A map.rwm will generate in your :mod folder. I know thing that music.dat has to be deleted or renamed in your vanilla folder for new music to take effect.
A map.rwm will generate in your :mod folder. I know thing that music.dat has to be deleted or renamed in your vanilla folder for new music to take effect.
Epistolary Richard's modding Rules of CoolCool 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
I cannot see that a descr_vegetation.db file regenerates though. Is there a way to force it to? I would guess probably not, but just asking.
You can play Rome: Total War 1.5 with BI 1.6 engine by well um like this
"C:\Program Files\The Creative Assembly\Rome - Total War\RomeTW-BI.exe" -mod:rtw1.6 -show_err
The rtw1.6 folder is a "shortcut" of the Rome:Total War folder the one that is
C:/progames/blah/rometotwar :)
um yes, but that isn't because rtw1.6 refers to the folder - it is because it doesn't recognise it. anything it doesn't recognise that comes after -mod like -mod:xxxx
it will run as -mod which is just playing the rtw/data folder.
You will find though that you just made yourself a redundant "rtw1.6" folder inside Rome - Total War.
"C:\Program Files\The Creative Assembly\Rome - Total War\RomeTW-BI.exe" -mod -show_err
is actually all you need to play the original RTW files on the BI.exe. you only give it a name after the mod: if you are actually making a mod-folder with changed files.
Not used mods before? Looking for something small and fun?!Download the:
if trying to reduce the files in a BI mod-folder, beware of removing some of the ui/roman and ui/barbarian/buildings tgas especially the ones in the /construction folder.. I think probably the churches and temples that are new to BI, or whatever doesn't exist in RTW packs.
Not having some of these - even if they are for a building not actually buildable by any faction in your campaign causes a KTM without error message, or apparently randomly, a message that it doesn't recognise your first USED hidden resource, and maybe a few others.... I've been having hours of fun with 'inexplicable' results on trying to get maps to load before pinning problem down to slimmed down UI file.![]()
This only occurs if trying to start with a re-generated map.rwm, it doesn't seem bothered about missing building tga's if you're working from old rwm created before altering mod-folder ui etc. Hence not realising there was problem till after making few hundred other changes....
Not used mods before? Looking for something small and fun?!Download the:
For reference, I here make available the listings of the FATW modfolder elements for basic and advanced repathing, and the content listing of the mod pack. I hope this will help anyone seeking to create a modfolder.
A. Contents for mod_0.pak...
The following is the list used in creating the mod_0.pak file for FATW; this generally contains files the reference to which cannot be repathed. The game will look to this pak and use the file there (without this file it would look to vanilla).
mod_0.pak
mod_0\data\ui\generic\#generic_construction.tga
mod_0\data\ui\generic\#generic_unit_card.tga
mod_0\data\ui\generic\generic_building.tga
mod_0\data\ui\generic\generic_city.tga
mod_0\data\ui\generic\generic_constructed_building.tga
mod_0\data\ui\generic\generic_fort.tga
mod_0\data\ui\generic\generic_preconstructed_building.tga
mod_0\data\ui\generic\generic_unit_card.tga
mod_0\data\ui\generic\generic_unit_info.tga
mod_0\data\ui\generic\placement_message.tga
mod_0\data\ui\pips\pip_garrison.tga
mod_0\data\ui\pips\pip_governors_influence.tga
mod_0\data\terrain\aerial_map\tile_textures\volcano_dormant.tga.dds
mod_0\data\terrain\battlefield\rocky_desert\summer\forest.tga.dds
mod_0\data\terrain\battlefield\rocky_desert\summer\oz_rockydesert_summer_pebbles.tga.dds
mod_0\data\terrain\battlefield\rocky_desert\summer\oz_rockydesert_summer_rock.tga.dds
mod_0\data\terrain\battlefield\rocky_desert\summer\oz_rockydesert_summer_sand.tga.dds
mod_0\data\terrain\battlefield\rocky_desert\summer\oz_rockydesert_summer_shrubbase.tga.dds
mod_0\data\terrain\battlefield\rocky_desert\summer\pebble.tga.dds
mod_0\data\terrain\battlefield\rocky_desert\summer\sand.tga.dds
mod_0\data\terrain\battlefield\rocky_desert\summer\shrub_base.tga.dds
mod_0\data\terrain\battlefield\test_climate\summer\grass1.tga.dds
mod_0\data\terrain\battlefield\test_climate\summer\grass.tga.dds
mod_0\data\terrain\battlefield\test_climate\summer\oz_medi_forest.tga.dds
mod_0\data\terrain\battlefield\test_climate\summer\oz_medi_grass1.tga.dds
mod_0\data\terrain\battlefield\test_climate\summer\oz_medi_grass.tga.dds
mod_0\data\terrain\battlefield\test_climate\summer\oz_medi_shrub_base.tga.dds
mod_0\data\loading_screen\loading_bar.tga
mod_0\data\ui\roman\cities\roman_city.tga
mod_0\data\ui\roman\cities\roman_huge_city.tga
