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#1 |
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Just driving-by
Senior Member
Join Date: Nov 2004
Posts: 4,380
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Caliban from CA Oz has sent me the following data files to release:
(go Caliban! )- The best way to use these files are to set up a mod folder using the mod switch. - Find info as to how these files work can be found here. From the data folder - download HERE config_ai_battle.xml custom_locations.txt descr_campaign_db_ai.xml descr_campaign_db.xml descr_character.txt descr_climates.txt descr_cultures.txt descr_faction_standings.txt descr_formations.txt descr_formations_ai.txt descr_missions.txt descr_models_strat.txt descr_names.txt descr_names_lookup.txt descr_rebel_factions.txt descr_religions.txt descr_religions_lookup.txt descr_settlement_mechanics.xml descr_ship.txt descr_skeleton.txt descr_sm_factions.txt descr_sm_resources.txt export_descr_advice.txt export_descr_ancillaries.txt export_descr_buildings.txt export_descr_character_traits.txt export_descr_guilds.txt export_descr_unit.txt weather_db.xml From the text folder - download HERE NB - Remember, these need to go in a text folder in the data folder. campaign_descriptions.txt expanded.txt export_advice.txt export_ancillaries.txt export_buildings.txt export_units.txt export_VnVs.txt imperial_campaign_regions_and_settlement_names.txt names.txt rebel_faction_descr.txt shared.txt strat.txt ________________ TWC DOWNLOAD MIRROR BTW before you ask 'Where's the descr_model_battle.txt file?' - I tell you now - there is no dmb file used in the game.
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Epistolary Richard's modding Rules of Cool Cool modders make their mods with the :mod command line switch ![]() If they don't, then Cool mod-users use the Mod Enabler (JSGME) ![]() Cool modders use show_err ![]() Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out ![]() Last edited by Epistolary Richard; 12-10-2006 at 13:47. |
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#2 |
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blaaaaaaaaaarg!
Senior Member
Join Date: Feb 2005
Posts: 1,771
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Thanks ER. The .xml files in particular look very interesting.
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#3 |
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Harbinger of... saliva
Assistant Moderator
Join Date: Aug 2003
Location: Germany
Posts: 2,764
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Thanks Caliban. But I thought the game wouldn't work with unpacked files which is one of the reasons for the patch?
So using a mod folder might be useless :P Last edited by alpaca; 12-04-2006 at 21:39. |
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#4 |
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Member
Member
Join Date: Nov 2006
Location: Ireland
Posts: 45
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well, these files rock neway :P
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Leader of The Machiavellian Syndicate - A open community for modders and fans to talk about Total War and Oblivion. |
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#5 | |
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Just driving-by
Senior Member
Join Date: Nov 2004
Posts: 4,380
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Quote:
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#6 |
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Member
Member
Join Date: Aug 2006
Posts: 22
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Fantastic!!!! I will not go sleep today maybe ..... Thanks a lot. This is almost all what I have want from CA ....
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#7 |
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Member
Member
Join Date: Jul 2003
Posts: 111
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was hoping for the projectiles file, but this'll be a good start for now!
__________________
Give a man fire and he'll be warm for a day. #Set a man on fire and he'll be warm for the rest of his life. |
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#8 |
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Assistant Mod Mod
Assistant Moderator
Join Date: May 2005
Location: plymouth - scrubbing Beirut's toilet with a cat...
Posts: 885
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cheers ER... its good to be researching this kinda stuff again and cool that you aren't completely gone
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#9 |
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Member
Member
Join Date: Nov 2006
Posts: 50
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Heck yes! No sleep tonight!
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#10 |
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Legatus
Member
Join Date: Oct 2004
Posts: 550
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CA rock!! ER, please be sure to tell them that.
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#11 | |
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Member
Member
Join Date: Dec 2006
Posts: 37
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Quote:
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#12 |
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blaaaaaaaaaarg!
Senior Member
Join Date: Feb 2005
Posts: 1,771
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I think you need to use the mod switch(link in ERs first post) to get them to work.
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#13 |
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Member
Member
Join Date: Dec 2006
Posts: 37
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Ah, thanks - that works. I was being lazy and thought "best" meant "ideally...".
Lost the loading screens, but I'll live. :) |
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#14 |
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Harbinger of... saliva
Assistant Moderator
Join Date: Aug 2003
Location: Germany
Posts: 2,764
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Guys, a short reminder. Please post any not-yet-finalized research in the research wiki section and not anywhere else. Thank you
Last edited by alpaca; 12-04-2006 at 22:35. |
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#15 |
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Just driving-by
Senior Member
Join Date: Nov 2004
Posts: 4,380
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I believe there is another way of using them in your main data folder, but I can't recall it at the moment, which is why I said best...
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#16 |
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Member
Member
Join Date: Nov 2006
Posts: 50
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Using the mod switch there is no campaign or any sort of sound or music, do i need to copy over all the data?
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#17 | |||
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blaaaaaaaaaarg!
