I've finally realized what a modfolder is, so can someone give me detailed instructions on how to actually make one please?
And don't spare the details. I need to know every little bit.
I've finally realized what a modfolder is, so can someone give me detailed instructions on how to actually make one please?
And don't spare the details. I need to know every little bit.
My Greek Cavalry submod for RS 1.6a: http://www.twcenter.net/forums/showthread.php?t=368881
For Calvin and TosaInu, in a better place together, modding TW without the hassle of hardcoded limits. We miss you.
Mods which write to a mod folder form a folder within the R:TW directory. Usually with the mod's name (e.g EB's mod folder is called "eb"). This mod folder is structured the same as the R:TW directory itself and esentially contains all the mods files as they would appear in an overwrite (e.g "export_descr_buildings.txt" will appear in "R:TW directory/mod folder/data"). If files are not in that folder, the game turns to the normal vanilla directory for back-up.
You can force an existing mod to create a mod folder by directing the installer to place it's files in a separate folder within the R:TW directory, and then create a shortcut with the suffix "-mod:[mod folder's name]".
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Last edited by Omanes Alexandrapolites; 06-07-2008 at 16:45.
Dawn is nature's way of telling you to go back to bed
But if you unistalled RTW wouldn't that be deleted also?
From now on I want every mod -- even modfoldered ones -- to run off a seperate RTW file collection that way I have (a) an unobstructed RTW/BI to play with modded files (which I can't do with XGM, for example, which needs BI files to be untouched to run) and (b) a clean installation that I can make copies of for mods like Troy: Total War that overwrite the game files themselves.
I PMed Hax about it and got this response:
While the response pointed me in the right direction (everytime I'd start a thread about making copies of the data folder, I was either completely ignored or told that I'm "not making any sense"), it's admittedly a bit vague, so I'm not 100% sure on what all exactly I need to do to get a modfolder to function.I think you mean how to make a modfolder? I'm unsure. I think you should just copy the data folder+some other files in a new folder, call it "Test", then place it in the /Rome - Total War folder, then make a new shortcut, and add the lines "mod:Test"
My Greek Cavalry submod for RS 1.6a: http://www.twcenter.net/forums/showthread.php?t=368881
For Calvin and TosaInu, in a better place together, modding TW without the hassle of hardcoded limits. We miss you.
Please search this forum and the Scriptorium for this. Dont want to sound unhelpful but modfoldering is asked way too much and there are billions of threads on it.
Building for the Future of METW
Spartan,
Most modfoldered mods probably tell you, in the instructions, that it is best to make a copy of the game files for the mod to sit under even though it is not necessary for the mod to work. Vanilla must remain clean even after installation.
It is the purpose of a modfolder to leave the original game intact to 1. allow you to play vanilla and 2. to allow other modfoldered mods to work underneath it, side by side so to speak.
Placing all the files in a modfolder would create enormous filesizes - indeed, such a method would be little different to actually copying the game each time and installing a non-modfoldered mod.
The answer is, as said, to keep 2 copies of rtw - your personal copy and your clean copy which mods can draw off to run.
Best modfoldering guide is here: https://forums.totalwar.org/vb/showthread.php?t=44332
Last edited by Dol Guldur; 06-08-2008 at 00:51.
My Greek Cavalry submod for RS 1.6a: http://www.twcenter.net/forums/showthread.php?t=368881
For Calvin and TosaInu, in a better place together, modding TW without the hassle of hardcoded limits. We miss you.
Okay, thanks.
My Greek Cavalry submod for RS 1.6a: http://www.twcenter.net/forums/showthread.php?t=368881
For Calvin and TosaInu, in a better place together, modding TW without the hassle of hardcoded limits. We miss you.
The tutorial is great and has most of the answers you will need when building a mod via a mod folder. But something I found to be very helpful was to have a mod folder such as Bi installed so i could reference it and see how things are pathed. Because there are some things that the game will automatically look for in the mod folder and others that you need to tell it to.
Best of luck
Mapper: INCA - Total War
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