HOW TO USE JONESOFT GENERIC MOD ENABLER (JSGME)
This method is really easy to install-uninstall mods without modifying the original RTW installation.
All this tutorial is based in RTW 1.2, but some tests show that it is also functional in RTW 1.3 and BI, but not all the features are tested.
First of all it is necessary to download the tool here:
(thanks to JoneSoft for this free, useful, and user-friendly tool)
In the package you will find JSGME.exe, that you must copy in the Rome - Total War directory where you want to install the mods.
In the same directory, create a folder named MODS.
Inside MODS folder you must create one new folder per mod, with the structure of the folders that RTW have. That means the Data folder and all the files inside.
Here you can see the folder ITW (Iberia Total War), with Data inside and all the files of the mod, except text folder. To sum up: Rome-TotalWar\MODS\mod_name\Data\
There are animations, campaign or packs, together with folders that don't exist in the original game (marked in blue).
In addition, there are two aditional mods, with the text files in different languages (in green).
The structure of those folders are then: ITW_text_English\Data\text\text_file.txt
There are also a folder named !BACKUP that is created by JSGME if it doesn't exit. There you will have the backups of all the original files substituted by the modded ones, so don't touch them.
We are in position to enable the mods we want: click on JSGME.exe (or in the shortcut if you create one).
The user interface is very simple. Just the list of available mods on the left, the list of activated mods on the right, one button (>) to enable the selected mod and two to disable the selected mod (<) or all the activated mods (<<).
If the mod is large, the activation may take some seconds up to one or two minutes. When the clock disappears, close JSGME.
Play RTW as usual.
You can different mods in the same installation, but be careful with the activations.
Don't activate incompatible mods at the same time, as the backups will be messed up.
By incompatible I mean mods that share some files, and those of one mod will substitute those of the other one.
The deactivation of one mod won't leave any other trace that some empty folder (those that were not present in the original game) and map.rwm of the new campaign. Just delete it if the mod was substituing the imperial_campaign.
In case of BI the system is similar, although I haven't tried with large mods.
You can see here an example with the mod for all the factions and the rebels by ER.
It is at the same time a mod for RTW and BI, but it is in the same folder. The structure is the same for RTW but for BI is:
I hope this tool (and this tutorial) will be useful, and all the feedback about features and limitations of this system will be welcome.