will this work with Alexander TW?
Dol Guldur, did you find a way to make the palms you had gotten to work with FATW to work in the mod with the -mod format?
I've no idea if it will work with A:TW but one must assume it is the same principle; I do not have the game yet as my Eras pack has not yet arrived. Still, games are but a distraction to the serious modder ;)
Teleklos, I'm afraid I did not factor the palms in simply because they failed the first test of actually working once I had copied over the files to a new installation of bi (with the rest of the build). Leaving them in was causing any battle on the strat map or CB to load up a little and then hang and freeze. I was having to use CTR+ALT+DEL to exit. I copied over all the files (inc. the db one and even messed around with rwms generated from the original), but nothing worked and I had to restore a vanilla db file and veg file which seemed to do the trick. I think the sprites are still in so it may give the appearance of palm forests until you get too close and they turn into deciduous trees ;)
I do want them in, but not at the cost of messing up my build at present. I will probably make them an item for a not-too-distant patch. A quick look at the files does not hold out much hope for repathing, so you might want to try copying the entire file set (and related elements such as cas and dds.tga files) into the mod folder.
Before I dedicate myself to more hours of work next week, has anyone got the tga.dds files running from out of a -mod folder for the climates, e.g. those that would be normally found at:
...\Rome - Total War\Data\terrain\battlefield\test_climate\summer
If so, would you be kind enough to share how it might be done?
Is anywhere a list of mods, that use CA's -mod function?
I know only about Chiv and TFT.
I would like to install other mods, but just only with -mod functionality.
The times, that i used to copying several vanilla directories is gone for me, as i have not longer lust and time to manage this and/or to buy bigger/new hd's due to new mods.
However, i would like to "encourage" all big mod projects to produce actual mod folders, and not overwriting any kind of vanilla TW data. It is so much userfriendly![]()
TWC Wiki: List of TW Modding Contributions 2005-2011
Release 12.2012: Third Age TW Realism+
Release 04.2013: Rise of the Samurai Realism+
Support: Greenpeace
LIVING ...WITH... WAR
What's really more disappointing than dis-information and non-education?
A certain degree of intentional ignorance paired with obvious stupidy /DV
DaVinci,
XGM (Extended Greek Mod) uses also the -mod switch.
Playing EB and XGM
And i would ask the same question.
Trying to make a BI mod into -mod option. Apparently playing BI is already doing -mod:bi, so just creating a mod folder and a shortcut pointing to it doesn't work. So you still have to duplicate the entire BI folder, just minus some files. Anyone found out what files can be omitted?
Finished EB campaigns:
Sweboz 1.0
A further question.
Modding just units (some new unit and unit_info cards, changes to EDB/EDU as appropriate) I put everything into a "mymod" folder to keep the plain vanilla files "safe." However, running the mod, every time I zoom to battle map (either to view one of my own settlements, or for combat) I get a CTD when the game tries to generate the settlement:
"Error. Filename doesn't exist" data/models_building/..."
then a laundry list including "militia_barracks_eastern_high.cas" and so forth. I have not modified any Cas file, nor planned to. All remain in the original data/ folder.
When running RTW without the -mod switch, everything runs fine. I've tried copying data/models_building/ into the mod folder, tried removing it from the mod folder, no change.
My understanding is that if RTW didn't find it in the mod folder, it looked in the original data/ folder. Is that assumption off, or is something else going on?
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