other two? Just want to check if this 3 mods have something common.
Zyxpsilon 5 May, 2019 @ 9:38am 
Yes.. i did check most mods uniquely.. one by one to verify which had the "flaw" without luck. This stuff is sooooooo weird. If anything Front-End should control the opening menu cycle -- BUT, there seems to be another process that hooks through whichever other implicit option triggers the validated Animated video(s) within DLC/Expansion ID checks.
Puzzling.
Plerion 5 May, 2019 @ 9:32am 
@Zur13 - In my case I have 86 total mods, and I did the clean check. First I thought I reduced the problematic mods to two in particular that once I added them the RF menu appeared, but I tried them both of them alone and the problem went away.

Really weird.
Zur13  [author] 5 May, 2019 @ 9:27am 
@Zyxpsilon But load order takes place when you starting/loading a game but not in the menu. Did you check if it happens with only one mod enabled?

I think we need to try the clear check i.e. disable all mods including mod manager create new empty mod list exit the game and start the game again in case if some in-memory cache involved and enable this mod only.
Zyxpsilon 5 May, 2019 @ 9:21am 
Then i am leaning towards ... Load-order stack flaw! How to fix, i dunno yet.
Plerion 5 May, 2019 @ 9:09am 
No, I use CUI MM, but even with it disabled I still have the issue when many mods are active.
Zyxpsilon 5 May, 2019 @ 9:07am 
@Plerion -- Do you also have FF16's "Enhanced Mod Manager" installed?
Zur13's seems to indicate that could be the reason for our problem since that process has to pass through the engine Init/Front-End cycle(s).
Plerion 5 May, 2019 @ 4:57am 
@Zyxpsilon - Could you solve the issue? I have the exact same problem but I do not use this mod. Very weird.
ArgonV 5 May, 2019 @ 2:58am 
Thank you!
Zyxpsilon 4 May, 2019 @ 8:37am 
Alright then.. thanks for trying to solve this. I guess i'll just have to dig much deeper into my own setup "flaws"; presently leaning towards the wacky cache as the guilty process.
Zur13  [author] 4 May, 2019 @ 3:34am 
@Zyxpsilon So I've tested it up again in a different combinations and step and still nothing. If I was not able to reproduce it so this means that most probably problem is in your setup. I see 3 options:
* something wrong with custom mod manager if your are using one
* it is a caching issue that was not resolved by those steps you've made before
* it is conflict with some other mod you have
Zyxpsilon 2 May, 2019 @ 6:39pm 
Yup.. precisely. The mod itself works just fine -- it's only the opening animation video that gets reverted back to R&F rather than the GS version.
Zur13  [author] 2 May, 2019 @ 2:42pm 
@Zyxpsilon R&F is the dependency because it is required for this mod to work as the historic moments were added with the R&F expansion and the mod will not work with the vanilla game. The GS is in references because it is not required and that thing just tells the in-game mod manager to load the mod after GS expansion files if the GS is activated.

Just to clear the things in your case when this mod is activated the main menu background changes from the GS erupting Volcano with weird sun flying arc animation back to the R&F spinning wheel animation?
Zyxpsilon 2 May, 2019 @ 1:52pm 
Ok.. just went through every "Disabling+Re-Enabling" steps as recommended & the Opening swap is definitely caused by this mod. Sooooo, i got into the ModInfo file for it and there's weird declaration tagging.
R&F (Mod-ID) stands as "Dependencies" while GS property class is within "References" section.
Could it be that?
Zyxpsilon 2 May, 2019 @ 1:27pm 
You're right.. it may just be a "Cache" concern related to having multiple mods active & bad luck with tricky load-order flaws. I'll have to check out your suggested steps. Strange that an opening menu "video" would react that way though.
Sometimes.. Civ6 is a bit buggy for whatever reasons. :(
Zur13  [author] 2 May, 2019 @ 1:09pm 
@Zyxpsilon I can't reproduce it for me it works just as it should. I remember similar report on my other mod from the user but I don't think it is related to the mod directly. Try to disable all mods, DLCs and Expansions exit the game, start the game and enable the Expansions then DLCs and then mods sometimes it could help.
Zyxpsilon 2 May, 2019 @ 9:54am 
A minor "indirect effect" that should be fixed please.
Somehow, the R&F compatibility "check" activates its default opening Menu (spinning wheel) and thus replaces the GS version (Volcano, Iceberg..). Not sure if this is what causes the weird auto-swap.. but if you could repair it or tell us how to adjust our own settings so that the previous menu is properly re-activated as it should.
Functional QoL mod nonetheless. Thanks.
zon 2 May, 2019 @ 12:00am 
great mod, thx!
BLÀde 1 May, 2019 @ 6:41am 
yes finally the popups are so annoying i don't GAS who was 1st dunno why this is even in the game in the 1st place it serves NO purpose except to annoy you and make you close windows!
Zur13  [author] 30 Apr, 2019 @ 1:33pm 
@ZeÜberChef If by cheering you mean the timeline window that opens automatically when you get a historic moment then yes it is what this mod was made for and it is its only function :)
ZeÜberChef 30 Apr, 2019 @ 1:01pm 
Does this also disable the cheering that comes with earning a historic moment? If yes, then I've been waiting for this mod since RnF! :D