View Full Version : Creative Assembly Modding directory with 1.2
Hi guys,
Sorry to bother you but I read in one of the Fora that with 1.2 you could select with a command line a modding directory
The effect was that the game will be looking first in this directory for any file and revert back to the standard structure if it could not find it.
Has any of you stored the exact instructions about how to do it because I can't seem to find it again.
Thx for your help
PYJ99
JeromeGrasdyke
02-09-2005, 20:01
You put "-mod:my_dir" on the command line, which will cause the game to look first in my_dir and then in data. Note that this applies for the most part only to the descr_ / export_descr_ files and the contents of the world directory, and a few others. The original idea being that when you did a mod you'd install all your new files into my_dir and create a shortcut to rtw.exe with which to run your modded version of the game.
Lord Adherbal
02-09-2005, 21:01
hm this could've been very usefull, but if it only applies to txt files then it won't be enough for most mods :(
JeromeGrasdyke
02-09-2005, 21:11
Adherbal']hm this could've been very usefull, but if it only applies to txt files then it won't be enough for most mods :(
Hopefully, it should be enough for quite a few. Those files I mentioned are the loading scripts, and control the bulk of the art resources which are loaded by the game.
Lord Adherbal
02-10-2005, 01:18
on second thought, yeah it could be quite usefull, just not for total conversions who alter files in the pak files (pitty that a lot of the faction symbols are in there too). Thanks for including it :)
Encaitar
02-10-2005, 05:17
Note that this applies for the most part only to the descr_ / export_descr_ files and the contents of the world directory, and a few others.
Any chance we could get a list of those other files? ~:)
This will certainly be a useful addition for modding, thanks CA.
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