Senior Member
Join Date: Feb 2005
Posts: 1,771
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Quote:
It looks like the .xml files will need a lot of research done into them, as well as the missions and faction standing files. Quote:
Quote:
Last edited by Lusted; 12-04-2006 at 22:37. |
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#18 |
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Just driving-by
Senior Member
Join Date: Nov 2004
Posts: 4,380
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Repost:
__________ Mod Switch Another vital feature for modders from Rome is in Med2 but again in a slightly different way. The Mod Switch allows you to have a separate directory of your modded files in your main Medieval 2 Total War directory and by launching the game with the right cfg line the game will access the files within the mod folder before looking in the main game directory – allowing you to supercede even packed files without problem. The best way to set this up is as follows: Create a new bat file in the top level Medieval 2 Total War folder (the one with the .exe in it) called Launch_MyMod.bat Inside it should read: medieval2.exe @mymod.cfg Then create copy your medieval2.preference.cfg file and rename it mymod.cfg and include the following lines: [features] mod = mymod Then create a folder in that directory called mymod and in that have your data folder with its modded files exactly mimicking the directory structure in the main game folder. As you can see using a bat file to launch the game using different .cfg files allows you to easily swap between different mods and game configurations without wholesale duplication of your data folder, risking direct file overwrites or copying and overwriting your original .cfg file. As with Rome, the mymod folder needs to include certain game files from the world folder to function. Currently, it also requires sounds/events.dat and sounds/events.idx to function. This should be borne in mind when writing mod installers or alternatively in install instructions. ____ Make sure you have the campaign and base folder in from the world folder - and the above named sound files. |
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#19 |
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Member
Member
Join Date: Nov 2006
Posts: 50
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Woops was too busy editing stuff to read that far down, thanks for the response!
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#20 | |
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Member
Member
Join Date: Dec 2006
Posts: 37
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Quote:
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#21 | |
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Master of Puppets
Member
Join Date: Sep 2003
Location: the never land
Posts: 1,309
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Quote:
Its all still in english I have the entire sound folder and text and world like C:\Program Files\SEGA\Medieval II Total War\mymod\data\text I run the bat file the game boots fine but its all still in english ignoring ANY changes I did!!!!!! What might be the problem???????
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Impunity is an open wound in the human soul. ΑΙΡΕΥΟΝΤΑΙ ΕΝ ΑΝΤΙ ΑΠΑΝΤΩΝ ΟΙ ΑΡΙΣΤΟΙ ΚΛΕΟΣ ΑΕΝΑΟΝ ΘΝΗΤΩΝ ΟΙ ΔΕ ΠΟΛΛΟΙ ΚΕΚΟΡΗΝΤΑΙ ΟΚΩΣΠΕΡ ΚΤΗΝΕΑ The best choose one thing in exchange for all, everflowing fame among mortals; but the majority are satisfied with just feasting like beasts. |
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#22 |
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Just driving-by
Senior Member
Join Date: Nov 2004
Posts: 4,380
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Well, I have a bat file in my M2TW folder which points at a new config file which has the features line in.
Then there's a mymod folder with a data folder inside - which in turn has a sound folder with the two files I specified and a world folder with the normal tree down to the base and campaign folder. Then I added a modded edu file - and launched it through the bat and the changes showed up... All it should be doing is reading the files in the mod folder in preference to the (packed) files in the main data folder. |
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#23 |
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Member
Member
Join Date: Nov 2006
Posts: 50
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I removed peasants and added armoured sergeants to england, campaign works fine. No loading screens though.
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#24 | |
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Master of Puppets
Member
Join Date: Sep 2003
Location: the never land
Posts: 1,309
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Quote:
__________________
Impunity is an open wound in the human soul. ΑΙΡΕΥΟΝΤΑΙ ΕΝ ΑΝΤΙ ΑΠΑΝΤΩΝ ΟΙ ΑΡΙΣΤΟΙ ΚΛΕΟΣ ΑΕΝΑΟΝ ΘΝΗΤΩΝ ΟΙ ΔΕ ΠΟΛΛΟΙ ΚΕΚΟΡΗΝΤΑΙ ΟΚΩΣΠΕΡ ΚΤΗΝΕΑ The best choose one thing in exchange for all, everflowing fame among mortals; but the majority are satisfied with just feasting like beasts. |
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#25 |
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Master of Puppets
Member
Join Date: Sep 2003
Location: the never land
Posts: 1,309
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Nevermind I fixed it....however i have a huge obstacle to my Greek localisation:
there are NO medieval fonts (like the menu text and the City overheads) in Greek just the Arial small text!!!!!!!! Is there any way to edit the fonts?
__________________
Impunity is an open wound in the human soul. ΑΙΡΕΥΟΝΤΑΙ ΕΝ ΑΝΤΙ ΑΠΑΝΤΩΝ ΟΙ ΑΡΙΣΤΟΙ ΚΛΕΟΣ ΑΕΝΑΟΝ ΘΝΗΤΩΝ ΟΙ ΔΕ ΠΟΛΛΟΙ ΚΕΚΟΡΗΝΤΑΙ ΟΚΩΣΠΕΡ ΚΤΗΝΕΑ The best choose one thing in exchange for all, everflowing fame among mortals; but the majority are satisfied with just feasting like beasts. |
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#26 | |
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Member
Member
Join Date: Oct 2006
Location: France
Posts: 11
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Quote:
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#27 |
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ModNews & Promotions Castellan
Assistant Moderator
Join Date: Apr 2002
Location: Leeds, England
Posts: 2,233
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Looks very interesting and it'll be nice to get a chance to play around with some more files now, promising news
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#28 |
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Insanity perhaps is inevitable
Member
Join Date: Jan 2005
Posts: 1,140
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Good news indeed though still a far cry from a full unpacker. My guess is the patch has been delayed even farther back and this is CA's way of trying to smooth it over with us. Oh well.
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#29 |
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blaaaaaaaaaarg!
Senior Member
Join Date: Feb 2005
Posts: 1,771
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From what i understand they were just send to ER so we colud familiarise ourselves with them before the patch came out, not because the patch is delayed(which i do not think it is).
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#30 | |
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Member
Member
Join Date: Aug 2005
Posts: 33
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Quote:
After checking out the files, I wonder, if they don't use a DMB, then what file is used to check models paths, etc? Or is it a secret that will be unveiled with the patch? |
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