mod_0\data\ui\roman\cities\roman_large_city.tga
mod_0\data\ui\roman\cities\roman_town.tga
mod_0\data\ui\roman\cities\roman_large_town.tga
mod_0\data\ui\barbarian\cities\barbarian_city.tga
mod_0\data\ui\barbarian\cities\barbarian_huge_city.tga
mod_0\data\ui\barbarian\cities\barbarian_large_city.tga
mod_0\data\ui\barbarian\cities\barbarian_large_town.tga
mod_0\data\ui\barbarian\cities\barbarian_town.tga
mod_0\data\ui\barbarian\cities\barbarian_fort.tga
mod_0\data\ui\hun\cities\hun_city.tga
mod_0\data\ui\hun\cities\hun_large_city.tga
mod_0\data\ui\hun\cities\hun_huge_city.tga
mod_0\data\ui\hun\cities\hun_large_town.tga
mod_0\data\ui\hun\cities\hun_town.tga
mod_0\data\ui\hun\cities\hun_fort.tga
mod_0\data\sky\clouds\heavy\cloud_01-02_11.tga.dds
mod_0\data\sky\clouds\heavy\cloud_01-02_12.tga.dds
mod_0\data\sky\clouds\heavy\cloud_01-02_13.tga.dds
mod_0\data\sky\clouds\heavy\cloud_01-02_14.tga.dds
mod_0\data\sky\clouds\heavy\cloud_01-02_15.tga.dds
mod_0\data\sky\clouds\heavy\cloud_03-04_11.tga.dds
mod_0\data\sky\clouds\heavy\cloud_03-04_12.tga.dds
mod_0\data\sky\clouds\heavy\cloud_03-04_13.tga.dds
mod_0\data\sky\clouds\heavy\cloud_03-04_14.tga.dds
mod_0\data\sky\clouds\heavy\cloud_03-04_15.tga.dds
mod_0\data\sky\clouds\heavy\cloud_top_11.tga.dds
mod_0\data\sky\clouds\heavy\cloud_top_12.tga.dds
mod_0\data\sky\clouds\heavy\cloud_top_13.tga.dds
mod_0\data\sky\clouds\heavy\cloud_top_14.tga.dds
mod_0\data\sky\clouds\heavy\cloud_top_15.tga.dds
B. Advanced Repathing
../ used to jump up directories to repath back down.
C. Basic repathing
Usually just sticking the mod's folder name in after the bi/ folder...
Note that B is a subset of C, as all redirected directory jumping also of course contain the basic repath.
If you have any questions then post here whereMakanyanesomeone will be pleased to answer them![]()
*posts here to confuse things* if you have any questionsDol Guldursomeone will answer
(was a good idea to show that btw)
similar from EODII
Spoiler Alert, click show to read:
pack is still called mod_0.pak when its made, the folder name before \data doesn't actually matter, except obviously it has to be the one the files are actually in before packing.
textures in data\terrain\battlefield\..... you can put directly in mod folder if you change folder path (to something with same number of characters) with hex editor in geography.db file, but if you aren't hex editing that for other reasons, packing them is easier!
textures for buildings seem to have to be packed if you change them for existing building items, but if you have new model .cas's converted to new items then textures can work from mod-folder without packing.
Not used mods before? Looking for something small and fun?!Download the:
This is thread necromancy with a purpose:
It would seem that it hadn't yet occured to anybody here that the relative path . (single dot: current directory) and .. (double dot: parent directory) can be used as true filename patterns: chained together we can have multiple builds of the same fully modfoldered mod running off the same RTW.exe without name collisions. I had tested this a good while ago with EB, but the internal thread is of course not accessible to the public. So here goes:
- Prepare a clean RTW installation capable of supporting modfoldered mods.
- Note the path of the RTW w/ever .exe file, say "C:\Games\Vanilla\RTW\".
- Prepare a modfoldered mod installation somewhere outside that path, say "C:\Mods\", note its path (in this case "C:\Games\Mods\").
- Compute the relative path from your .exe under (2) to your modfolder under (3): in this case we end up with "..\..\Mods\[modfolder]" where [modfolder] is the name of your modfolder. (Alternatively use: "../../Mods/[modfolder]", that will work too.) Say: "..\..\Mods\EB".
- Use (4) as the argument to the -mod switch, example: Target: "C:\Games\Vanilla\RTW\" -mod:..\..\Mods\EB -show_err
This means that you could in theory set up multiple versions of EB 1.2 like this:
Target: "C:\Games\Vanilla\RTW\RTW.exe" -mod:..\..\Mods\EB\release -show_err
Target: "C:\Games\Vanilla\RTW\RTW.exe" -mod:..\..\Mods\EB\remod -show_err
Target: "C:\Games\Vanilla\RTW\RTW.exe" -mod:..\..\Mods\EB\devel -show_err
etc.
Note:
Note: a similar effect is possible through having a suitable [io] setting for each of any number of configuration files for M2TW, but of course you still must take care of avoiding naming collisions with the configuration files themselves.
For a slightly cryptic prior art reference (the use of symlinks in paths), just a few posts up I saw:But note that item (B) is *not* a subset of C, rather the converse holds true.
Last edited by Tellos Athenaios; 06-08-2009 at 02:45. Reason: RTW.exe in targets
- Tellos Athenaios
CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread
“ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.
Bookmarks